зеркало из https://github.com/mozilla/gecko-dev.git
753 строки
20 KiB
C++
753 строки
20 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "mozilla/dom/GamepadManager.h"
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#include "mozilla/dom/Gamepad.h"
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#include "mozilla/dom/GamepadAxisMoveEvent.h"
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#include "mozilla/dom/GamepadButtonEvent.h"
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#include "mozilla/dom/GamepadEvent.h"
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#include "mozilla/dom/GamepadEventChannelChild.h"
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#include "mozilla/dom/GamepadMonitoring.h"
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#include "mozilla/ipc/BackgroundChild.h"
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#include "mozilla/ipc/PBackgroundChild.h"
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#include "mozilla/ClearOnShutdown.h"
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#include "mozilla/Preferences.h"
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#include "mozilla/StaticPtr.h"
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#include "nsAutoPtr.h"
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#include "nsGlobalWindow.h"
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#include "nsIDOMEvent.h"
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#include "nsIDOMDocument.h"
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#include "nsIDOMWindow.h"
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#include "nsIObserver.h"
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#include "nsIObserverService.h"
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#include "nsIServiceManager.h"
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#include "nsThreadUtils.h"
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#include "VRManagerChild.h"
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#include "mozilla/Services.h"
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#include "mozilla/Unused.h"
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#include <cstddef>
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using namespace mozilla::ipc;
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namespace mozilla {
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namespace dom {
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namespace {
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const char* kGamepadEnabledPref = "dom.gamepad.enabled";
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const char* kGamepadEventsEnabledPref =
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"dom.gamepad.non_standard_events.enabled";
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const nsTArray<RefPtr<nsGlobalWindow>>::index_type NoIndex =
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nsTArray<RefPtr<nsGlobalWindow>>::NoIndex;
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bool sShutdown = false;
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StaticRefPtr<GamepadManager> gGamepadManagerSingleton;
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const uint32_t VR_GAMEPAD_IDX_OFFSET = 0x01 << 16;
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} // namespace
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NS_IMPL_ISUPPORTS(GamepadManager, nsIObserver)
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GamepadManager::GamepadManager()
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: mEnabled(false),
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mNonstandardEventsEnabled(false),
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mShuttingDown(false),
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mPromiseID(0)
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{}
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nsresult
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GamepadManager::Init()
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{
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mEnabled = IsAPIEnabled();
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mNonstandardEventsEnabled =
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Preferences::GetBool(kGamepadEventsEnabledPref, false);
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nsCOMPtr<nsIObserverService> observerService =
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mozilla::services::GetObserverService();
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if (NS_WARN_IF(!observerService)) {
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return NS_ERROR_FAILURE;
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}
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nsresult rv;
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rv = observerService->AddObserver(this,
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NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID,
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false);
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if (NS_WARN_IF(NS_FAILED(rv))) {
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return rv;
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}
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return NS_OK;
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}
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NS_IMETHODIMP
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GamepadManager::Observe(nsISupports* aSubject,
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const char* aTopic,
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const char16_t* aData)
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{
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nsCOMPtr<nsIObserverService> observerService =
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mozilla::services::GetObserverService();
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if (observerService) {
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observerService->RemoveObserver(this, NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID);
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}
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BeginShutdown();
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return NS_OK;
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}
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void
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GamepadManager::StopMonitoring()
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{
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for (uint32_t i = 0; i < mChannelChildren.Length(); ++i) {
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mChannelChildren[i]->SendGamepadListenerRemoved();
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}
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mChannelChildren.Clear();
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mGamepads.Clear();
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#if defined(XP_WIN) || defined(XP_MACOSX) || defined(XP_LINUX)
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gfx::VRManagerChild* vm = gfx::VRManagerChild::Get();
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vm->SendControllerListenerRemoved();
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#endif
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}
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void
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GamepadManager::BeginShutdown()
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{
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mShuttingDown = true;
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StopMonitoring();
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// Don't let windows call back to unregister during shutdown
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for (uint32_t i = 0; i < mListeners.Length(); i++) {
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mListeners[i]->SetHasGamepadEventListener(false);
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}
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mListeners.Clear();
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sShutdown = true;
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}
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void
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GamepadManager::AddListener(nsGlobalWindow* aWindow)
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{
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MOZ_ASSERT(aWindow);
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MOZ_ASSERT(aWindow->IsInnerWindow());
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MOZ_ASSERT(NS_IsMainThread());
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if (!mEnabled || mShuttingDown) {
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return;
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}
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if (mListeners.IndexOf(aWindow) != NoIndex) {
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return; // already exists
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}
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mListeners.AppendElement(aWindow);
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// IPDL child has been created
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if (!mChannelChildren.IsEmpty()) {
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return;
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}
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PBackgroundChild *actor = BackgroundChild::GetForCurrentThread();
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//Try to get the PBackground Child actor
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if (actor) {
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ActorCreated(actor);
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} else {
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Unused << BackgroundChild::GetOrCreateForCurrentThread(this);
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}
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}
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void
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GamepadManager::RemoveListener(nsGlobalWindow* aWindow)
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{
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MOZ_ASSERT(aWindow);
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MOZ_ASSERT(aWindow->IsInnerWindow());
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if (mShuttingDown) {
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// Doesn't matter at this point. It's possible we're being called
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// as a result of our own destructor here, so just bail out.
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return;
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}
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if (mListeners.IndexOf(aWindow) == NoIndex) {
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return; // doesn't exist
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}
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for (auto iter = mGamepads.Iter(); !iter.Done(); iter.Next()) {
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aWindow->RemoveGamepad(iter.Key());
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}
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mListeners.RemoveElement(aWindow);
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if (mListeners.IsEmpty()) {
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StopMonitoring();
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}
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}
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already_AddRefed<Gamepad>
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GamepadManager::GetGamepad(uint32_t aIndex) const
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{
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RefPtr<Gamepad> gamepad;
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if (mGamepads.Get(aIndex, getter_AddRefs(gamepad))) {
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return gamepad.forget();
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}
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return nullptr;
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}
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uint32_t GamepadManager::GetGamepadIndexWithServiceType(uint32_t aIndex,
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GamepadServiceType aServiceType)
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{
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uint32_t newIndex = 0;
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switch (aServiceType) {
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case GamepadServiceType::Standard:
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MOZ_ASSERT(aIndex <= VR_GAMEPAD_IDX_OFFSET);
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newIndex = aIndex;
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break;
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case GamepadServiceType::VR:
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newIndex = aIndex + VR_GAMEPAD_IDX_OFFSET;
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break;
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default:
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MOZ_ASSERT(false);
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break;
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}
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return newIndex;
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}
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void
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GamepadManager::AddGamepad(uint32_t aIndex,
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const nsAString& aId,
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GamepadMappingType aMapping,
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GamepadHand aHand,
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GamepadServiceType aServiceType,
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uint32_t aNumButtons,
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uint32_t aNumAxes,
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uint32_t aNumHaptics)
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{
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uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType);
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//TODO: bug 852258: get initial button/axis state
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RefPtr<Gamepad> gamepad =
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new Gamepad(nullptr,
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aId,
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0, // index is set by global window
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newIndex,
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aMapping,
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aHand,
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aNumButtons,
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aNumAxes,
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aNumHaptics);
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// We store the gamepad related to its index given by the parent process,
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// and no duplicate index is allowed.
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MOZ_ASSERT(!mGamepads.Get(newIndex, nullptr));
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mGamepads.Put(newIndex, gamepad);
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NewConnectionEvent(newIndex, true);
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}
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void
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GamepadManager::RemoveGamepad(uint32_t aIndex, GamepadServiceType aServiceType)
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{
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uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType);
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RefPtr<Gamepad> gamepad = GetGamepad(newIndex);
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if (!gamepad) {
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NS_WARNING("Trying to delete gamepad with invalid index");
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return;
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}
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gamepad->SetConnected(false);
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NewConnectionEvent(newIndex, false);
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mGamepads.Remove(newIndex);
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}
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void
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GamepadManager::NewButtonEvent(uint32_t aIndex, GamepadServiceType aServiceType,
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uint32_t aButton, bool aPressed, bool aTouched,
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double aValue)
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{
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if (mShuttingDown) {
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return;
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}
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uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType);
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RefPtr<Gamepad> gamepad = GetGamepad(newIndex);
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if (!gamepad) {
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return;
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}
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gamepad->SetButton(aButton, aPressed, aTouched, aValue);
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// Hold on to listeners in a separate array because firing events
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// can mutate the mListeners array.
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nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners);
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MOZ_ASSERT(!listeners.IsEmpty());
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for (uint32_t i = 0; i < listeners.Length(); i++) {
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MOZ_ASSERT(listeners[i]->IsInnerWindow());
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// Only send events to non-background windows
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if (!listeners[i]->AsInner()->IsCurrentInnerWindow() ||
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listeners[i]->GetOuterWindow()->IsBackground()) {
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continue;
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}
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bool firstTime = MaybeWindowHasSeenGamepad(listeners[i], newIndex);
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RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(newIndex);
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if (listenerGamepad) {
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listenerGamepad->SetButton(aButton, aPressed, aTouched, aValue);
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if (firstTime) {
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FireConnectionEvent(listeners[i], listenerGamepad, true);
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}
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if (mNonstandardEventsEnabled) {
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// Fire event
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FireButtonEvent(listeners[i], listenerGamepad, aButton, aValue);
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}
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}
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}
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}
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void
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GamepadManager::FireButtonEvent(EventTarget* aTarget,
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Gamepad* aGamepad,
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uint32_t aButton,
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double aValue)
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{
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nsString name = aValue == 1.0L ? NS_LITERAL_STRING("gamepadbuttondown") :
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NS_LITERAL_STRING("gamepadbuttonup");
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GamepadButtonEventInit init;
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init.mBubbles = false;
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init.mCancelable = false;
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init.mGamepad = aGamepad;
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init.mButton = aButton;
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RefPtr<GamepadButtonEvent> event =
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GamepadButtonEvent::Constructor(aTarget, name, init);
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event->SetTrusted(true);
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bool defaultActionEnabled = true;
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aTarget->DispatchEvent(event, &defaultActionEnabled);
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}
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void
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GamepadManager::NewAxisMoveEvent(uint32_t aIndex, GamepadServiceType aServiceType,
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uint32_t aAxis, double aValue)
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{
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if (mShuttingDown) {
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return;
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}
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uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType);
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RefPtr<Gamepad> gamepad = GetGamepad(newIndex);
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if (!gamepad) {
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return;
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}
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gamepad->SetAxis(aAxis, aValue);
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// Hold on to listeners in a separate array because firing events
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// can mutate the mListeners array.
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nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners);
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MOZ_ASSERT(!listeners.IsEmpty());
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for (uint32_t i = 0; i < listeners.Length(); i++) {
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MOZ_ASSERT(listeners[i]->IsInnerWindow());
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// Only send events to non-background windows
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if (!listeners[i]->AsInner()->IsCurrentInnerWindow() ||
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listeners[i]->GetOuterWindow()->IsBackground()) {
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continue;
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}
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bool firstTime = MaybeWindowHasSeenGamepad(listeners[i], newIndex);
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RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(newIndex);
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if (listenerGamepad) {
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listenerGamepad->SetAxis(aAxis, aValue);
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if (firstTime) {
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FireConnectionEvent(listeners[i], listenerGamepad, true);
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}
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if (mNonstandardEventsEnabled) {
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// Fire event
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FireAxisMoveEvent(listeners[i], listenerGamepad, aAxis, aValue);
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}
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}
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}
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}
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void
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GamepadManager::FireAxisMoveEvent(EventTarget* aTarget,
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Gamepad* aGamepad,
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uint32_t aAxis,
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double aValue)
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{
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GamepadAxisMoveEventInit init;
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init.mBubbles = false;
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init.mCancelable = false;
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init.mGamepad = aGamepad;
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init.mAxis = aAxis;
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init.mValue = aValue;
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RefPtr<GamepadAxisMoveEvent> event =
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GamepadAxisMoveEvent::Constructor(aTarget,
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NS_LITERAL_STRING("gamepadaxismove"),
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init);
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event->SetTrusted(true);
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bool defaultActionEnabled = true;
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aTarget->DispatchEvent(event, &defaultActionEnabled);
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}
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void
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GamepadManager::NewPoseEvent(uint32_t aIndex, GamepadServiceType aServiceType,
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const GamepadPoseState& aPose)
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{
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if (mShuttingDown) {
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return;
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}
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uint32_t newIndex = GetGamepadIndexWithServiceType(aIndex, aServiceType);
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RefPtr<Gamepad> gamepad = GetGamepad(newIndex);
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if (!gamepad) {
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return;
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}
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gamepad->SetPose(aPose);
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// Hold on to listeners in a separate array because firing events
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// can mutate the mListeners array.
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nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners);
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MOZ_ASSERT(!listeners.IsEmpty());
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for (uint32_t i = 0; i < listeners.Length(); i++) {
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MOZ_ASSERT(listeners[i]->IsInnerWindow());
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// Only send events to non-background windows
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if (!listeners[i]->AsInner()->IsCurrentInnerWindow() ||
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listeners[i]->GetOuterWindow()->IsBackground()) {
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continue;
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}
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bool firstTime = MaybeWindowHasSeenGamepad(listeners[i], newIndex);
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RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(newIndex);
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if (listenerGamepad) {
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listenerGamepad->SetPose(aPose);
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if (firstTime) {
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FireConnectionEvent(listeners[i], listenerGamepad, true);
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}
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}
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}
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}
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void
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GamepadManager::NewConnectionEvent(uint32_t aIndex, bool aConnected)
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{
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if (mShuttingDown) {
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return;
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}
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RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
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if (!gamepad) {
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return;
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}
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// Hold on to listeners in a separate array because firing events
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// can mutate the mListeners array.
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nsTArray<RefPtr<nsGlobalWindow>> listeners(mListeners);
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MOZ_ASSERT(!listeners.IsEmpty());
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if (aConnected) {
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for (uint32_t i = 0; i < listeners.Length(); i++) {
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MOZ_ASSERT(listeners[i]->IsInnerWindow());
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// Only send events to non-background windows
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if (!listeners[i]->AsInner()->IsCurrentInnerWindow() ||
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listeners[i]->GetOuterWindow()->IsBackground()) {
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continue;
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}
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// We don't fire a connected event here unless the window
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// has seen input from at least one device.
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if (!listeners[i]->HasSeenGamepadInput()) {
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continue;
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}
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SetWindowHasSeenGamepad(listeners[i], aIndex);
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RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aIndex);
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if (listenerGamepad) {
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// Fire event
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FireConnectionEvent(listeners[i], listenerGamepad, aConnected);
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}
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}
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} else {
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// For disconnection events, fire one at every window that has received
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// data from this gamepad.
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for (uint32_t i = 0; i < listeners.Length(); i++) {
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// Even background windows get these events, so we don't have to
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// deal with the hassle of syncing the state of removed gamepads.
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if (WindowHasSeenGamepad(listeners[i], aIndex)) {
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RefPtr<Gamepad> listenerGamepad = listeners[i]->GetGamepad(aIndex);
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if (listenerGamepad) {
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listenerGamepad->SetConnected(false);
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// Fire event
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FireConnectionEvent(listeners[i], listenerGamepad, false);
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listeners[i]->RemoveGamepad(aIndex);
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}
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}
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}
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}
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}
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void
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GamepadManager::FireConnectionEvent(EventTarget* aTarget,
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Gamepad* aGamepad,
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bool aConnected)
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{
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nsString name = aConnected ? NS_LITERAL_STRING("gamepadconnected") :
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NS_LITERAL_STRING("gamepaddisconnected");
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GamepadEventInit init;
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init.mBubbles = false;
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init.mCancelable = false;
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init.mGamepad = aGamepad;
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RefPtr<GamepadEvent> event =
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GamepadEvent::Constructor(aTarget, name, init);
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event->SetTrusted(true);
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bool defaultActionEnabled = true;
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aTarget->DispatchEvent(event, &defaultActionEnabled);
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}
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void
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GamepadManager::SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad)
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{
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if (mShuttingDown || !mEnabled) {
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return;
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}
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RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
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if (!gamepad) {
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return;
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}
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aGamepad->SyncState(gamepad);
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}
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|
|
|
// static
|
|
bool
|
|
GamepadManager::IsServiceRunning()
|
|
{
|
|
return !!gGamepadManagerSingleton;
|
|
}
|
|
|
|
// static
|
|
already_AddRefed<GamepadManager>
|
|
GamepadManager::GetService()
|
|
{
|
|
if (sShutdown) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (!gGamepadManagerSingleton) {
|
|
RefPtr<GamepadManager> manager = new GamepadManager();
|
|
nsresult rv = manager->Init();
|
|
if(NS_WARN_IF(NS_FAILED(rv))) {
|
|
return nullptr;
|
|
}
|
|
gGamepadManagerSingleton = manager;
|
|
ClearOnShutdown(&gGamepadManagerSingleton);
|
|
}
|
|
|
|
RefPtr<GamepadManager> service(gGamepadManagerSingleton);
|
|
return service.forget();
|
|
}
|
|
|
|
// static
|
|
bool
|
|
GamepadManager::IsAPIEnabled() {
|
|
return Preferences::GetBool(kGamepadEnabledPref, false);
|
|
}
|
|
|
|
bool
|
|
GamepadManager::MaybeWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex)
|
|
{
|
|
if (!WindowHasSeenGamepad(aWindow, aIndex)) {
|
|
// This window hasn't seen this gamepad before, so
|
|
// send a connection event first.
|
|
SetWindowHasSeenGamepad(aWindow, aIndex);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
GamepadManager::WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex) const
|
|
{
|
|
RefPtr<Gamepad> gamepad = aWindow->GetGamepad(aIndex);
|
|
return gamepad != nullptr;
|
|
}
|
|
|
|
void
|
|
GamepadManager::SetWindowHasSeenGamepad(nsGlobalWindow* aWindow,
|
|
uint32_t aIndex,
|
|
bool aHasSeen)
|
|
{
|
|
MOZ_ASSERT(aWindow);
|
|
MOZ_ASSERT(aWindow->IsInnerWindow());
|
|
|
|
if (mListeners.IndexOf(aWindow) == NoIndex) {
|
|
// This window isn't even listening for gamepad events.
|
|
return;
|
|
}
|
|
|
|
if (aHasSeen) {
|
|
aWindow->SetHasSeenGamepadInput(true);
|
|
nsCOMPtr<nsISupports> window = ToSupports(aWindow);
|
|
RefPtr<Gamepad> gamepad = GetGamepad(aIndex);
|
|
if (!gamepad) {
|
|
return;
|
|
}
|
|
RefPtr<Gamepad> clonedGamepad = gamepad->Clone(window);
|
|
aWindow->AddGamepad(aIndex, clonedGamepad);
|
|
} else {
|
|
aWindow->RemoveGamepad(aIndex);
|
|
}
|
|
}
|
|
|
|
void
|
|
GamepadManager::Update(const GamepadChangeEvent& aEvent)
|
|
{
|
|
if (aEvent.type() == GamepadChangeEvent::TGamepadAdded) {
|
|
const GamepadAdded& a = aEvent.get_GamepadAdded();
|
|
AddGamepad(a.index(), a.id(),
|
|
static_cast<GamepadMappingType>(a.mapping()),
|
|
static_cast<GamepadHand>(a.hand()),
|
|
a.service_type(),
|
|
a.num_buttons(), a.num_axes(),
|
|
a.num_haptics());
|
|
return;
|
|
}
|
|
if (aEvent.type() == GamepadChangeEvent::TGamepadRemoved) {
|
|
const GamepadRemoved& a = aEvent.get_GamepadRemoved();
|
|
RemoveGamepad(a.index(), a.service_type());
|
|
return;
|
|
}
|
|
if (aEvent.type() == GamepadChangeEvent::TGamepadButtonInformation) {
|
|
const GamepadButtonInformation& a = aEvent.get_GamepadButtonInformation();
|
|
NewButtonEvent(a.index(), a.service_type(), a.button(),
|
|
a.pressed(), a.touched(), a.value());
|
|
return;
|
|
}
|
|
if (aEvent.type() == GamepadChangeEvent::TGamepadAxisInformation) {
|
|
const GamepadAxisInformation& a = aEvent.get_GamepadAxisInformation();
|
|
NewAxisMoveEvent(a.index(), a.service_type(), a.axis(), a.value());
|
|
return;
|
|
}
|
|
if (aEvent.type() == GamepadChangeEvent::TGamepadPoseInformation) {
|
|
const GamepadPoseInformation& a = aEvent.get_GamepadPoseInformation();
|
|
NewPoseEvent(a.index(), a.service_type(), a.pose_state());
|
|
return;
|
|
}
|
|
|
|
MOZ_CRASH("We shouldn't be here!");
|
|
|
|
}
|
|
|
|
already_AddRefed<Promise>
|
|
GamepadManager::VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex,
|
|
double aIntensity, double aDuration,
|
|
nsIGlobalObject* aGlobal, ErrorResult& aRv)
|
|
{
|
|
RefPtr<Promise> promise = Promise::Create(aGlobal, aRv);
|
|
if (NS_WARN_IF(aRv.Failed())) {
|
|
aRv.Throw(NS_ERROR_FAILURE);
|
|
return nullptr;
|
|
}
|
|
|
|
if (aControllerIdx >= VR_GAMEPAD_IDX_OFFSET) {
|
|
uint32_t index = aControllerIdx - VR_GAMEPAD_IDX_OFFSET;
|
|
gfx::VRManagerChild* vm = gfx::VRManagerChild::Get();
|
|
vm->AddPromise(mPromiseID, promise);
|
|
vm->SendVibrateHaptic(index, aHapticIndex,
|
|
aIntensity, aDuration,
|
|
mPromiseID);
|
|
} else {
|
|
for (const auto& channelChild: mChannelChildren) {
|
|
channelChild->AddPromise(mPromiseID, promise);
|
|
channelChild->SendVibrateHaptic(aControllerIdx, aHapticIndex,
|
|
aIntensity, aDuration,
|
|
mPromiseID);
|
|
}
|
|
}
|
|
|
|
++mPromiseID;
|
|
return promise.forget();
|
|
}
|
|
|
|
void
|
|
GamepadManager::StopHaptics()
|
|
{
|
|
for (auto iter = mGamepads.Iter(); !iter.Done(); iter.Next()) {
|
|
const uint32_t gamepadIndex = iter.UserData()->HashKey();
|
|
if (gamepadIndex >= VR_GAMEPAD_IDX_OFFSET) {
|
|
const uint32_t index = gamepadIndex - VR_GAMEPAD_IDX_OFFSET;
|
|
gfx::VRManagerChild* vm = gfx::VRManagerChild::Get();
|
|
vm->SendStopVibrateHaptic(index);
|
|
} else {
|
|
for (auto& channelChild : mChannelChildren) {
|
|
channelChild->SendStopVibrateHaptic(gamepadIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//Override nsIIPCBackgroundChildCreateCallback
|
|
void
|
|
GamepadManager::ActorCreated(PBackgroundChild *aActor)
|
|
{
|
|
MOZ_ASSERT(aActor);
|
|
GamepadEventChannelChild *child = new GamepadEventChannelChild();
|
|
PGamepadEventChannelChild *initedChild =
|
|
aActor->SendPGamepadEventChannelConstructor(child);
|
|
if (NS_WARN_IF(!initedChild)) {
|
|
ActorFailed();
|
|
return;
|
|
}
|
|
MOZ_ASSERT(initedChild == child);
|
|
child->SendGamepadListenerAdded();
|
|
mChannelChildren.AppendElement(child);
|
|
|
|
#if defined(XP_WIN) || defined(XP_MACOSX) || defined(XP_LINUX)
|
|
// Construct VRManagerChannel and ask adding the connected
|
|
// VR controllers to GamepadManager
|
|
gfx::VRManagerChild* vm = gfx::VRManagerChild::Get();
|
|
vm->SendControllerListenerAdded();
|
|
#endif
|
|
}
|
|
|
|
//Override nsIIPCBackgroundChildCreateCallback
|
|
void
|
|
GamepadManager::ActorFailed()
|
|
{
|
|
MOZ_CRASH("Gamepad IPC actor create failed!");
|
|
}
|
|
|
|
} // namespace dom
|
|
} // namespace mozilla
|