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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_dom_GamepadManager_h_
#define mozilla_dom_GamepadManager_h_
#include "nsIObserver.h"
#include "nsRefPtrHashtable.h"
// Needed for GamepadMappingType
#include "mozilla/dom/GamepadBinding.h"
#include "mozilla/dom/GamepadHandle.h"
#include <utility>
class nsGlobalWindowInner;
class nsIGlobalObject;
namespace mozilla {
namespace gfx {
class VRManagerChild;
} // namespace gfx
namespace dom {
class EventTarget;
class Gamepad;
class GamepadChangeEvent;
class GamepadEventChannelChild;
class GamepadManager final : public nsIObserver {
public:
NS_DECL_ISUPPORTS
NS_DECL_NSIOBSERVER
// Returns true if we actually have a service up and running
static bool IsServiceRunning();
// Get the singleton service
static already_AddRefed<GamepadManager> GetService();
void BeginShutdown();
void StopMonitoring();
// Indicate that |aWindow| wants to receive gamepad events.
void AddListener(nsGlobalWindowInner* aWindow);
// Indicate that |aWindow| should no longer receive gamepad events.
void RemoveListener(nsGlobalWindowInner* aWindow);
// Add a gamepad to the list of known gamepads.
void AddGamepad(GamepadHandle aHandle, const nsAString& aID,
GamepadMappingType aMapping, GamepadHand aHand,
uint32_t aDisplayID, uint32_t aNumButtons, uint32_t aNumAxes,
uint32_t aNumHaptics, uint32_t aNumLightIndicator,
uint32_t aNumTouchEvents);
// Remove the gamepad at |aIndex| from the list of known gamepads.
void RemoveGamepad(GamepadHandle aHandle);
// Synchronize the state of |aGamepad| to match the gamepad stored at |aIndex|
void SyncGamepadState(GamepadHandle aHandle, nsGlobalWindowInner* aWindow,
Gamepad* aGamepad);
// Returns gamepad object if index exists, null otherwise
already_AddRefed<Gamepad> GetGamepad(GamepadHandle aHandle) const;
// Receive GamepadChangeEvent messages from parent process to fire DOM events
void Update(const GamepadChangeEvent& aGamepadEvent);
// Trigger vibrate haptic event to gamepad channels.
already_AddRefed<Promise> VibrateHaptic(GamepadHandle aHandle,
uint32_t aHapticIndex,
double aIntensity, double aDuration,
nsIGlobalObject* aGlobal,
ErrorResult& aRv);
// Send stop haptic events to gamepad channels.
void StopHaptics();
// Set light indicator color event to gamepad channels.
already_AddRefed<Promise> SetLightIndicatorColor(GamepadHandle aHandle,
uint32_t aLightColorIndex,
uint8_t aRed, uint8_t aGreen,
uint8_t aBlue,
nsIGlobalObject* aGlobal,
ErrorResult& aRv);
protected:
GamepadManager();
~GamepadManager() = default;
// Fire a gamepadconnected or gamepaddisconnected event for the gamepad
// at |aIndex| to all windows that are listening and have received
// gamepad input.
void NewConnectionEvent(GamepadHandle aHandle, bool aConnected);
// Fire a gamepadaxismove event to the window at |aTarget| for |aGamepad|.
void FireAxisMoveEvent(EventTarget* aTarget, Gamepad* aGamepad, uint32_t axis,
double value);
// Fire one of gamepadbutton{up,down} event at the window at |aTarget| for
// |aGamepad|.
void FireButtonEvent(EventTarget* aTarget, Gamepad* aGamepad,
uint32_t aButton, double aValue);
// Fire one of gamepad{connected,disconnected} event at the window at
// |aTarget| for |aGamepad|.
void FireConnectionEvent(EventTarget* aTarget, Gamepad* aGamepad,
bool aConnected);
// true if this feature is enabled in preferences
bool mEnabled;
// true if non-standard events are enabled in preferences
bool mNonstandardEventsEnabled;
// true when shutdown has begun
bool mShuttingDown;
RefPtr<GamepadEventChannelChild> mChannelChild;
private:
nsresult Init();
void MaybeConvertToNonstandardGamepadEvent(const GamepadChangeEvent& aEvent,
nsGlobalWindowInner* aWindow);
bool SetGamepadByEvent(const GamepadChangeEvent& aEvent,
nsGlobalWindowInner* aWindow = nullptr);
// To avoid unintentionally causing the gamepad be activated.
// Returns false if this gamepad hasn't been seen by this window
// and the axis move data is less than AXIS_FIRST_INTENT_THRESHOLD_VALUE.
bool AxisMoveIsFirstIntent(nsGlobalWindowInner* aWindow,
GamepadHandle aHandle,
const GamepadChangeEvent& aEvent);
bool MaybeWindowHasSeenGamepad(nsGlobalWindowInner* aWindow,
GamepadHandle aHandle);
// Returns true if we have already sent data from this gamepad
// to this window. This should only return true if the user
// explicitly interacted with a gamepad while this window
// was focused, by pressing buttons or similar actions.
bool WindowHasSeenGamepad(nsGlobalWindowInner* aWindow,
GamepadHandle aHandle) const;
// Indicate that a window has received data from a gamepad.
void SetWindowHasSeenGamepad(nsGlobalWindowInner* aWindow,
GamepadHandle aHandle, bool aHasSeen = true);
// Gamepads connected to the system. Copies of these are handed out
// to each window.
nsRefPtrHashtable<nsGenericHashKey<GamepadHandle>, Gamepad> mGamepads;
// Inner windows that are listening for gamepad events.
// has been sent to that window.
nsTArray<RefPtr<nsGlobalWindowInner>> mListeners;
uint32_t mPromiseID;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_GamepadManager_h_