119 lines
3.6 KiB
C++
119 lines
3.6 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 "GamepadEventChannelParent.h"
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#include "GamepadPlatformService.h"
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#include "mozilla/dom/GamepadMonitoring.h"
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#include "mozilla/ipc/BackgroundParent.h"
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#include "nsThreadUtils.h"
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namespace mozilla::dom {
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using namespace mozilla::ipc;
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namespace {
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class SendGamepadUpdateRunnable final : public Runnable {
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private:
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~SendGamepadUpdateRunnable() = default;
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RefPtr<GamepadEventChannelParent> mParent;
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GamepadChangeEvent mEvent;
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public:
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SendGamepadUpdateRunnable(GamepadEventChannelParent* aParent,
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GamepadChangeEvent aEvent)
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: Runnable("dom::SendGamepadUpdateRunnable"),
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mParent(aParent),
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mEvent(aEvent) {
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MOZ_ASSERT(mParent);
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}
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NS_IMETHOD Run() override {
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AssertIsOnBackgroundThread();
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Unused << mParent->SendGamepadUpdate(mEvent);
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return NS_OK;
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}
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};
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} // namespace
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already_AddRefed<GamepadEventChannelParent>
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GamepadEventChannelParent::Create() {
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return RefPtr<GamepadEventChannelParent>(new GamepadEventChannelParent())
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.forget();
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}
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GamepadEventChannelParent::GamepadEventChannelParent() : mIsShutdown{false} {
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MOZ_DIAGNOSTIC_ASSERT(IsOnBackgroundThread());
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mBackgroundEventTarget = GetCurrentSerialEventTarget();
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RefPtr<GamepadPlatformService> service =
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GamepadPlatformService::GetParentService();
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MOZ_ASSERT(service);
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service->AddChannelParent(this);
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}
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void GamepadEventChannelParent::ActorDestroy(ActorDestroyReason aWhy) {
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MOZ_DIAGNOSTIC_ASSERT(IsOnBackgroundThread());
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MOZ_DIAGNOSTIC_ASSERT(!mIsShutdown);
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mIsShutdown = true;
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RefPtr<GamepadPlatformService> service =
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GamepadPlatformService::GetParentService();
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MOZ_ASSERT(service);
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service->RemoveChannelParent(this);
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}
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mozilla::ipc::IPCResult GamepadEventChannelParent::RecvVibrateHaptic(
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const Tainted<GamepadHandle>& aHandle,
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const Tainted<uint32_t>& aHapticIndex, const Tainted<double>& aIntensity,
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const Tainted<double>& aDuration, const uint32_t& aPromiseID) {
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// TODO: Bug 680289, implement for standard gamepads
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if (SendReplyGamepadPromise(aPromiseID)) {
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return IPC_OK();
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}
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return IPC_FAIL(this, "SendReplyGamepadPromise fail.");
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}
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mozilla::ipc::IPCResult GamepadEventChannelParent::RecvStopVibrateHaptic(
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const Tainted<GamepadHandle>& aHandle) {
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// TODO: Bug 680289, implement for standard gamepads
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return IPC_OK();
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}
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mozilla::ipc::IPCResult GamepadEventChannelParent::RecvLightIndicatorColor(
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const Tainted<GamepadHandle>& aHandle,
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const Tainted<uint32_t>& aLightColorIndex, const uint8_t& aRed,
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const uint8_t& aGreen, const uint8_t& aBlue, const uint32_t& aPromiseID) {
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SetGamepadLightIndicatorColor(aHandle, aLightColorIndex, aRed, aGreen, aBlue);
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if (SendReplyGamepadPromise(aPromiseID)) {
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return IPC_OK();
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}
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return IPC_FAIL(this, "SendReplyGamepadPromise fail.");
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}
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mozilla::ipc::IPCResult GamepadEventChannelParent::RecvRequestAllGamepads(
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RequestAllGamepadsResolver&& aResolver) {
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RefPtr<GamepadPlatformService> service =
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GamepadPlatformService::GetParentService();
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MOZ_ASSERT(service);
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aResolver(service->GetAllGamePads());
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return IPC_OK();
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}
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void GamepadEventChannelParent::DispatchUpdateEvent(
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const GamepadChangeEvent& aEvent) {
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mBackgroundEventTarget->Dispatch(new SendGamepadUpdateRunnable(this, aEvent),
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NS_DISPATCH_NORMAL);
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}
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} // namespace mozilla::dom
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