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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /dom/gamepad/GamepadManager.h | |
parent | Initial commit. (diff) | |
download | firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/gamepad/GamepadManager.h')
-rw-r--r-- | dom/gamepad/GamepadManager.h | 156 |
1 files changed, 156 insertions, 0 deletions
diff --git a/dom/gamepad/GamepadManager.h b/dom/gamepad/GamepadManager.h new file mode 100644 index 0000000000..794c0d1ca4 --- /dev/null +++ b/dom/gamepad/GamepadManager.h @@ -0,0 +1,156 @@ +/* -*- 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_ |