/* -*- 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_GamepadPlatformService_h_ #define mozilla_dom_GamepadPlatformService_h_ #include "mozilla/dom/GamepadBinding.h" #include "mozilla/dom/GamepadHandle.h" #include #include "mozilla/Mutex.h" #include "mozilla/StaticPtr.h" #include "mozilla/Vector.h" #include "mozilla/WeakPtr.h" namespace mozilla { namespace dom { class GamepadAdded; class GamepadEventChannelParent; enum class GamepadLightIndicatorType : uint8_t; struct GamepadPoseState; class GamepadTestChannelParent; struct GamepadTouchState; class GamepadPlatformService; class GamepadMonitoringState { public: static GamepadMonitoringState& GetSingleton(); void AddObserver(GamepadTestChannelParent* aParent); void RemoveObserver(GamepadTestChannelParent* aParent); bool IsMonitoring() const; GamepadMonitoringState(const GamepadMonitoringState&) = delete; GamepadMonitoringState(GamepadMonitoringState&&) = delete; GamepadMonitoringState& operator=(const GamepadMonitoringState) = delete; GamepadMonitoringState& operator=(GamepadMonitoringState&&) = delete; private: GamepadMonitoringState() = default; ~GamepadMonitoringState() = default; void Set(bool aIsMonitoring); bool mIsMonitoring{false}; Vector> mObservers; friend class mozilla::dom::GamepadPlatformService; }; // Platform Service for building and transmitting IPDL messages // through the HAL sandbox. Used by platform specific // Gamepad implementations // // This class can be accessed by the following 2 threads : // 1. Background thread: // This thread takes charge of IPDL communications // between here and DOM side // // 2. Monitor Thread: // This thread is populated in platform-dependent backends, which // is in charge of processing gamepad hardware events from OS class GamepadPlatformService final { NS_INLINE_DECL_THREADSAFE_REFCOUNTING(GamepadPlatformService) public: // Get the singleton service static already_AddRefed GetParentService(); // Add a gamepad to the list of known gamepads, and return its handle. GamepadHandle AddGamepad(const char* aID, GamepadMappingType aMapping, GamepadHand aHand, uint32_t aNumButtons, uint32_t aNumAxes, uint32_t aNumHaptics, uint32_t aNumLightIndicator, uint32_t aNumTouchEvents); // Remove the gamepad at |aHandle| from the list of known gamepads. void RemoveGamepad(GamepadHandle aHandle); // Update the state of |aButton| for the gamepad at |aHandle| for all // windows that are listening and visible, and fire one of // a gamepadbutton{up,down} event at them as well. // aPressed is used for digital buttons, aTouched is for detecting touched // events, aValue is for analog buttons. void NewButtonEvent(GamepadHandle aHandle, uint32_t aButton, bool aPressed, bool aTouched, double aValue); // When only a digital button is available the value will be synthesized. void NewButtonEvent(GamepadHandle aHandle, uint32_t aButton, bool aPressed); // When only a digital button are available the value will be synthesized. void NewButtonEvent(GamepadHandle aHandle, uint32_t aButton, bool aPressed, bool aTouched); // When only a digital button are available the value will be synthesized. void NewButtonEvent(GamepadHandle aHandle, uint32_t aButton, bool aPressed, double aValue); // Update the state of |aAxis| for the gamepad at |aHandle| for all // windows that are listening and visible, and fire a gamepadaxismove // event at them as well. void NewAxisMoveEvent(GamepadHandle aHandle, uint32_t aAxis, double aValue); // Update the state of |aState| for the gamepad at |aHandle| for all // windows that are listening and visible. void NewPoseEvent(GamepadHandle aHandle, const GamepadPoseState& aState); // Update the type of |aType| for the gamepad at |aHandle| for all // windows that are listening and visible. void NewLightIndicatorTypeEvent(GamepadHandle aHandle, uint32_t aLight, GamepadLightIndicatorType aType); // Update the state of |aState| for the gamepad at |aHandle| with // |aTouchArrayIndex| for all windows that are listening and visible. void NewMultiTouchEvent(GamepadHandle aHandle, uint32_t aTouchArrayIndex, const GamepadTouchState& aState); // When shutting down the platform communications for gamepad, also reset the // indexes. void ResetGamepadIndexes(); // Add IPDL parent instance void AddChannelParent(GamepadEventChannelParent* aParent); // Remove IPDL parent instance void RemoveChannelParent(GamepadEventChannelParent* aParent); void MaybeShutdown(); private: GamepadPlatformService(); ~GamepadPlatformService(); template void NotifyGamepadChange(GamepadHandle aHandle, const T& aInfo); void Cleanup(); // mNextGamepadHandleValue can only be accessed by monitor thread uint32_t mNextGamepadHandleValue; // mChannelParents stores all the GamepadEventChannelParent instances // which may be accessed by both background thread and monitor thread // simultaneously, so we have a mutex to prevent race condition nsTArray> mChannelParents; // This mutex protects mChannelParents from race condition // between background and monitor thread Mutex mMutex; std::map mGamepadAdded; }; } // namespace dom } // namespace mozilla #endif