1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
|
/* -*- 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/. */
#include "GamepadTestChannelParent.h"
#include "mozilla/dom/GamepadPlatformService.h"
#include "mozilla/ipc/BackgroundParent.h"
#include "mozilla/StaticPrefs_dom.h"
#include "mozilla/Unused.h"
namespace mozilla::dom {
already_AddRefed<GamepadTestChannelParent> GamepadTestChannelParent::Create() {
// Refuse to create the parent actor if this pref is disabled
if (!StaticPrefs::dom_gamepad_test_enabled()) {
return nullptr;
}
return RefPtr<GamepadTestChannelParent>(new GamepadTestChannelParent())
.forget();
}
GamepadTestChannelParent::GamepadTestChannelParent() {
::mozilla::ipc::AssertIsOnBackgroundThread();
GamepadMonitoringState::GetSingleton().AddObserver(this);
}
GamepadTestChannelParent::~GamepadTestChannelParent() {
::mozilla::ipc::AssertIsOnBackgroundThread();
GamepadMonitoringState::GetSingleton().RemoveObserver(this);
}
void GamepadTestChannelParent::AddGamepadToPlatformService(
uint32_t aPromiseId, const GamepadAdded& aGamepadAdded) {
mozilla::ipc::AssertIsOnBackgroundThread();
RefPtr<GamepadPlatformService> service =
GamepadPlatformService::GetParentService();
MOZ_ASSERT(service);
const GamepadAdded& a = aGamepadAdded;
nsCString gamepadID;
LossyCopyUTF16toASCII(a.id(), gamepadID);
GamepadHandle handle = service->AddGamepad(
gamepadID.get(), static_cast<GamepadMappingType>(a.mapping()), a.hand(),
a.num_buttons(), a.num_axes(), a.num_haptics(), a.num_lights(),
a.num_touches());
Unused << SendReplyGamepadHandle(aPromiseId, handle);
}
void GamepadTestChannelParent::OnMonitoringStateChanged(bool aNewState) {
mozilla::ipc::AssertIsOnBackgroundThread();
if (aNewState) {
for (auto& deferredGamepadAdd : mDeferredGamepadAdded) {
AddGamepadToPlatformService(deferredGamepadAdd.promiseId,
deferredGamepadAdd.gamepadAdded);
}
mDeferredGamepadAdded.Clear();
}
}
mozilla::ipc::IPCResult GamepadTestChannelParent::RecvGamepadTestEvent(
const uint32_t& aID, const GamepadChangeEvent& aEvent) {
mozilla::ipc::AssertIsOnBackgroundThread();
RefPtr<GamepadPlatformService> service =
GamepadPlatformService::GetParentService();
MOZ_ASSERT(service);
const GamepadChangeEventBody& body = aEvent.body();
// GamepadAdded is special because it will be deferred if monitoring hasn't
// started. Everything else won't be deferred and will fail if monitoring
// isn't running
if (body.type() == GamepadChangeEventBody::TGamepadAdded) {
if (GamepadMonitoringState::GetSingleton().IsMonitoring()) {
AddGamepadToPlatformService(aID, body.get_GamepadAdded());
} else {
mDeferredGamepadAdded.AppendElement(
DeferredGamepadAdded{aID, body.get_GamepadAdded()});
}
return IPC_OK();
}
if (!GamepadMonitoringState::GetSingleton().IsMonitoring()) {
return IPC_FAIL(this, "Simulated message received while not monitoring");
}
GamepadHandle handle = aEvent.handle();
switch (body.type()) {
case GamepadChangeEventBody::TGamepadRemoved:
service->RemoveGamepad(handle);
break;
case GamepadChangeEventBody::TGamepadButtonInformation: {
const GamepadButtonInformation& a = body.get_GamepadButtonInformation();
service->NewButtonEvent(handle, a.button(), a.pressed(), a.touched(),
a.value());
break;
}
case GamepadChangeEventBody::TGamepadAxisInformation: {
const GamepadAxisInformation& a = body.get_GamepadAxisInformation();
service->NewAxisMoveEvent(handle, a.axis(), a.value());
break;
}
case GamepadChangeEventBody::TGamepadPoseInformation: {
const GamepadPoseInformation& a = body.get_GamepadPoseInformation();
service->NewPoseEvent(handle, a.pose_state());
break;
}
case GamepadChangeEventBody::TGamepadTouchInformation: {
const GamepadTouchInformation& a = body.get_GamepadTouchInformation();
service->NewMultiTouchEvent(handle, a.index(), a.touch_state());
break;
}
default:
NS_WARNING("Unknown event type.");
return IPC_FAIL_NO_REASON(this);
}
Unused << SendReplyGamepadHandle(aID, handle);
return IPC_OK();
}
} // namespace mozilla::dom
|