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diff --git a/dom/gamepad/GamepadManager.h b/dom/gamepad/GamepadManager.h
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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_