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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* vim: sw=2 ts=8 et :
*/
/* 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 LayersSurfaces;
include protocol PVRLayer;
include LayersMessages;
include GamepadEventTypes;
include "VRMessageUtils.h";
include "VRManagerParent.h";
include "VRManagerChild.h";
using struct mozilla::gfx::VRFieldOfView from "gfxVR.h";
using struct mozilla::gfx::VRDisplayInfo from "gfxVR.h";
using struct mozilla::gfx::VRSensorUpdate from "gfxVR.h";
using struct mozilla::gfx::VRHMDSensorState from "gfxVR.h";
using struct mozilla::gfx::VRControllerInfo from "gfxVR.h";
using struct mozilla::gfx::VRSubmitFrameResultInfo from "gfxVR.h";
using mozilla::gfx::VRDisplayCapabilityFlags from "moz_external_vr.h";
using mozilla::layers::LayersBackend from "mozilla/layers/LayersTypes.h";
using mozilla::layers::TextureFlags from "mozilla/layers/CompositorTypes.h";
using mozilla::dom::GamepadHandle from "mozilla/dom/GamepadHandle.h";
namespace mozilla {
namespace gfx {
/**
* The PVRManager protocol is used to enable communication of VR display
* enumeration and sensor state between the compositor thread and
* content threads/processes.
*/
[NeedsOtherPid, ChildImpl="VRManagerChild", ParentImpl="VRManagerParent"]
sync protocol PVRManager
{
manages PVRLayer;
parent:
async PVRLayer(uint32_t aDisplayID, uint32_t aGroup);
// Detect runtime capabilities. This will return the presense of VR and/or AR
// runtime software, without enumerating or activating any hardware devices.
async DetectRuntimes();
// (Re)Enumerate VR Displays. An updated list of VR displays will be returned
// asynchronously to children via UpdateDisplayInfo.
async RefreshDisplays();
async SetGroupMask(uint32_t aDisplayID, uint32_t aGroupMask);
async SetHaveEventListener(bool aHaveEventListener);
async ControllerListenerAdded();
async ControllerListenerRemoved();
async VibrateHaptic(GamepadHandle aGamepadHandle, uint32_t aHapticIndex,
double aIntensity, double aDuration, uint32_t aPromiseID);
async StopVibrateHaptic(GamepadHandle aGamepadHandle);
async StartVRNavigation(uint32_t aDeviceID);
async StopVRNavigation(uint32_t aDeviceID, TimeDuration aDuration);
async StartActivity();
async StopActivity();
async RunPuppet(uint64_t[] buffer);
async ResetPuppet();
child:
// Notify children of updated VR display enumeration and details. This will
// be sent to all children when the parent receives RefreshDisplays, even
// if no changes have been detected. This ensures that Promises exposed
// through DOM calls are always resolved.
async UpdateDisplayInfo(VRDisplayInfo aDisplayInfo);
async UpdateRuntimeCapabilities(VRDisplayCapabilityFlags aCapabilities);
async ReplyGamepadVibrateHaptic(uint32_t aPromiseID);
async NotifyPuppetCommandBufferCompleted(bool aSuccess);
async NotifyPuppetResetComplete();
async __delete__();
};
} // gfx
} // mozilla
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