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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/gamepad/GamepadPlatformService.h | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/gamepad/GamepadPlatformService.h')
-rw-r--r-- | dom/gamepad/GamepadPlatformService.h | 150 |
1 files changed, 150 insertions, 0 deletions
diff --git a/dom/gamepad/GamepadPlatformService.h b/dom/gamepad/GamepadPlatformService.h new file mode 100644 index 0000000000..7353f1f449 --- /dev/null +++ b/dom/gamepad/GamepadPlatformService.h @@ -0,0 +1,150 @@ +/* -*- 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 <map> +#include "mozilla/Mutex.h" +#include "mozilla/StaticPtr.h" +#include "mozilla/Vector.h" +#include "mozilla/WeakPtr.h" + +namespace mozilla::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<WeakPtr<GamepadTestChannelParent>> 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<GamepadPlatformService> 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 <class T> + 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<RefPtr<GamepadEventChannelParent>> mChannelParents; + + // This mutex protects mChannelParents from race condition + // between background and monitor thread + Mutex mMutex MOZ_UNANNOTATED; + + std::map<GamepadHandle, GamepadAdded> mGamepadAdded; +}; + +} // namespace mozilla::dom + +#endif |