/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* 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 "nsGlobalWindow.h" #include "nsIIPCBackgroundChildCreateCallback.h" #include "nsIObserver.h" // Needed for GamepadMappingType #include "mozilla/dom/GamepadBinding.h" #include "mozilla/dom/GamepadPoseState.h" #include "mozilla/dom/GamepadServiceType.h" #include "nsRefPtrHashtable.h" class nsGlobalWindow; namespace mozilla { namespace dom { class EventTarget; class Gamepad; class GamepadChangeEvent; class GamepadEventChannelChild; class GamepadManager final : public nsIObserver, public nsIIPCBackgroundChildCreateCallback { public: NS_DECL_ISUPPORTS NS_DECL_NSIOBSERVER NS_DECL_NSIIPCBACKGROUNDCHILDCREATECALLBACK // Returns true if we actually have a service up and running static bool IsServiceRunning(); // Get the singleton service static already_AddRefed GetService(); // Return true if the API is preffed on. static bool IsAPIEnabled(); void BeginShutdown(); void StopMonitoring(); // Indicate that |aWindow| wants to receive gamepad events. void AddListener(nsGlobalWindow* aWindow); // Indicate that |aWindow| should no longer receive gamepad events. void RemoveListener(nsGlobalWindow* aWindow); // Add a gamepad to the list of known gamepads. void AddGamepad(uint32_t aIndex, const nsAString& aID, GamepadMappingType aMapping, GamepadServiceType aServiceType, uint32_t aNumButtons, uint32_t aNumAxes); // Remove the gamepad at |aIndex| from the list of known gamepads. void RemoveGamepad(uint32_t aIndex, GamepadServiceType aServiceType); // Update the state of |aButton| for the gamepad at |aIndex| 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, aValue is for analog buttons. void NewButtonEvent(uint32_t aIndex, GamepadServiceType aServiceType, uint32_t aButton, bool aPressed, double aValue); // Update the state of |aAxis| for the gamepad at |aIndex| for all // windows that are listening and visible, and fire a gamepadaxismove // event at them as well. void NewAxisMoveEvent(uint32_t aIndex, GamepadServiceType aServiceType, uint32_t aAxis, double aValue); // Update the state of |aState| for the gamepad at |aIndex| for all // windows that are listening and visible. void NewPoseEvent(uint32_t aIndex, GamepadServiceType aServiceType, const GamepadPoseState& aState); // Synchronize the state of |aGamepad| to match the gamepad stored at |aIndex| void SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad); // Returns gamepad object if index exists, null otherwise already_AddRefed GetGamepad(uint32_t aIndex) const; // Receive GamepadChangeEvent messages from parent process to fire DOM events void Update(const GamepadChangeEvent& aGamepadEvent); protected: GamepadManager(); ~GamepadManager() {}; // Fire a gamepadconnected or gamepaddisconnected event for the gamepad // at |aIndex| to all windows that are listening and have received // gamepad input. void NewConnectionEvent(uint32_t aIndex, 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; // Gamepad IPDL child // This pointer is only used by this singleton instance and // will be destroyed during the IPDL shutdown chain, so we // don't need to refcount it here. nsTArray mChannelChildren; private: nsresult Init(); bool MaybeWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex); // 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(nsGlobalWindow* aWindow, uint32_t aIndex) const; // Indicate that a window has received data from a gamepad. void SetWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex, bool aHasSeen = true); uint32_t GetGamepadIndexWithServiceType(uint32_t aIndex, GamepadServiceType aServiceType); // Gamepads connected to the system. Copies of these are handed out // to each window. nsRefPtrHashtable mGamepads; // Inner windows that are listening for gamepad events. // has been sent to that window. nsTArray> mListeners; }; } // namespace dom } // namespace mozilla #endif // mozilla_dom_GamepadManager_h_