Mypal/dom/gamepad/GamepadManager.h

153 lines
5.7 KiB
C++

/* -*- 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<GamepadManager> 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<Gamepad> 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<GamepadEventChannelChild *> 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<nsUint32HashKey, Gamepad> mGamepads;
// Inner windows that are listening for gamepad events.
// has been sent to that window.
nsTArray<RefPtr<nsGlobalWindow>> mListeners;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_GamepadManager_h_