/work/obj-fuzz/dist/include/mozilla/dom/GamepadManager.h
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1 | | /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ |
2 | | /* vim: set ts=8 sts=2 et sw=2 tw=80: */ |
3 | | /* This Source Code Form is subject to the terms of the Mozilla Public |
4 | | * License, v. 2.0. If a copy of the MPL was not distributed with this file, |
5 | | * You can obtain one at http://mozilla.org/MPL/2.0/. */ |
6 | | |
7 | | #ifndef mozilla_dom_GamepadManager_h_ |
8 | | #define mozilla_dom_GamepadManager_h_ |
9 | | |
10 | | #include "nsIObserver.h" |
11 | | // Needed for GamepadMappingType |
12 | | #include "mozilla/dom/GamepadBinding.h" |
13 | | #include "mozilla/dom/GamepadServiceType.h" |
14 | | |
15 | | class nsGlobalWindowInner; |
16 | | |
17 | | namespace mozilla { |
18 | | namespace gfx { |
19 | | class VRManagerChild; |
20 | | } // namespace gfx |
21 | | namespace dom { |
22 | | |
23 | | class EventTarget; |
24 | | class Gamepad; |
25 | | class GamepadChangeEvent; |
26 | | class GamepadEventChannelChild; |
27 | | |
28 | | class GamepadManager final : public nsIObserver |
29 | | { |
30 | | public: |
31 | | NS_DECL_ISUPPORTS |
32 | | NS_DECL_NSIOBSERVER |
33 | | |
34 | | // Returns true if we actually have a service up and running |
35 | | static bool IsServiceRunning(); |
36 | | // Get the singleton service |
37 | | static already_AddRefed<GamepadManager> GetService(); |
38 | | // Return true if the API is preffed on. |
39 | | static bool IsAPIEnabled(); |
40 | | |
41 | | void BeginShutdown(); |
42 | | void StopMonitoring(); |
43 | | |
44 | | // Indicate that |aWindow| wants to receive gamepad events. |
45 | | void AddListener(nsGlobalWindowInner* aWindow); |
46 | | // Indicate that |aWindow| should no longer receive gamepad events. |
47 | | void RemoveListener(nsGlobalWindowInner* aWindow); |
48 | | |
49 | | // Add a gamepad to the list of known gamepads. |
50 | | void AddGamepad(uint32_t aIndex, const nsAString& aID, GamepadMappingType aMapping, |
51 | | GamepadHand aHand, GamepadServiceType aServiceType, uint32_t aDisplayID, |
52 | | uint32_t aNumButtons, uint32_t aNumAxes, uint32_t aNumHaptics); |
53 | | |
54 | | // Remove the gamepad at |aIndex| from the list of known gamepads. |
55 | | void RemoveGamepad(uint32_t aIndex, GamepadServiceType aServiceType); |
56 | | |
57 | | // Synchronize the state of |aGamepad| to match the gamepad stored at |aIndex| |
58 | | void SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad); |
59 | | |
60 | | // Returns gamepad object if index exists, null otherwise |
61 | | already_AddRefed<Gamepad> GetGamepad(uint32_t aIndex) const; |
62 | | |
63 | | // Returns gamepad object if GamepadId exists, null otherwise |
64 | | already_AddRefed<Gamepad> GetGamepad(uint32_t aGamepadId, GamepadServiceType aServiceType) const; |
65 | | |
66 | | // Receive GamepadChangeEvent messages from parent process to fire DOM events |
67 | | void Update(const GamepadChangeEvent& aGamepadEvent); |
68 | | |
69 | | // Trigger vibrate haptic event to gamepad channels. |
70 | | already_AddRefed<Promise> VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex, |
71 | | double aIntensity, double aDuration, |
72 | | nsIGlobalObject* aGlobal, ErrorResult& aRv); |
73 | | // Send stop haptic events to gamepad channels. |
74 | | void StopHaptics(); |
75 | | |
76 | | protected: |
77 | | GamepadManager(); |
78 | 0 | ~GamepadManager() {}; |
79 | | |
80 | | // Fire a gamepadconnected or gamepaddisconnected event for the gamepad |
81 | | // at |aIndex| to all windows that are listening and have received |
82 | | // gamepad input. |
83 | | void NewConnectionEvent(uint32_t aIndex, bool aConnected); |
84 | | |
85 | | // Fire a gamepadaxismove event to the window at |aTarget| for |aGamepad|. |
86 | | void FireAxisMoveEvent(EventTarget* aTarget, |
87 | | Gamepad* aGamepad, |
88 | | uint32_t axis, |
89 | | double value); |
90 | | |
91 | | // Fire one of gamepadbutton{up,down} event at the window at |aTarget| for |
92 | | // |aGamepad|. |
93 | | void FireButtonEvent(EventTarget* aTarget, |
94 | | Gamepad* aGamepad, |
95 | | uint32_t aButton, |
96 | | double aValue); |
97 | | |
98 | | // Fire one of gamepad{connected,disconnected} event at the window at |
99 | | // |aTarget| for |aGamepad|. |
100 | | void FireConnectionEvent(EventTarget* aTarget, |
101 | | Gamepad* aGamepad, |
102 | | bool aConnected); |
103 | | |
104 | | // true if this feature is enabled in preferences |
105 | | bool mEnabled; |
106 | | // true if non-standard events are enabled in preferences |
107 | | bool mNonstandardEventsEnabled; |
108 | | // true when shutdown has begun |
109 | | bool mShuttingDown; |
110 | | |
111 | | // Gamepad IPDL child |
112 | | // This pointer is only used by this singleton instance and |
113 | | // will be destroyed during the IPDL shutdown chain, so we |
114 | | // don't need to refcount it here. |
115 | | nsTArray<GamepadEventChannelChild *> mChannelChildren; |
116 | | |
117 | | private: |
118 | | |
119 | | nsresult Init(); |
120 | | |
121 | | void MaybeConvertToNonstandardGamepadEvent(const GamepadChangeEvent& aEvent, |
122 | | nsGlobalWindowInner* aWindow); |
123 | | |
124 | | bool SetGamepadByEvent(const GamepadChangeEvent& aEvent, |
125 | | nsGlobalWindowInner* aWindow = nullptr); |
126 | | |
127 | | bool MaybeWindowHasSeenGamepad(nsGlobalWindowInner* aWindow, uint32_t aIndex); |
128 | | // Returns true if we have already sent data from this gamepad |
129 | | // to this window. This should only return true if the user |
130 | | // explicitly interacted with a gamepad while this window |
131 | | // was focused, by pressing buttons or similar actions. |
132 | | bool WindowHasSeenGamepad(nsGlobalWindowInner* aWindow, uint32_t aIndex) const; |
133 | | // Indicate that a window has received data from a gamepad. |
134 | | void SetWindowHasSeenGamepad(nsGlobalWindowInner* aWindow, uint32_t aIndex, |
135 | | bool aHasSeen = true); |
136 | | // Our gamepad index has VR_GAMEPAD_IDX_OFFSET while GamepadChannelType |
137 | | // is from VRManager. |
138 | | uint32_t GetGamepadIndexWithServiceType(uint32_t aIndex, GamepadServiceType aServiceType) const; |
139 | | |
140 | | // Gamepads connected to the system. Copies of these are handed out |
141 | | // to each window. |
142 | | nsRefPtrHashtable<nsUint32HashKey, Gamepad> mGamepads; |
143 | | // Inner windows that are listening for gamepad events. |
144 | | // has been sent to that window. |
145 | | nsTArray<RefPtr<nsGlobalWindowInner>> mListeners; |
146 | | uint32_t mPromiseID; |
147 | | }; |
148 | | |
149 | | } // namespace dom |
150 | | } // namespace mozilla |
151 | | |
152 | | #endif // mozilla_dom_GamepadManager_h_ |