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/* -*- 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/GamepadEventTypes.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 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();
nsTArray<GamepadAdded> GetAllGamePads() {
nsTArray<GamepadAdded> gamepads;
for (const auto& elem : mGamepadAdded) {
gamepads.AppendElement(elem.second);
}
return gamepads;
}
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