dom/gamepad/GamepadService.h

Sat, 03 Jan 2015 20:18:00 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Sat, 03 Jan 2015 20:18:00 +0100
branch
TOR_BUG_3246
changeset 7
129ffea94266
permissions
-rw-r--r--

Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.

michael@0 1 /* This Source Code Form is subject to the terms of the Mozilla Public
michael@0 2 * License, v. 2.0. If a copy of the MPL was not distributed with this file,
michael@0 3 * You can obtain one at http://mozilla.org/MPL/2.0/. */
michael@0 4
michael@0 5 #ifndef mozilla_dom_GamepadService_h_
michael@0 6 #define mozilla_dom_GamepadService_h_
michael@0 7
michael@0 8 #include <stdint.h>
michael@0 9 #include "Gamepad.h"
michael@0 10 #include "nsAutoPtr.h"
michael@0 11 #include "nsCOMArray.h"
michael@0 12 #include "nsIGamepadServiceTest.h"
michael@0 13 #include "nsGlobalWindow.h"
michael@0 14 #include "nsIFocusManager.h"
michael@0 15 #include "nsIObserver.h"
michael@0 16 #include "nsITimer.h"
michael@0 17 #include "nsTArray.h"
michael@0 18
michael@0 19 class nsIDOMDocument;
michael@0 20
michael@0 21 namespace mozilla {
michael@0 22 namespace dom {
michael@0 23
michael@0 24 class EventTarget;
michael@0 25
michael@0 26 class GamepadService : public nsIObserver
michael@0 27 {
michael@0 28 public:
michael@0 29 NS_DECL_ISUPPORTS
michael@0 30 NS_DECL_NSIOBSERVER
michael@0 31
michael@0 32 // Get the singleton service
michael@0 33 static already_AddRefed<GamepadService> GetService();
michael@0 34 // Return true if the API is preffed on.
michael@0 35 static bool IsAPIEnabled();
michael@0 36
michael@0 37 void BeginShutdown();
michael@0 38
michael@0 39 // Indicate that |aWindow| wants to receive gamepad events.
michael@0 40 void AddListener(nsGlobalWindow* aWindow);
michael@0 41 // Indicate that |aWindow| should no longer receive gamepad events.
michael@0 42 void RemoveListener(nsGlobalWindow* aWindow);
michael@0 43
michael@0 44 // Add a gamepad to the list of known gamepads, and return its index.
michael@0 45 uint32_t AddGamepad(const char* aID, GamepadMappingType aMapping,
michael@0 46 uint32_t aNumButtons, uint32_t aNumAxes);
michael@0 47 // Remove the gamepad at |aIndex| from the list of known gamepads.
michael@0 48 void RemoveGamepad(uint32_t aIndex);
michael@0 49
michael@0 50 // Update the state of |aButton| for the gamepad at |aIndex| for all
michael@0 51 // windows that are listening and visible, and fire one of
michael@0 52 // a gamepadbutton{up,down} event at them as well.
michael@0 53 // aPressed is used for digital buttons, aValue is for analog buttons.
michael@0 54 void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed,
michael@0 55 double aValue);
michael@0 56 // When only a digital button is available the value will be synthesized.
michael@0 57 void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed);
michael@0 58
michael@0 59 // Update the state of |aAxis| for the gamepad at |aIndex| for all
michael@0 60 // windows that are listening and visible, and fire a gamepadaxismove
michael@0 61 // event at them as well.
michael@0 62 void NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue);
michael@0 63
michael@0 64 // Synchronize the state of |aGamepad| to match the gamepad stored at |aIndex|
michael@0 65 void SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad);
michael@0 66
michael@0 67 protected:
michael@0 68 GamepadService();
michael@0 69 virtual ~GamepadService() {};
michael@0 70 void StartCleanupTimer();
michael@0 71
michael@0 72 // Fire a gamepadconnected or gamepaddisconnected event for the gamepad
michael@0 73 // at |aIndex| to all windows that are listening and have received
michael@0 74 // gamepad input.
michael@0 75 void NewConnectionEvent(uint32_t aIndex, bool aConnected);
michael@0 76
michael@0 77 // Fire a gamepadaxismove event to the window at |aTarget| for |aGamepad|.
michael@0 78 void FireAxisMoveEvent(EventTarget* aTarget,
michael@0 79 Gamepad* aGamepad,
michael@0 80 uint32_t axis,
michael@0 81 double value);
michael@0 82
michael@0 83 // Fire one of gamepadbutton{up,down} event at the window at |aTarget| for
michael@0 84 // |aGamepad|.
michael@0 85 void FireButtonEvent(EventTarget* aTarget,
michael@0 86 Gamepad* aGamepad,
michael@0 87 uint32_t aButton,
michael@0 88 double aValue);
michael@0 89
michael@0 90 // Fire one of gamepad{connected,disconnected} event at the window at
michael@0 91 // |aTarget| for |aGamepad|.
michael@0 92 void FireConnectionEvent(EventTarget* aTarget,
michael@0 93 Gamepad* aGamepad,
michael@0 94 bool aConnected);
michael@0 95
michael@0 96 // true if this feature is enabled in preferences
michael@0 97 bool mEnabled;
michael@0 98 // true if non-standard events are enabled in preferences
michael@0 99 bool mNonstandardEventsEnabled;
michael@0 100 // true if the platform-specific backend has started work
michael@0 101 bool mStarted;
michael@0 102 // true when shutdown has begun
michael@0 103 bool mShuttingDown;
michael@0 104
michael@0 105 private:
michael@0 106 // Returns true if we have already sent data from this gamepad
michael@0 107 // to this window. This should only return true if the user
michael@0 108 // explicitly interacted with a gamepad while this window
michael@0 109 // was focused, by pressing buttons or similar actions.
michael@0 110 bool WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex);
michael@0 111 // Indicate that a window has recieved data from a gamepad.
michael@0 112 void SetWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex,
michael@0 113 bool aHasSeen = true);
michael@0 114
michael@0 115 static void TimeoutHandler(nsITimer* aTimer, void* aClosure);
michael@0 116 static bool sShutdown;
michael@0 117
michael@0 118 // Gamepads connected to the system. Copies of these are handed out
michael@0 119 // to each window.
michael@0 120 nsTArray<nsRefPtr<Gamepad> > mGamepads;
michael@0 121 // nsGlobalWindows that are listening for gamepad events.
michael@0 122 // has been sent to that window.
michael@0 123 nsTArray<nsRefPtr<nsGlobalWindow> > mListeners;
michael@0 124 nsCOMPtr<nsITimer> mTimer;
michael@0 125 nsCOMPtr<nsIFocusManager> mFocusManager;
michael@0 126 nsCOMPtr<nsIObserver> mObserver;
michael@0 127 };
michael@0 128
michael@0 129 // Service for testing purposes
michael@0 130 class GamepadServiceTest : public nsIGamepadServiceTest
michael@0 131 {
michael@0 132 public:
michael@0 133 NS_DECL_ISUPPORTS
michael@0 134 NS_DECL_NSIGAMEPADSERVICETEST
michael@0 135
michael@0 136 GamepadServiceTest();
michael@0 137
michael@0 138 static already_AddRefed<GamepadServiceTest> CreateService();
michael@0 139
michael@0 140 private:
michael@0 141 static GamepadServiceTest* sSingleton;
michael@0 142 virtual ~GamepadServiceTest() {};
michael@0 143 };
michael@0 144
michael@0 145 } // namespace dom
michael@0 146 } // namespace mozilla
michael@0 147
michael@0 148 #define NS_GAMEPAD_TEST_CID \
michael@0 149 { 0xfb1fcb57, 0xebab, 0x4cf4, \
michael@0 150 { 0x96, 0x3b, 0x1e, 0x4d, 0xb8, 0x52, 0x16, 0x96 } }
michael@0 151 #define NS_GAMEPAD_TEST_CONTRACTID "@mozilla.org/gamepad-test;1"
michael@0 152
michael@0 153 #endif // mozilla_dom_GamepadService_h_

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