dom/gamepad/GamepadService.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/dom/gamepad/GamepadService.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,573 @@
     1.4 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.5 + * License, v. 2.0. If a copy of the MPL was not distributed with this file,
     1.6 + * You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.7 +
     1.8 +#include "mozilla/Hal.h"
     1.9 +#include "mozilla/ClearOnShutdown.h"
    1.10 +#include "mozilla/Preferences.h"
    1.11 +#include "mozilla/StaticPtr.h"
    1.12 +
    1.13 +#include "GamepadService.h"
    1.14 +#include "Gamepad.h"
    1.15 +#include "nsAutoPtr.h"
    1.16 +#include "nsIDOMEvent.h"
    1.17 +#include "nsIDOMDocument.h"
    1.18 +#include "GeneratedEvents.h"
    1.19 +#include "nsIDOMWindow.h"
    1.20 +#include "nsIObserver.h"
    1.21 +#include "nsIObserverService.h"
    1.22 +#include "nsIServiceManager.h"
    1.23 +#include "nsITimer.h"
    1.24 +#include "nsThreadUtils.h"
    1.25 +#include "mozilla/Services.h"
    1.26 +
    1.27 +#include "mozilla/dom/GamepadAxisMoveEvent.h"
    1.28 +#include "mozilla/dom/GamepadButtonEvent.h"
    1.29 +#include "mozilla/dom/GamepadEvent.h"
    1.30 +
    1.31 +#include <cstddef>
    1.32 +
    1.33 +namespace mozilla {
    1.34 +namespace dom {
    1.35 +
    1.36 +namespace {
    1.37 +const char* kGamepadEnabledPref = "dom.gamepad.enabled";
    1.38 +const char* kGamepadEventsEnabledPref =
    1.39 +  "dom.gamepad.non_standard_events.enabled";
    1.40 +// Amount of time to wait before cleaning up gamepad resources
    1.41 +// when no pages are listening for events.
    1.42 +const int kCleanupDelayMS = 2000;
    1.43 +const nsTArray<nsRefPtr<nsGlobalWindow> >::index_type NoIndex =
    1.44 +    nsTArray<nsRefPtr<nsGlobalWindow> >::NoIndex;
    1.45 +
    1.46 +StaticRefPtr<GamepadService> gGamepadServiceSingleton;
    1.47 +
    1.48 +} // namespace
    1.49 +
    1.50 +bool GamepadService::sShutdown = false;
    1.51 +
    1.52 +NS_IMPL_ISUPPORTS(GamepadService, nsIObserver)
    1.53 +
    1.54 +GamepadService::GamepadService()
    1.55 +  : mStarted(false),
    1.56 +    mShuttingDown(false)
    1.57 +{
    1.58 +  mEnabled = IsAPIEnabled();
    1.59 +  mNonstandardEventsEnabled =
    1.60 +    Preferences::GetBool(kGamepadEventsEnabledPref, false);
    1.61 +  nsCOMPtr<nsIObserverService> observerService =
    1.62 +    mozilla::services::GetObserverService();
    1.63 +  observerService->AddObserver(this,
    1.64 +                               NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID,
    1.65 +                               false);
    1.66 +}
    1.67 +
    1.68 +NS_IMETHODIMP
    1.69 +GamepadService::Observe(nsISupports* aSubject,
    1.70 +                        const char* aTopic,
    1.71 +                        const char16_t* aData)
    1.72 +{
    1.73 +  nsCOMPtr<nsIObserverService> observerService =
    1.74 +    mozilla::services::GetObserverService();
    1.75 +  observerService->RemoveObserver(this, NS_XPCOM_WILL_SHUTDOWN_OBSERVER_ID);
    1.76 +
    1.77 +  BeginShutdown();
    1.78 +  return NS_OK;
    1.79 +}
    1.80 +
    1.81 +void
    1.82 +GamepadService::BeginShutdown()
    1.83 +{
    1.84 +  mShuttingDown = true;
    1.85 +  if (mTimer) {
    1.86 +    mTimer->Cancel();
    1.87 +  }
    1.88 +  if (mStarted) {
    1.89 +    mozilla::hal::StopMonitoringGamepadStatus();
    1.90 +    mStarted = false;
    1.91 +  }
    1.92 +  // Don't let windows call back to unregister during shutdown
    1.93 +  for (uint32_t i = 0; i < mListeners.Length(); i++) {
    1.94 +    mListeners[i]->SetHasGamepadEventListener(false);
    1.95 +  }
    1.96 +  mListeners.Clear();
    1.97 +  mGamepads.Clear();
    1.98 +  sShutdown = true;
    1.99 +}
   1.100 +
   1.101 +void
   1.102 +GamepadService::AddListener(nsGlobalWindow* aWindow)
   1.103 +{
   1.104 +  if (mShuttingDown) {
   1.105 +    return;
   1.106 +  }
   1.107 +
   1.108 +  if (mListeners.IndexOf(aWindow) != NoIndex) {
   1.109 +    return; // already exists
   1.110 +  }
   1.111 +
   1.112 +  if (!mStarted && mEnabled) {
   1.113 +    mozilla::hal::StartMonitoringGamepadStatus();
   1.114 +    mStarted = true;
   1.115 +  }
   1.116 +
   1.117 +  mListeners.AppendElement(aWindow);
   1.118 +}
   1.119 +
   1.120 +void
   1.121 +GamepadService::RemoveListener(nsGlobalWindow* aWindow)
   1.122 +{
   1.123 +  if (mShuttingDown) {
   1.124 +    // Doesn't matter at this point. It's possible we're being called
   1.125 +    // as a result of our own destructor here, so just bail out.
   1.126 +    return;
   1.127 +  }
   1.128 +
   1.129 +  if (mListeners.IndexOf(aWindow) == NoIndex) {
   1.130 +    return; // doesn't exist
   1.131 +  }
   1.132 +
   1.133 +  mListeners.RemoveElement(aWindow);
   1.134 +
   1.135 +  if (mListeners.Length() == 0 && !mShuttingDown && mStarted) {
   1.136 +    StartCleanupTimer();
   1.137 +  }
   1.138 +}
   1.139 +
   1.140 +uint32_t
   1.141 +GamepadService::AddGamepad(const char* aId,
   1.142 +                           GamepadMappingType aMapping,
   1.143 +                           uint32_t aNumButtons,
   1.144 +                           uint32_t aNumAxes)
   1.145 +{
   1.146 +  //TODO: bug 852258: get initial button/axis state
   1.147 +  nsRefPtr<Gamepad> gamepad =
   1.148 +    new Gamepad(nullptr,
   1.149 +                NS_ConvertUTF8toUTF16(nsDependentCString(aId)),
   1.150 +                0,
   1.151 +                aMapping,
   1.152 +                aNumButtons,
   1.153 +                aNumAxes);
   1.154 +  int index = -1;
   1.155 +  for (uint32_t i = 0; i < mGamepads.Length(); i++) {
   1.156 +    if (!mGamepads[i]) {
   1.157 +      mGamepads[i] = gamepad;
   1.158 +      index = i;
   1.159 +      break;
   1.160 +    }
   1.161 +  }
   1.162 +  if (index == -1) {
   1.163 +    mGamepads.AppendElement(gamepad);
   1.164 +    index = mGamepads.Length() - 1;
   1.165 +  }
   1.166 +
   1.167 +  gamepad->SetIndex(index);
   1.168 +  NewConnectionEvent(index, true);
   1.169 +
   1.170 +  return index;
   1.171 +}
   1.172 +
   1.173 +void
   1.174 +GamepadService::RemoveGamepad(uint32_t aIndex)
   1.175 +{
   1.176 +  if (aIndex < mGamepads.Length()) {
   1.177 +    mGamepads[aIndex]->SetConnected(false);
   1.178 +    NewConnectionEvent(aIndex, false);
   1.179 +    // If this is the last entry in the list, just remove it.
   1.180 +    if (aIndex == mGamepads.Length() - 1) {
   1.181 +      mGamepads.RemoveElementAt(aIndex);
   1.182 +    } else {
   1.183 +      // Otherwise just null it out and leave it, so the
   1.184 +      // indices of the following entries remain valid.
   1.185 +      mGamepads[aIndex] = nullptr;
   1.186 +    }
   1.187 +  }
   1.188 +}
   1.189 +
   1.190 +void
   1.191 +GamepadService::NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed)
   1.192 +{
   1.193 +  // Synthesize a value: 1.0 for pressed, 0.0 for unpressed.
   1.194 +  NewButtonEvent(aIndex, aButton, aPressed, aPressed ? 1.0L : 0.0L);
   1.195 +}
   1.196 +
   1.197 +void
   1.198 +GamepadService::NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed,
   1.199 +                               double aValue)
   1.200 +{
   1.201 +  if (mShuttingDown || aIndex >= mGamepads.Length()) {
   1.202 +    return;
   1.203 +  }
   1.204 +
   1.205 +  mGamepads[aIndex]->SetButton(aButton, aPressed, aValue);
   1.206 +
   1.207 +  // Hold on to listeners in a separate array because firing events
   1.208 +  // can mutate the mListeners array.
   1.209 +  nsTArray<nsRefPtr<nsGlobalWindow> > listeners(mListeners);
   1.210 +
   1.211 +  for (uint32_t i = listeners.Length(); i > 0 ; ) {
   1.212 +    --i;
   1.213 +
   1.214 +    // Only send events to non-background windows
   1.215 +    if (!listeners[i]->IsCurrentInnerWindow() ||
   1.216 +        listeners[i]->GetOuterWindow()->IsBackground()) {
   1.217 +      continue;
   1.218 +    }
   1.219 +
   1.220 +    bool first_time = false;
   1.221 +    if (!WindowHasSeenGamepad(listeners[i], aIndex)) {
   1.222 +      // This window hasn't seen this gamepad before, so
   1.223 +      // send a connection event first.
   1.224 +      SetWindowHasSeenGamepad(listeners[i], aIndex);
   1.225 +      first_time = true;
   1.226 +    }
   1.227 +
   1.228 +    nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
   1.229 +    if (gamepad) {
   1.230 +      gamepad->SetButton(aButton, aPressed, aValue);
   1.231 +      if (first_time) {
   1.232 +        FireConnectionEvent(listeners[i], gamepad, true);
   1.233 +      }
   1.234 +      if (mNonstandardEventsEnabled) {
   1.235 +        // Fire event
   1.236 +        FireButtonEvent(listeners[i], gamepad, aButton, aValue);
   1.237 +      }
   1.238 +    }
   1.239 +  }
   1.240 +}
   1.241 +
   1.242 +void
   1.243 +GamepadService::FireButtonEvent(EventTarget* aTarget,
   1.244 +                                Gamepad* aGamepad,
   1.245 +                                uint32_t aButton,
   1.246 +                                double aValue)
   1.247 +{
   1.248 +  nsString name = aValue == 1.0L ? NS_LITERAL_STRING("gamepadbuttondown") :
   1.249 +                                   NS_LITERAL_STRING("gamepadbuttonup");
   1.250 +  GamepadButtonEventInit init;
   1.251 +  init.mBubbles = false;
   1.252 +  init.mCancelable = false;
   1.253 +  init.mGamepad = aGamepad;
   1.254 +  init.mButton = aButton;
   1.255 +  nsRefPtr<GamepadButtonEvent> event =
   1.256 +    GamepadButtonEvent::Constructor(aTarget, name, init);
   1.257 +
   1.258 +  event->SetTrusted(true);
   1.259 +
   1.260 +  bool defaultActionEnabled = true;
   1.261 +  aTarget->DispatchEvent(event, &defaultActionEnabled);
   1.262 +}
   1.263 +
   1.264 +void
   1.265 +GamepadService::NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue)
   1.266 +{
   1.267 +  if (mShuttingDown || aIndex >= mGamepads.Length()) {
   1.268 +    return;
   1.269 +  }
   1.270 +  mGamepads[aIndex]->SetAxis(aAxis, aValue);
   1.271 +
   1.272 +  // Hold on to listeners in a separate array because firing events
   1.273 +  // can mutate the mListeners array.
   1.274 +  nsTArray<nsRefPtr<nsGlobalWindow> > listeners(mListeners);
   1.275 +
   1.276 +  for (uint32_t i = listeners.Length(); i > 0 ; ) {
   1.277 +    --i;
   1.278 +
   1.279 +    // Only send events to non-background windows
   1.280 +    if (!listeners[i]->IsCurrentInnerWindow() ||
   1.281 +        listeners[i]->GetOuterWindow()->IsBackground()) {
   1.282 +      continue;
   1.283 +    }
   1.284 +
   1.285 +    bool first_time = false;
   1.286 +    if (!WindowHasSeenGamepad(listeners[i], aIndex)) {
   1.287 +      // This window hasn't seen this gamepad before, so
   1.288 +      // send a connection event first.
   1.289 +      SetWindowHasSeenGamepad(listeners[i], aIndex);
   1.290 +      first_time = true;
   1.291 +    }
   1.292 +
   1.293 +    nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
   1.294 +    if (gamepad) {
   1.295 +      gamepad->SetAxis(aAxis, aValue);
   1.296 +      if (first_time) {
   1.297 +        FireConnectionEvent(listeners[i], gamepad, true);
   1.298 +      }
   1.299 +      if (mNonstandardEventsEnabled) {
   1.300 +        // Fire event
   1.301 +        FireAxisMoveEvent(listeners[i], gamepad, aAxis, aValue);
   1.302 +      }
   1.303 +    }
   1.304 +  }
   1.305 +}
   1.306 +
   1.307 +void
   1.308 +GamepadService::FireAxisMoveEvent(EventTarget* aTarget,
   1.309 +                                  Gamepad* aGamepad,
   1.310 +                                  uint32_t aAxis,
   1.311 +                                  double aValue)
   1.312 +{
   1.313 +  GamepadAxisMoveEventInit init;
   1.314 +  init.mBubbles = false;
   1.315 +  init.mCancelable = false;
   1.316 +  init.mGamepad = aGamepad;
   1.317 +  init.mAxis = aAxis;
   1.318 +  init.mValue = aValue;
   1.319 +  nsRefPtr<GamepadAxisMoveEvent> event =
   1.320 +    GamepadAxisMoveEvent::Constructor(aTarget,
   1.321 +                                      NS_LITERAL_STRING("gamepadaxismove"),
   1.322 +                                      init);
   1.323 +
   1.324 +  event->SetTrusted(true);
   1.325 +
   1.326 +  bool defaultActionEnabled = true;
   1.327 +  aTarget->DispatchEvent(event, &defaultActionEnabled);
   1.328 +}
   1.329 +
   1.330 +void
   1.331 +GamepadService::NewConnectionEvent(uint32_t aIndex, bool aConnected)
   1.332 +{
   1.333 +  if (mShuttingDown || aIndex >= mGamepads.Length()) {
   1.334 +    return;
   1.335 +  }
   1.336 +
   1.337 +  // Hold on to listeners in a separate array because firing events
   1.338 +  // can mutate the mListeners array.
   1.339 +  nsTArray<nsRefPtr<nsGlobalWindow> > listeners(mListeners);
   1.340 +
   1.341 +  if (aConnected) {
   1.342 +    for (uint32_t i = listeners.Length(); i > 0 ; ) {
   1.343 +      --i;
   1.344 +
   1.345 +      // Only send events to non-background windows
   1.346 +      if (!listeners[i]->IsCurrentInnerWindow() ||
   1.347 +          listeners[i]->GetOuterWindow()->IsBackground()) {
   1.348 +        continue;
   1.349 +      }
   1.350 +
   1.351 +      // We don't fire a connected event here unless the window
   1.352 +      // has seen input from at least one device.
   1.353 +      if (!listeners[i]->HasSeenGamepadInput()) {
   1.354 +        continue;
   1.355 +      }
   1.356 +
   1.357 +      SetWindowHasSeenGamepad(listeners[i], aIndex);
   1.358 +
   1.359 +      nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
   1.360 +      if (gamepad) {
   1.361 +        // Fire event
   1.362 +        FireConnectionEvent(listeners[i], gamepad, aConnected);
   1.363 +      }
   1.364 +    }
   1.365 +  } else {
   1.366 +    // For disconnection events, fire one at every window that has received
   1.367 +    // data from this gamepad.
   1.368 +    for (uint32_t i = listeners.Length(); i > 0 ; ) {
   1.369 +      --i;
   1.370 +
   1.371 +      // Even background windows get these events, so we don't have to
   1.372 +      // deal with the hassle of syncing the state of removed gamepads.
   1.373 +
   1.374 +      if (WindowHasSeenGamepad(listeners[i], aIndex)) {
   1.375 +        nsRefPtr<Gamepad> gamepad = listeners[i]->GetGamepad(aIndex);
   1.376 +        if (gamepad) {
   1.377 +          gamepad->SetConnected(false);
   1.378 +          // Fire event
   1.379 +          FireConnectionEvent(listeners[i], gamepad, false);
   1.380 +          listeners[i]->RemoveGamepad(aIndex);
   1.381 +        }
   1.382 +      }
   1.383 +    }
   1.384 +  }
   1.385 +}
   1.386 +
   1.387 +void
   1.388 +GamepadService::FireConnectionEvent(EventTarget* aTarget,
   1.389 +                                    Gamepad* aGamepad,
   1.390 +                                    bool aConnected)
   1.391 +{
   1.392 +  nsString name = aConnected ? NS_LITERAL_STRING("gamepadconnected") :
   1.393 +                               NS_LITERAL_STRING("gamepaddisconnected");
   1.394 +  GamepadEventInit init;
   1.395 +  init.mBubbles = false;
   1.396 +  init.mCancelable = false;
   1.397 +  init.mGamepad = aGamepad;
   1.398 +  nsRefPtr<GamepadEvent> event =
   1.399 +    GamepadEvent::Constructor(aTarget, name, init);
   1.400 +
   1.401 +  event->SetTrusted(true);
   1.402 +
   1.403 +  bool defaultActionEnabled = true;
   1.404 +  aTarget->DispatchEvent(event, &defaultActionEnabled);
   1.405 +}
   1.406 +
   1.407 +void
   1.408 +GamepadService::SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad)
   1.409 +{
   1.410 +  if (mShuttingDown || !mEnabled || aIndex > mGamepads.Length()) {
   1.411 +    return;
   1.412 +  }
   1.413 +
   1.414 +  aGamepad->SyncState(mGamepads[aIndex]);
   1.415 +}
   1.416 +
   1.417 +// static
   1.418 +already_AddRefed<GamepadService>
   1.419 +GamepadService::GetService()
   1.420 +{
   1.421 +  if (sShutdown) {
   1.422 +    return nullptr;
   1.423 +  }
   1.424 +
   1.425 +  if (!gGamepadServiceSingleton) {
   1.426 +    gGamepadServiceSingleton = new GamepadService();
   1.427 +    ClearOnShutdown(&gGamepadServiceSingleton);
   1.428 +  }
   1.429 +  nsRefPtr<GamepadService> service(gGamepadServiceSingleton);
   1.430 +  return service.forget();
   1.431 +}
   1.432 +
   1.433 +// static
   1.434 +bool
   1.435 +GamepadService::IsAPIEnabled() {
   1.436 +  return Preferences::GetBool(kGamepadEnabledPref, false);
   1.437 +}
   1.438 +
   1.439 +bool
   1.440 +GamepadService::WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex)
   1.441 +{
   1.442 +  nsRefPtr<Gamepad> gamepad = aWindow->GetGamepad(aIndex);
   1.443 +  return gamepad != nullptr;
   1.444 +}
   1.445 +
   1.446 +void
   1.447 +GamepadService::SetWindowHasSeenGamepad(nsGlobalWindow* aWindow,
   1.448 +                                        uint32_t aIndex,
   1.449 +                                        bool aHasSeen)
   1.450 +{
   1.451 +  if (mListeners.IndexOf(aWindow) == NoIndex) {
   1.452 +    // This window isn't even listening for gamepad events.
   1.453 +    return;
   1.454 +  }
   1.455 +
   1.456 +  if (aHasSeen) {
   1.457 +    aWindow->SetHasSeenGamepadInput(true);
   1.458 +    nsCOMPtr<nsISupports> window = ToSupports(aWindow);
   1.459 +    nsRefPtr<Gamepad> gamepad = mGamepads[aIndex]->Clone(window);
   1.460 +    aWindow->AddGamepad(aIndex, gamepad);
   1.461 +  } else {
   1.462 +    aWindow->RemoveGamepad(aIndex);
   1.463 +  }
   1.464 +}
   1.465 +
   1.466 +// static
   1.467 +void
   1.468 +GamepadService::TimeoutHandler(nsITimer* aTimer, void* aClosure)
   1.469 +{
   1.470 +  // the reason that we use self, instead of just using nsITimerCallback or nsIObserver
   1.471 +  // is so that subclasses are free to use timers without worry about the base classes's
   1.472 +  // usage.
   1.473 +  GamepadService* self = reinterpret_cast<GamepadService*>(aClosure);
   1.474 +  if (!self) {
   1.475 +    NS_ERROR("no self");
   1.476 +    return;
   1.477 +  }
   1.478 +
   1.479 +  if (self->mShuttingDown) {
   1.480 +    return;
   1.481 +  }
   1.482 +
   1.483 +  if (self->mListeners.Length() == 0) {
   1.484 +    mozilla::hal::StopMonitoringGamepadStatus();
   1.485 +    self->mStarted = false;
   1.486 +    if (!self->mGamepads.IsEmpty()) {
   1.487 +      self->mGamepads.Clear();
   1.488 +    }
   1.489 +  }
   1.490 +}
   1.491 +
   1.492 +void
   1.493 +GamepadService::StartCleanupTimer()
   1.494 +{
   1.495 +  if (mTimer) {
   1.496 +    mTimer->Cancel();
   1.497 +  }
   1.498 +
   1.499 +  mTimer = do_CreateInstance("@mozilla.org/timer;1");
   1.500 +  if (mTimer) {
   1.501 +    mTimer->InitWithFuncCallback(TimeoutHandler,
   1.502 +                                 this,
   1.503 +                                 kCleanupDelayMS,
   1.504 +                                 nsITimer::TYPE_ONE_SHOT);
   1.505 +  }
   1.506 +}
   1.507 +
   1.508 +/*
   1.509 + * Implementation of the test service. This is just to provide a simple binding
   1.510 + * of the GamepadService to JavaScript via XPCOM so that we can write Mochitests
   1.511 + * that add and remove fake gamepads, avoiding the platform-specific backends.
   1.512 + */
   1.513 +NS_IMPL_ISUPPORTS(GamepadServiceTest, nsIGamepadServiceTest)
   1.514 +
   1.515 +GamepadServiceTest* GamepadServiceTest::sSingleton = nullptr;
   1.516 +
   1.517 +// static
   1.518 +already_AddRefed<GamepadServiceTest>
   1.519 +GamepadServiceTest::CreateService()
   1.520 +{
   1.521 +  if (sSingleton == nullptr) {
   1.522 +    sSingleton = new GamepadServiceTest();
   1.523 +  }
   1.524 +  nsRefPtr<GamepadServiceTest> service = sSingleton;
   1.525 +  return service.forget();
   1.526 +}
   1.527 +
   1.528 +GamepadServiceTest::GamepadServiceTest()
   1.529 +{
   1.530 +  /* member initializers and constructor code */
   1.531 +  nsRefPtr<GamepadService> service = GamepadService::GetService();
   1.532 +}
   1.533 +
   1.534 +/* uint32_t addGamepad (in string id, in unsigned long mapping, in unsigned long numButtons, in unsigned long numAxes); */
   1.535 +NS_IMETHODIMP GamepadServiceTest::AddGamepad(const char* aID,
   1.536 +                                             uint32_t aMapping,
   1.537 +                                             uint32_t aNumButtons,
   1.538 +                                             uint32_t aNumAxes,
   1.539 +                                             uint32_t* aRetval)
   1.540 +{
   1.541 +  *aRetval = gGamepadServiceSingleton->AddGamepad(aID,
   1.542 +                                                  static_cast<GamepadMappingType>(aMapping),
   1.543 +                                                  aNumButtons,
   1.544 +                                                  aNumAxes);
   1.545 +  return NS_OK;
   1.546 +}
   1.547 +
   1.548 +/* void removeGamepad (in uint32_t index); */
   1.549 +NS_IMETHODIMP GamepadServiceTest::RemoveGamepad(uint32_t aIndex)
   1.550 +{
   1.551 +  gGamepadServiceSingleton->RemoveGamepad(aIndex);
   1.552 +  return NS_OK;
   1.553 +}
   1.554 +
   1.555 +/* void newButtonEvent (in uint32_t index, in uint32_t button,
   1.556 +   in boolean pressed); */
   1.557 +NS_IMETHODIMP GamepadServiceTest::NewButtonEvent(uint32_t aIndex,
   1.558 +                                                 uint32_t aButton,
   1.559 +                                                 bool aPressed)
   1.560 +{
   1.561 +  gGamepadServiceSingleton->NewButtonEvent(aIndex, aButton, aPressed);
   1.562 +  return NS_OK;
   1.563 +}
   1.564 +
   1.565 +/* void newAxisMoveEvent (in uint32_t index, in uint32_t axis,
   1.566 +   in double value); */
   1.567 +NS_IMETHODIMP GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex,
   1.568 +                                                   uint32_t aAxis,
   1.569 +                                                   double aValue)
   1.570 +{
   1.571 +  gGamepadServiceSingleton->NewAxisMoveEvent(aIndex, aAxis, aValue);
   1.572 +  return NS_OK;
   1.573 +}
   1.574 +
   1.575 +} // namespace dom
   1.576 +} // namespace mozilla

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