dom/gamepad/GamepadService.h

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/dom/gamepad/GamepadService.h	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,153 @@
     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 +#ifndef mozilla_dom_GamepadService_h_
     1.9 +#define mozilla_dom_GamepadService_h_
    1.10 +
    1.11 +#include <stdint.h>
    1.12 +#include "Gamepad.h"
    1.13 +#include "nsAutoPtr.h"
    1.14 +#include "nsCOMArray.h"
    1.15 +#include "nsIGamepadServiceTest.h"
    1.16 +#include "nsGlobalWindow.h"
    1.17 +#include "nsIFocusManager.h"
    1.18 +#include "nsIObserver.h"
    1.19 +#include "nsITimer.h"
    1.20 +#include "nsTArray.h"
    1.21 +
    1.22 +class nsIDOMDocument;
    1.23 +
    1.24 +namespace mozilla {
    1.25 +namespace dom {
    1.26 +
    1.27 +class EventTarget;
    1.28 +
    1.29 +class GamepadService : public nsIObserver
    1.30 +{
    1.31 + public:
    1.32 +  NS_DECL_ISUPPORTS
    1.33 +  NS_DECL_NSIOBSERVER
    1.34 +
    1.35 +  // Get the singleton service
    1.36 +  static already_AddRefed<GamepadService> GetService();
    1.37 +  // Return true if the API is preffed on.
    1.38 +  static bool IsAPIEnabled();
    1.39 +
    1.40 +  void BeginShutdown();
    1.41 +
    1.42 +  // Indicate that |aWindow| wants to receive gamepad events.
    1.43 +  void AddListener(nsGlobalWindow* aWindow);
    1.44 +  // Indicate that |aWindow| should no longer receive gamepad events.
    1.45 +  void RemoveListener(nsGlobalWindow* aWindow);
    1.46 +
    1.47 +  // Add a gamepad to the list of known gamepads, and return its index.
    1.48 +  uint32_t AddGamepad(const char* aID, GamepadMappingType aMapping,
    1.49 +                      uint32_t aNumButtons, uint32_t aNumAxes);
    1.50 +  // Remove the gamepad at |aIndex| from the list of known gamepads.
    1.51 +  void RemoveGamepad(uint32_t aIndex);
    1.52 +
    1.53 +  // Update the state of |aButton| for the gamepad at |aIndex| for all
    1.54 +  // windows that are listening and visible, and fire one of
    1.55 +  // a gamepadbutton{up,down} event at them as well.
    1.56 +  // aPressed is used for digital buttons, aValue is for analog buttons.
    1.57 +  void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed,
    1.58 +                      double aValue);
    1.59 +  // When only a digital button is available the value will be synthesized.
    1.60 +  void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed);
    1.61 +
    1.62 +  // Update the state of |aAxis| for the gamepad at |aIndex| for all
    1.63 +  // windows that are listening and visible, and fire a gamepadaxismove
    1.64 +  // event at them as well.
    1.65 +  void NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue);
    1.66 +
    1.67 +  // Synchronize the state of |aGamepad| to match the gamepad stored at |aIndex|
    1.68 +  void SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad);
    1.69 +
    1.70 + protected:
    1.71 +  GamepadService();
    1.72 +  virtual ~GamepadService() {};
    1.73 +  void StartCleanupTimer();
    1.74 +
    1.75 +  // Fire a gamepadconnected or gamepaddisconnected event for the gamepad
    1.76 +  // at |aIndex| to all windows that are listening and have received
    1.77 +  // gamepad input.
    1.78 +  void NewConnectionEvent(uint32_t aIndex, bool aConnected);
    1.79 +
    1.80 +  // Fire a gamepadaxismove event to the window at |aTarget| for |aGamepad|.
    1.81 +  void FireAxisMoveEvent(EventTarget* aTarget,
    1.82 +                         Gamepad* aGamepad,
    1.83 +                         uint32_t axis,
    1.84 +                         double value);
    1.85 +
    1.86 +  // Fire one of gamepadbutton{up,down} event at the window at |aTarget| for
    1.87 +  // |aGamepad|.
    1.88 +  void FireButtonEvent(EventTarget* aTarget,
    1.89 +                       Gamepad* aGamepad,
    1.90 +                       uint32_t aButton,
    1.91 +                       double aValue);
    1.92 +
    1.93 +  // Fire one of gamepad{connected,disconnected} event at the window at
    1.94 +  // |aTarget| for |aGamepad|.
    1.95 +  void FireConnectionEvent(EventTarget* aTarget,
    1.96 +                           Gamepad* aGamepad,
    1.97 +                           bool aConnected);
    1.98 +
    1.99 +  // true if this feature is enabled in preferences
   1.100 +  bool mEnabled;
   1.101 +  // true if non-standard events are enabled in preferences
   1.102 +  bool mNonstandardEventsEnabled;
   1.103 +  // true if the platform-specific backend has started work
   1.104 +  bool mStarted;
   1.105 +  // true when shutdown has begun
   1.106 +  bool mShuttingDown;
   1.107 +
   1.108 + private:
   1.109 +  // Returns true if we have already sent data from this gamepad
   1.110 +  // to this window. This should only return true if the user
   1.111 +  // explicitly interacted with a gamepad while this window
   1.112 +  // was focused, by pressing buttons or similar actions.
   1.113 +  bool WindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex);
   1.114 +  // Indicate that a window has recieved data from a gamepad.
   1.115 +  void SetWindowHasSeenGamepad(nsGlobalWindow* aWindow, uint32_t aIndex,
   1.116 +                               bool aHasSeen = true);
   1.117 +
   1.118 +  static void TimeoutHandler(nsITimer* aTimer, void* aClosure);
   1.119 +  static bool sShutdown;
   1.120 +
   1.121 +  // Gamepads connected to the system. Copies of these are handed out
   1.122 +  // to each window.
   1.123 +  nsTArray<nsRefPtr<Gamepad> > mGamepads;
   1.124 +  // nsGlobalWindows that are listening for gamepad events.
   1.125 +  // has been sent to that window.
   1.126 +  nsTArray<nsRefPtr<nsGlobalWindow> > mListeners;
   1.127 +  nsCOMPtr<nsITimer> mTimer;
   1.128 +  nsCOMPtr<nsIFocusManager> mFocusManager;
   1.129 +  nsCOMPtr<nsIObserver> mObserver;
   1.130 +};
   1.131 +
   1.132 +// Service for testing purposes
   1.133 +class GamepadServiceTest : public nsIGamepadServiceTest
   1.134 +{
   1.135 +public:
   1.136 +  NS_DECL_ISUPPORTS
   1.137 +  NS_DECL_NSIGAMEPADSERVICETEST
   1.138 +
   1.139 +  GamepadServiceTest();
   1.140 +
   1.141 +  static already_AddRefed<GamepadServiceTest> CreateService();
   1.142 +
   1.143 +private:
   1.144 +  static GamepadServiceTest* sSingleton;
   1.145 +  virtual ~GamepadServiceTest() {};
   1.146 +};
   1.147 +
   1.148 +}  // namespace dom
   1.149 +}  // namespace mozilla
   1.150 +
   1.151 +#define NS_GAMEPAD_TEST_CID \
   1.152 +{ 0xfb1fcb57, 0xebab, 0x4cf4, \
   1.153 +{ 0x96, 0x3b, 0x1e, 0x4d, 0xb8, 0x52, 0x16, 0x96 } }
   1.154 +#define NS_GAMEPAD_TEST_CONTRACTID "@mozilla.org/gamepad-test;1"
   1.155 +
   1.156 +#endif // mozilla_dom_GamepadService_h_

mercurial