author moz-wptsync-bot <>
Mon, 16 Apr 2018 18:38:41 +0000
changeset 1486024 3a644abd5eaa108f67471c0aae4fb4a424ea41bf
parent 1347124 ff6e961b87dc1163c5efe35da2e334c6723a14e1
child 1398386 80ed235cff6a319ed3171c949f352a5d6e41726e
child 1429249 90f5cc4128a22e072d42666fa2861cf6a461f7f8
child 1681838 1eb9734029b1766f653238a8ee94c6e88d4bd3f6
permissions -rw-r--r--
Bug 1454380 [wpt PR 8508] - Update wpt metadata, a=testonly wpt-pr: 8508 wpt-type: metadata

/* -*- 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 */

#ifndef mozilla_dom_GamepadManager_h_
#define mozilla_dom_GamepadManager_h_

#include "nsIObserver.h"
// Needed for GamepadMappingType
#include "mozilla/dom/GamepadBinding.h"
#include "mozilla/dom/GamepadServiceType.h"

class nsGlobalWindowInner;

namespace mozilla {
namespace gfx {
class VRManagerChild;
} // namespace gfx
namespace dom {

class EventTarget;
class Gamepad;
class GamepadChangeEvent;
class GamepadEventChannelChild;

class GamepadManager final : public nsIObserver

  // Returns true if we actually have a service up and running
  static bool IsServiceRunning();
  // Get the singleton service
  static already_AddRefed<GamepadManager> GetService();
  // Return true if the API is preffed on.
  static bool IsAPIEnabled();

  void BeginShutdown();
  void StopMonitoring();

  // Indicate that |aWindow| wants to receive gamepad events.
  void AddListener(nsGlobalWindowInner* aWindow);
  // Indicate that |aWindow| should no longer receive gamepad events.
  void RemoveListener(nsGlobalWindowInner* aWindow);

  // Add a gamepad to the list of known gamepads.
  void AddGamepad(uint32_t aIndex, const nsAString& aID, GamepadMappingType aMapping,
                  GamepadHand aHand, GamepadServiceType aServiceType, uint32_t aDisplayID,
                  uint32_t aNumButtons, uint32_t aNumAxes, uint32_t aNumHaptics);

  // Remove the gamepad at |aIndex| from the list of known gamepads.
  void RemoveGamepad(uint32_t aIndex, GamepadServiceType aServiceType);

  // Synchronize the state of |aGamepad| to match the gamepad stored at |aIndex|
  void SyncGamepadState(uint32_t aIndex, Gamepad* aGamepad);

  // Returns gamepad object if index exists, null otherwise
  already_AddRefed<Gamepad> GetGamepad(uint32_t aIndex) const;

  // Receive GamepadChangeEvent messages from parent process to fire DOM events
  void Update(const GamepadChangeEvent& aGamepadEvent);

  // Trigger vibrate haptic event to gamepad channels.
  already_AddRefed<Promise> VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex,
                                          double aIntensity, double aDuration,
                                          nsIGlobalObject* aGlobal, ErrorResult& aRv);
  // Send stop haptic events to gamepad channels.
  void StopHaptics();

  ~GamepadManager() {};

  // Fire a gamepadconnected or gamepaddisconnected event for the gamepad
  // at |aIndex| to all windows that are listening and have received
  // gamepad input.
  void NewConnectionEvent(uint32_t aIndex, bool aConnected);

  // Fire a gamepadaxismove event to the window at |aTarget| for |aGamepad|.
  void FireAxisMoveEvent(EventTarget* aTarget,
                         Gamepad* aGamepad,
                         uint32_t axis,
                         double value);

  // Fire one of gamepadbutton{up,down} event at the window at |aTarget| for
  // |aGamepad|.
  void FireButtonEvent(EventTarget* aTarget,
                       Gamepad* aGamepad,
                       uint32_t aButton,
                       double aValue);

  // Fire one of gamepad{connected,disconnected} event at the window at
  // |aTarget| for |aGamepad|.
  void FireConnectionEvent(EventTarget* aTarget,
                           Gamepad* aGamepad,
                           bool aConnected);

  // true if this feature is enabled in preferences
  bool mEnabled;
  // true if non-standard events are enabled in preferences
  bool mNonstandardEventsEnabled;
  // true when shutdown has begun
  bool mShuttingDown;

  // Gamepad IPDL child
  // This pointer is only used by this singleton instance and
  // will be destroyed during the IPDL shutdown chain, so we
  // don't need to refcount it here.
  nsTArray<GamepadEventChannelChild *> mChannelChildren;


  nsresult Init();

  void MaybeConvertToNonstandardGamepadEvent(const GamepadChangeEvent& aEvent,
                                             nsGlobalWindowInner* aWindow);

  bool SetGamepadByEvent(const GamepadChangeEvent& aEvent,
                         nsGlobalWindowInner* aWindow = nullptr);

  bool MaybeWindowHasSeenGamepad(nsGlobalWindowInner* aWindow, uint32_t aIndex);
  // Returns true if we have already sent data from this gamepad
  // to this window. This should only return true if the user
  // explicitly interacted with a gamepad while this window
  // was focused, by pressing buttons or similar actions.
  bool WindowHasSeenGamepad(nsGlobalWindowInner* aWindow, uint32_t aIndex) const;
  // Indicate that a window has received data from a gamepad.
  void SetWindowHasSeenGamepad(nsGlobalWindowInner* aWindow, uint32_t aIndex,
                               bool aHasSeen = true);
  // Our gamepad index has VR_GAMEPAD_IDX_OFFSET while GamepadChannelType
  // is from VRManager.
  uint32_t GetGamepadIndexWithServiceType(uint32_t aIndex, GamepadServiceType aServiceType);

  // Gamepads connected to the system. Copies of these are handed out
  // to each window.
  nsRefPtrHashtable<nsUint32HashKey, Gamepad> mGamepads;
  // Inner windows that are listening for gamepad events.
  // has been sent to that window.
  nsTArray<RefPtr<nsGlobalWindowInner>> mListeners;
  uint32_t mPromiseID;

} // namespace dom
} // namespace mozilla

#endif // mozilla_dom_GamepadManager_h_