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// Copyright 2017 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "third_party/blink/renderer/modules/gamepad/gamepad_haptic_actuator.h"
#include "base/functional/callback_helpers.h"
#include "device/gamepad/public/cpp/gamepad.h"
#include "third_party/blink/public/mojom/devtools/console_message.mojom-blink.h"
#include "third_party/blink/public/platform/task_type.h"
#include "third_party/blink/renderer/bindings/core/v8/script_promise.h"
#include "third_party/blink/renderer/bindings/core/v8/script_promise_resolver.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gamepad_effect_parameters.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gamepad_haptic_effect_type.h"
#include "third_party/blink/renderer/bindings/modules/v8/v8_gamepad_haptics_result.h"
#include "third_party/blink/renderer/core/inspector/console_message.h"
#include "third_party/blink/renderer/modules/gamepad/gamepad_dispatcher.h"
#include "third_party/blink/renderer/platform/wtf/functional.h"
#include "third_party/blink/renderer/platform/wtf/text/wtf_string.h"
namespace blink {
namespace {
using device::mojom::GamepadHapticsResult;
using device::mojom::GamepadHapticEffectType;
GamepadHapticEffectType EffectTypeFromEnum(
V8GamepadHapticEffectType::Enum type) {
switch (type) {
case V8GamepadHapticEffectType::Enum::kDualRumble:
return GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble;
case V8GamepadHapticEffectType::Enum::kTriggerRumble:
return GamepadHapticEffectType::GamepadHapticEffectTypeTriggerRumble;
}
NOTREACHED();
}
V8GamepadHapticsResult::Enum ResultToV8(GamepadHapticsResult result) {
switch (result) {
case GamepadHapticsResult::GamepadHapticsResultComplete:
return V8GamepadHapticsResult::Enum::kComplete;
case GamepadHapticsResult::GamepadHapticsResultPreempted:
return V8GamepadHapticsResult::Enum::kPreempted;
case GamepadHapticsResult::GamepadHapticsResultInvalidParameter:
return V8GamepadHapticsResult::Enum::kInvalidParameter;
case GamepadHapticsResult::GamepadHapticsResultNotSupported:
return V8GamepadHapticsResult::Enum::kNotSupported;
default:
NOTREACHED();
}
}
} // namespace
GamepadHapticActuator::GamepadHapticActuator(
ExecutionContext& context,
int pad_index,
device::GamepadHapticActuatorType type)
: ExecutionContextClient(&context),
pad_index_(pad_index),
gamepad_dispatcher_(MakeGarbageCollected<GamepadDispatcher>(context)) {
SetType(type);
}
GamepadHapticActuator::~GamepadHapticActuator() = default;
void GamepadHapticActuator::SetType(device::GamepadHapticActuatorType type) {
supported_effects_.clear();
switch (type) {
case device::GamepadHapticActuatorType::kVibration:
type_ = V8GamepadHapticActuatorType::Enum::kVibration;
break;
// Currently devices that have trigger rumble support, also have dual-rumble
// support.
case device::GamepadHapticActuatorType::kTriggerRumble:
supported_effects_.push_back(V8GamepadHapticEffectType(
V8GamepadHapticEffectType::Enum::kTriggerRumble));
[[fallthrough]];
case device::GamepadHapticActuatorType::kDualRumble:
supported_effects_.push_back(V8GamepadHapticEffectType(
V8GamepadHapticEffectType::Enum::kDualRumble));
type_ = V8GamepadHapticActuatorType::Enum::kDualRumble;
break;
}
}
ScriptPromise<V8GamepadHapticsResult> GamepadHapticActuator::playEffect(
ScriptState* script_state,
const V8GamepadHapticEffectType& type,
const GamepadEffectParameters* params) {
auto* resolver =
MakeGarbageCollected<ScriptPromiseResolver<V8GamepadHapticsResult>>(
script_state);
auto promise = resolver->Promise();
if (params->duration() < 0.0 || params->startDelay() < 0.0 ||
params->strongMagnitude() < 0.0 || params->strongMagnitude() > 1.0 ||
params->weakMagnitude() < 0.0 || params->weakMagnitude() > 1.0 ||
params->leftTrigger() < 0.0 || params->leftTrigger() > 1.0 ||
params->rightTrigger() < 0.0 || params->rightTrigger() > 1.0) {
resolver->Resolve(
ResultToV8(GamepadHapticsResult::GamepadHapticsResultInvalidParameter));
return promise;
}
// Limit the total effect duration.
double effect_duration = params->duration() + params->startDelay();
if (effect_duration >
device::GamepadHapticActuator::kMaxEffectDurationMillis) {
resolver->Resolve(
ResultToV8(GamepadHapticsResult::GamepadHapticsResultInvalidParameter));
return promise;
}
// Avoid resetting vibration for a preempted effect.
should_reset_ = false;
auto callback = WTF::BindOnce(&GamepadHapticActuator::OnPlayEffectCompleted,
WrapPersistent(this), WrapPersistent(resolver));
gamepad_dispatcher_->PlayVibrationEffectOnce(
pad_index_, EffectTypeFromEnum(type.AsEnum()),
device::mojom::blink::GamepadEffectParameters::New(
params->duration(), params->startDelay(), params->strongMagnitude(),
params->weakMagnitude(), params->leftTrigger(),
params->rightTrigger()),
std::move(callback));
return promise;
}
void GamepadHapticActuator::OnPlayEffectCompleted(
ScriptPromiseResolver<V8GamepadHapticsResult>* resolver,
device::mojom::GamepadHapticsResult result) {
if (result == GamepadHapticsResult::GamepadHapticsResultError) {
resolver->Reject();
return;
} else if (result == GamepadHapticsResult::GamepadHapticsResultComplete) {
should_reset_ = true;
ExecutionContext* context = GetExecutionContext();
if (context) {
// Post a delayed task to stop vibration. The task will be run after all
// callbacks have run for the effect Promise, and may be ignored by
// setting |should_reset_| to false. The intention is to only stop
// vibration if the user did not chain another vibration effect in the
// Promise callback.
context->GetTaskRunner(TaskType::kMiscPlatformAPI)
->PostTask(FROM_HERE,
WTF::BindOnce(
&GamepadHapticActuator::ResetVibrationIfNotPreempted,
WrapPersistent(this)));
} else {
// The execution context is gone, meaning no new effects can be issued by
// the page. Stop vibration without waiting for Promise callbacks.
ResetVibrationIfNotPreempted();
}
}
resolver->Resolve(ResultToV8(result));
}
void GamepadHapticActuator::ResetVibrationIfNotPreempted() {
if (should_reset_) {
should_reset_ = false;
gamepad_dispatcher_->ResetVibrationActuator(pad_index_, base::DoNothing());
}
}
ScriptPromise<V8GamepadHapticsResult> GamepadHapticActuator::reset(
ScriptState* script_state) {
auto* resolver =
MakeGarbageCollected<ScriptPromiseResolver<V8GamepadHapticsResult>>(
script_state);
auto callback = WTF::BindOnce(&GamepadHapticActuator::OnResetCompleted,
WrapPersistent(this), WrapPersistent(resolver));
gamepad_dispatcher_->ResetVibrationActuator(pad_index_, std::move(callback));
return resolver->Promise();
}
void GamepadHapticActuator::OnResetCompleted(
ScriptPromiseResolver<V8GamepadHapticsResult>* resolver,
device::mojom::GamepadHapticsResult result) {
if (result == GamepadHapticsResult::GamepadHapticsResultError) {
resolver->Reject();
return;
}
resolver->Resolve(ResultToV8(result));
}
void GamepadHapticActuator::Trace(Visitor* visitor) const {
visitor->Trace(gamepad_dispatcher_);
ScriptWrappable::Trace(visitor);
ExecutionContextClient::Trace(visitor);
}
} // namespace blink
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