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/*
* Copyright (C) 2011, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
* DAMAGE.
*/
#ifndef THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_NAVIGATOR_GAMEPAD_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_NAVIGATOR_GAMEPAD_H_
#include <array>
#include "base/time/time.h"
#include "device/gamepad/public/cpp/gamepads.h"
#include "third_party/blink/renderer/core/dom/dom_high_res_time_stamp.h"
#include "third_party/blink/renderer/core/execution_context/execution_context_lifecycle_observer.h"
#include "third_party/blink/renderer/core/frame/local_dom_window.h"
#include "third_party/blink/renderer/core/frame/navigator.h"
#include "third_party/blink/renderer/core/frame/platform_event_controller.h"
#include "third_party/blink/renderer/modules/gamepad/gamepad.h"
#include "third_party/blink/renderer/modules/modules_export.h"
#include "third_party/blink/renderer/platform/heap/member.h"
#include "third_party/blink/renderer/platform/supplementable.h"
#include "third_party/blink/renderer/platform/wtf/forward.h"
#include "third_party/blink/renderer/platform/wtf/hash_map.h"
namespace device {
template <class T>
class GamepadImpl;
using Gamepad = GamepadImpl<void>;
}
namespace blink {
class GamepadDispatcher;
class GamepadHapticActuator;
class Navigator;
class MODULES_EXPORT NavigatorGamepad final
: public GarbageCollected<NavigatorGamepad>,
public Supplement<Navigator>,
public ExecutionContextClient,
public PlatformEventController,
public LocalDOMWindow::EventListenerObserver,
public Gamepad::Client {
public:
static const char kSupplementName[];
static NavigatorGamepad& From(Navigator&);
explicit NavigatorGamepad(Navigator&);
~NavigatorGamepad() override;
static HeapVector<Member<Gamepad>> getGamepads(Navigator&, ExceptionState&);
HeapVector<Member<Gamepad>> Gamepads();
void Trace(Visitor*) const override;
private:
void SampleGamepads();
void DidRemoveGamepadEventListeners();
bool StartUpdatingIfAttached();
void SampleAndCompareGamepadState();
void DispatchGamepadEvent(const AtomicString&, Gamepad*);
// PageVisibilityObserver
void PageVisibilityChanged() override;
// PlatformEventController
void RegisterWithDispatcher() override;
void UnregisterWithDispatcher() override;
bool HasLastData() override;
void DidUpdateData() override;
// LocalDOMWindow::EventListenerObserver
void DidAddEventListener(LocalDOMWindow*, const AtomicString&) override;
void DidRemoveEventListener(LocalDOMWindow*, const AtomicString&) override;
void DidRemoveAllEventListeners(LocalDOMWindow*) override;
// Gamepad::Client
GamepadHapticActuator* GetVibrationActuatorForGamepad(
const Gamepad&) override;
void SetTouchEvents(const Gamepad&,
GamepadTouchVector&,
base::span<const device::GamepadTouch>) override;
// A reference to the buffer containing the last-received gamepad state. May
// be nullptr if no data has been received yet. Do not overwrite this buffer
// as it may have already been returned to the page. Instead, write to
// |gamepads_back_| and swap buffers.
HeapVector<Member<Gamepad>> gamepads_;
// True if the buffer referenced by |gamepads_| has been exposed to the page.
// When the buffer is not exposed, prefer to reuse it.
bool is_gamepads_exposed_ = false;
// A reference to the buffer for receiving new gamepad state. May be
// overwritten.
HeapVector<Member<Gamepad>> gamepads_back_;
HeapVector<Member<GamepadHapticActuator>> vibration_actuators_;
// Together the following keep track of the nextTouchId per Gamepad
using TouchIdMap =
WTF::HashMap<uint32_t, uint32_t, WTF::IntWithZeroKeyHashTraits<uint32_t>>;
std::array<TouchIdMap, device::Gamepads::kItemsLengthCap> touch_id_map_;
std::array<uint32_t, device::Gamepads::kItemsLengthCap> next_touch_id_;
// The timestamp for the navigationStart attribute. Gamepad timestamps are
// reported relative to this value.
base::TimeTicks navigation_start_;
// The timestamp when gamepads were made available to the page. If no data has
// been received from the hardware, the gamepad timestamp should be equal to
// this value.
base::TimeTicks gamepads_start_;
// True if there is at least one listener for gamepad connection or
// disconnection events.
bool has_connection_event_listener_ = false;
// True while processing gamepad events.
bool processing_events_ = false;
Member<GamepadDispatcher> gamepad_dispatcher_;
};
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_NAVIGATOR_GAMEPAD_H_
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