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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.
#ifndef THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_GAMEPAD_HAPTIC_ACTUATOR_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_GAMEPAD_HAPTIC_ACTUATOR_H_
#include "device/gamepad/public/cpp/gamepad.h"
#include "device/gamepad/public/mojom/gamepad.mojom-blink-forward.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_haptic_actuator_type.h"
#include "third_party/blink/renderer/core/execution_context/execution_context_lifecycle_observer.h"
#include "third_party/blink/renderer/platform/bindings/script_wrappable.h"
#include "third_party/blink/renderer/platform/heap/collection_support/heap_vector.h"
#include "third_party/blink/renderer/platform/heap/member.h"
#include "third_party/blink/renderer/platform/wtf/text/string_hash.h"
#include "third_party/blink/renderer/platform/wtf/text/wtf_string.h"
#include "third_party/blink/renderer/platform/wtf/vector.h"
namespace blink {
class GamepadDispatcher;
class GamepadEffectParameters;
enum class GamepadHapticActuatorType;
class ScriptState;
class V8GamepadHapticEffectType;
class V8GamepadHapticsResult;
class GamepadHapticActuator final : public ScriptWrappable,
public ExecutionContextClient {
DEFINE_WRAPPERTYPEINFO();
public:
GamepadHapticActuator(ExecutionContext& context,
int pad_index,
device::GamepadHapticActuatorType type);
~GamepadHapticActuator() override;
const Vector<V8GamepadHapticEffectType>& effects() const {
return supported_effects_;
}
V8GamepadHapticActuatorType type() const {
return V8GamepadHapticActuatorType(type_);
}
void SetType(device::GamepadHapticActuatorType);
ScriptPromise<V8GamepadHapticsResult> playEffect(
ScriptState*,
const V8GamepadHapticEffectType&,
const GamepadEffectParameters*);
ScriptPromise<V8GamepadHapticsResult> reset(ScriptState*);
void Trace(Visitor*) const override;
private:
void OnPlayEffectCompleted(ScriptPromiseResolver<V8GamepadHapticsResult>*,
device::mojom::GamepadHapticsResult);
void OnResetCompleted(ScriptPromiseResolver<V8GamepadHapticsResult>*,
device::mojom::GamepadHapticsResult);
void ResetVibrationIfNotPreempted();
int pad_index_;
V8GamepadHapticActuatorType::Enum type_;
bool should_reset_ = false;
Vector<V8GamepadHapticEffectType> supported_effects_;
Member<GamepadDispatcher> gamepad_dispatcher_;
};
typedef HeapVector<Member<GamepadHapticActuator>> GamepadHapticActuatorVector;
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_GAMEPAD_HAPTIC_ACTUATOR_H_
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