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/*
* Copyright (C) 2020 RDK Management All rights reserved.
* Copyright (C) 2022 Igalia S.L.
*
* 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.
*/
#pragma once
#if ENABLE(GAMEPAD) && USE(LIBWPE)
#include "GamepadProvider.h"
#include <wtf/HashMap.h>
#include <wtf/RunLoop.h>
struct wpe_gamepad;
struct wpe_gamepad_provider;
struct wpe_view_backend;
namespace WebCore {
class GamepadLibWPE;
class GamepadProviderLibWPE final : public GamepadProvider {
WTF_MAKE_NONCOPYABLE(GamepadProviderLibWPE);
friend class NeverDestroyed<GamepadProviderLibWPE>;
public:
static GamepadProviderLibWPE& singleton();
virtual ~GamepadProviderLibWPE();
void startMonitoringGamepads(GamepadProviderClient&) final;
void stopMonitoringGamepads(GamepadProviderClient&) final;
const Vector<WeakPtr<PlatformGamepad>>& platformGamepads() final { return m_gamepadVector; }
void playEffect(unsigned, const String&, GamepadHapticEffectType, const GamepadEffectParameters&, CompletionHandler<void(bool)>&&) final;
void stopEffects(unsigned, const String&, CompletionHandler<void()>&&) final;
enum class ShouldMakeGamepadsVisible : bool { No, Yes };
void scheduleInputNotification(GamepadLibWPE&, ShouldMakeGamepadsVisible);
struct wpe_view_backend* inputView();
private:
GamepadProviderLibWPE();
void gamepadConnected(uintptr_t);
void gamepadDisconnected(uintptr_t);
std::unique_ptr<GamepadLibWPE> removeGamepadForId(uintptr_t);
unsigned indexForNewlyConnectedDevice();
void initialGamepadsConnectedTimerFired();
void inputNotificationTimerFired();
Vector<WeakPtr<PlatformGamepad>> m_gamepadVector;
HashMap<uintptr_t, std::unique_ptr<GamepadLibWPE>> m_gamepadMap;
bool m_initialGamepadsConnected { false };
std::unique_ptr<struct wpe_gamepad_provider, void (*)(struct wpe_gamepad_provider*)> m_provider;
struct wpe_gamepad* m_lastActiveGamepad { nullptr };
RunLoop::Timer m_initialGamepadsConnectedTimer;
RunLoop::Timer m_inputNotificationTimer;
};
} // namespace WebCore
#endif // ENABLE(GAMEPAD) && USE(LIBWPE)
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