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/*
* Copyright (C) 2023 Apple 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.
*/
#pragma once
#if ENABLE(GAMEPAD)
#include "ActiveDOMObject.h"
#include "GamepadHapticEffectType.h"
#include "VisibilityChangeClient.h"
#include <wtf/Forward.h>
#include <wtf/RefCounted.h>
#include <wtf/WeakPtr.h>
namespace WebCore {
class DeferredPromise;
class Document;
class Gamepad;
struct GamepadEffectParameters;
class GamepadHapticActuator : public RefCounted<GamepadHapticActuator>, public ActiveDOMObject, public VisibilityChangeClient {
public:
void ref() const final { RefCounted::ref(); }
void deref() const final { RefCounted::deref(); }
using EffectType = GamepadHapticEffectType;
enum class Type : uint8_t { Vibration, DualRumble };
enum class Result : uint8_t { Complete, Preempted };
static Ref<GamepadHapticActuator> create(Document*, Type, Gamepad&);
~GamepadHapticActuator();
Type type() const { return m_type; }
bool canPlayEffectType(EffectType) const;
void playEffect(EffectType, GamepadEffectParameters&&, Ref<DeferredPromise>&&);
void reset(Ref<DeferredPromise>&&);
private:
GamepadHapticActuator(Document*, Type, Gamepad&);
Document* document();
const Document* document() const;
void stopEffects(CompletionHandler<void()>&&);
RefPtr<DeferredPromise>& promiseForEffectType(EffectType);
// ActiveDOMObject.
void suspend(ReasonForSuspension) final;
void stop() final;
// VisibilityChangeClient.
void visibilityStateChanged() final;
Type m_type;
WeakPtr<Gamepad> m_gamepad;
RefPtr<DeferredPromise> m_dualRumbleEffectPromise;
RefPtr<DeferredPromise> m_triggerRumbleEffectPromise;
};
} // namespace WebCore
#endif // ENABLE(GAMEPAD)
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