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/*
* Copyright (C) 2016 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 <WebCore/GamepadProviderClient.h>
#include <wtf/HashSet.h>
#include <wtf/RunLoop.h>
#include <wtf/Vector.h>
#include <wtf/WeakHashSet.h>
namespace WebKit {
class UIGamepad;
class WebPageProxy;
class WebProcessPool;
class GamepadData;
class UIGamepadProvider final : public WebCore::GamepadProviderClient {
public:
static UIGamepadProvider& singleton();
// Do nothing since this is a singleton.
void ref() const { }
void deref() const { }
void processPoolStartedUsingGamepads(WebProcessPool&);
void processPoolStoppedUsingGamepads(WebProcessPool&);
void viewBecameActive(WebPageProxy&);
void viewBecameInactive(WebPageProxy&);
Vector<GamepadData> gamepadStates() const;
#if PLATFORM(COCOA)
static void setUsesGameControllerFramework();
#endif
Vector<std::optional<GamepadData>> snapshotGamepads();
size_t numberOfConnectedGamepads() const { return m_gamepads.size(); }
private:
friend NeverDestroyed<UIGamepadProvider>;
UIGamepadProvider();
~UIGamepadProvider() final;
void startMonitoringGamepads();
void stopMonitoringGamepads();
void platformSetDefaultGamepadProvider();
WebPageProxy* platformWebPageProxyForGamepadInput();
void platformStopMonitoringInput();
void platformStartMonitoringInput();
void platformGamepadConnected(WebCore::PlatformGamepad&, WebCore::EventMakesGamepadsVisible) final;
void platformGamepadDisconnected(WebCore::PlatformGamepad&) final;
void platformGamepadInputActivity(WebCore::EventMakesGamepadsVisible) final;
void scheduleGamepadStateSync();
void gamepadSyncTimerFired();
#if PLATFORM(VISION)
bool isAnyGamepadConnected() const;
#endif
WeakHashSet<WebProcessPool> m_processPoolsUsingGamepads;
Vector<std::unique_ptr<UIGamepad>> m_gamepads;
RunLoop::Timer m_gamepadSyncTimer;
bool m_isMonitoringGamepads { false };
bool m_shouldMakeGamepadsVisibleOnSync { false };
};
}
#endif // ENABLE(GAMEPAD)
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