File: PlaceholderModelPlayer.h

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/*
 * Copyright (C) 2025 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

#include "ModelPlayer.h"
#include "ModelPlayerAnimationState.h"

namespace WebCore {

class PlaceholderModelPlayer final : public ModelPlayer {
public:
    static Ref<PlaceholderModelPlayer> create(bool suspended, const ModelPlayerAnimationState&, std::unique_ptr<ModelPlayerTransformState>&&);
    virtual ~PlaceholderModelPlayer();

private:
    PlaceholderModelPlayer(bool suspended, const ModelPlayerAnimationState&, std::unique_ptr<ModelPlayerTransformState>&&);

    // ModelPlayer overrides.
#if ENABLE(MODEL_PROCESS)
    ModelPlayerIdentifier identifier() const final { return m_id; }
#endif

    bool isPlaceholder() const final { return true; }
    std::optional<ModelPlayerAnimationState> currentAnimationState() const final;
    std::optional<std::unique_ptr<ModelPlayerTransformState>> currentTransformState() const final;
    void load(Model&, LayoutSize) final;
    void reload(Model&, LayoutSize, ModelPlayerAnimationState&, std::unique_ptr<ModelPlayerTransformState>&&) final;

    std::optional<FloatPoint3D> boundingBoxCenter() const final;
    std::optional<FloatPoint3D> boundingBoxExtents() const final;
    std::optional<TransformationMatrix> entityTransform() const final;
    void setEntityTransform(TransformationMatrix) final;
    bool supportsTransform(TransformationMatrix) final;
#if ENABLE(MODEL_PROCESS)
    void setAutoplay(bool) final;
    void setLoop(bool) final;
    void setPlaybackRate(double playbackRate, CompletionHandler<void(double effectivePlaybackRate)>&&) final;
    double duration() const final;
    bool paused() const final;
    void setPaused(bool, CompletionHandler<void(bool succeeded)>&&) final;
    Seconds currentTime() const final;
    void setCurrentTime(Seconds, CompletionHandler<void()>&&) final;
    void setHasPortal(bool) final;
    void setStageMode(WebCore::StageModeOperation) final;
#endif

    // Empty implementation
    void sizeDidChange(LayoutSize) final;
    PlatformLayer* layer() final;
    std::optional<LayerHostingContextIdentifier> layerHostingContextIdentifier() final;
    void enterFullscreen() final;
    void handleMouseDown(const LayoutPoint&, MonotonicTime) final;
    void handleMouseMove(const LayoutPoint&, MonotonicTime) final;
    void handleMouseUp(const LayoutPoint&, MonotonicTime) final;
    void getCamera(CompletionHandler<void(std::optional<WebCore::HTMLModelElementCamera>&&)>&&) final;
    void setCamera(WebCore::HTMLModelElementCamera, CompletionHandler<void(bool success)>&&) final;
    void isPlayingAnimation(CompletionHandler<void(std::optional<bool>&&)>&&) final;
    void setAnimationIsPlaying(bool, CompletionHandler<void(bool success)>&&) final;
    void isLoopingAnimation(CompletionHandler<void(std::optional<bool>&&)>&&) final;
    void setIsLoopingAnimation(bool, CompletionHandler<void(bool success)>&&) final;
    void animationDuration(CompletionHandler<void(std::optional<Seconds>&&)>&&) final;
    void animationCurrentTime(CompletionHandler<void(std::optional<Seconds>&&)>&&) final;
    void setAnimationCurrentTime(Seconds, CompletionHandler<void(bool success)>&&) final;
    void hasAudio(CompletionHandler<void(std::optional<bool>&&)>&&) final;
    void isMuted(CompletionHandler<void(std::optional<bool>&&)>&&) final;
    void setIsMuted(bool, CompletionHandler<void(bool success)>&&) final;
#if PLATFORM(COCOA)
    Vector<RetainPtr<id>> accessibilityChildren() final;
#endif

    std::optional<bool> m_lastPausedStateIfSuspended;
    ModelPlayerAnimationState m_animationState;
    std::unique_ptr<ModelPlayerTransformState> m_transformState;
#if ENABLE(MODEL_PROCESS)
    ModelPlayerIdentifier m_id;
#endif
};

}