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/*
* Copyright (C) 2025 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) && ENABLE(WPE_PLATFORM)
#include <WebCore/GamepadProvider.h>
#include <wtf/HashMap.h>
#include <wtf/RunLoop.h>
#include <wtf/Vector.h>
#include <wtf/glib/GRefPtr.h>
typedef struct _WPEGamepad WPEGamepad;
typedef struct _WPEGamepadManager WPEGamepadManager;
namespace WebKit {
class PlatformGamepadWPE;
class GamepadProviderWPE final : public WebCore::GamepadProvider {
WTF_MAKE_NONCOPYABLE(GamepadProviderWPE);
friend class NeverDestroyed<GamepadProviderWPE>;
public:
static GamepadProviderWPE& singleton();
virtual ~GamepadProviderWPE();
// Do nothing since this is a singleton.
void ref() const { }
void deref() const { }
enum class ShouldMakeGamepadsVisible : bool { No, Yes };
void notifyInput(PlatformGamepadWPE&, ShouldMakeGamepadsVisible);
void startMonitoringInput();
void stopMonitoringInput();
private:
GamepadProviderWPE();
enum class IsInitialDevice : bool { No, Yes };
void gamepadConnected(WPEGamepad*, IsInitialDevice);
void gamepadDisconnected(WPEGamepad*);
void startMonitoringGamepads(WebCore::GamepadProviderClient&) final;
void stopMonitoringGamepads(WebCore::GamepadProviderClient&) final;
const Vector<WeakPtr<WebCore::PlatformGamepad>>& platformGamepads() final { return m_gamepadVector; }
void playEffect(unsigned, const String&, WebCore::GamepadHapticEffectType, const WebCore::GamepadEffectParameters&, CompletionHandler<void(bool)>&&) final;
void stopEffects(unsigned, const String&, CompletionHandler<void()>&&) final;
void inputNotificationTimerFired();
GRefPtr<WPEGamepadManager> m_manager;
Vector<WeakPtr<WebCore::PlatformGamepad>> m_gamepadVector;
HashMap<WPEGamepad*, std::unique_ptr<PlatformGamepadWPE>> m_gamepadMap;
bool m_isMonitoringInput { false };
RunLoop::Timer m_inputNotificationTimer;
};
} // namespace WebKit
#endif // ENABLE(GAMEPAD) && ENABLE(WPE_PLATFORM)
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