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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "GamepadEventChannelParent.h"
#include "GamepadPlatformService.h"
#include "mozilla/dom/GamepadMonitoring.h"
#include "mozilla/ipc/BackgroundParent.h"
#include "nsThreadUtils.h"
namespace mozilla::dom {
using namespace mozilla::ipc;
namespace {
class SendGamepadUpdateRunnable final : public Runnable {
private:
~SendGamepadUpdateRunnable() = default;
RefPtr<GamepadEventChannelParent> mParent;
GamepadChangeEvent mEvent;
public:
SendGamepadUpdateRunnable(GamepadEventChannelParent* aParent,
GamepadChangeEvent aEvent)
: Runnable("dom::SendGamepadUpdateRunnable"),
mParent(aParent),
mEvent(aEvent) {
MOZ_ASSERT(mParent);
}
NS_IMETHOD Run() override {
AssertIsOnBackgroundThread();
Unused << mParent->SendGamepadUpdate(mEvent);
return NS_OK;
}
};
} // namespace
already_AddRefed<GamepadEventChannelParent>
GamepadEventChannelParent::Create() {
return RefPtr<GamepadEventChannelParent>(new GamepadEventChannelParent())
.forget();
}
GamepadEventChannelParent::GamepadEventChannelParent() : mIsShutdown{false} {
MOZ_DIAGNOSTIC_ASSERT(IsOnBackgroundThread());
mBackgroundEventTarget = GetCurrentSerialEventTarget();
RefPtr<GamepadPlatformService> service =
GamepadPlatformService::GetParentService();
MOZ_ASSERT(service);
service->AddChannelParent(this);
}
void GamepadEventChannelParent::ActorDestroy(ActorDestroyReason aWhy) {
MOZ_DIAGNOSTIC_ASSERT(IsOnBackgroundThread());
MOZ_DIAGNOSTIC_ASSERT(!mIsShutdown);
mIsShutdown = true;
RefPtr<GamepadPlatformService> service =
GamepadPlatformService::GetParentService();
MOZ_ASSERT(service);
service->RemoveChannelParent(this);
}
mozilla::ipc::IPCResult GamepadEventChannelParent::RecvVibrateHaptic(
const Tainted<GamepadHandle>& aHandle,
const Tainted<uint32_t>& aHapticIndex, const Tainted<double>& aIntensity,
const Tainted<double>& aDuration, const uint32_t& aPromiseID) {
// TODO: Bug 680289, implement for standard gamepads
if (SendReplyGamepadPromise(aPromiseID)) {
return IPC_OK();
}
return IPC_FAIL(this, "SendReplyGamepadPromise fail.");
}
mozilla::ipc::IPCResult GamepadEventChannelParent::RecvStopVibrateHaptic(
const Tainted<GamepadHandle>& aHandle) {
// TODO: Bug 680289, implement for standard gamepads
return IPC_OK();
}
mozilla::ipc::IPCResult GamepadEventChannelParent::RecvLightIndicatorColor(
const Tainted<GamepadHandle>& aHandle,
const Tainted<uint32_t>& aLightColorIndex, const uint8_t& aRed,
const uint8_t& aGreen, const uint8_t& aBlue, const uint32_t& aPromiseID) {
SetGamepadLightIndicatorColor(aHandle, aLightColorIndex, aRed, aGreen, aBlue);
if (SendReplyGamepadPromise(aPromiseID)) {
return IPC_OK();
}
return IPC_FAIL(this, "SendReplyGamepadPromise fail.");
}
mozilla::ipc::IPCResult GamepadEventChannelParent::RecvRequestAllGamepads(
RequestAllGamepadsResolver&& aResolver) {
RefPtr<GamepadPlatformService> service =
GamepadPlatformService::GetParentService();
MOZ_ASSERT(service);
aResolver(service->GetAllGamePads());
return IPC_OK();
}
void GamepadEventChannelParent::DispatchUpdateEvent(
const GamepadChangeEvent& aEvent) {
mBackgroundEventTarget->Dispatch(new SendGamepadUpdateRunnable(this, aEvent),
NS_DISPATCH_NORMAL);
}
} // namespace mozilla::dom