LCOV - code coverage report
Current view: top level - dom/gamepad - GamepadPlatformService.h (source / functions) Hit Total Coverage
Test: output.info Lines: 0 1 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 2 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
       2             : /* vim: set ts=8 sts=2 et sw=2 tw=80: */
       3             : /* This Source Code Form is subject to the terms of the Mozilla Public
       4             :  * License, v. 2.0. If a copy of the MPL was not distributed with this file,
       5             :  * You can obtain one at http://mozilla.org/MPL/2.0/. */
       6             : 
       7             : #ifndef mozilla_dom_GamepadPlatformService_h_
       8             : #define mozilla_dom_GamepadPlatformService_h_
       9             : 
      10             : #include "mozilla/dom/GamepadBinding.h"
      11             : 
      12             : #include "mozilla/Mutex.h"
      13             : #include "mozilla/StaticPtr.h"
      14             : 
      15             : namespace mozilla {
      16             : namespace dom {
      17             : 
      18             : class GamepadEventChannelParent;
      19             : 
      20             : // Platform Service for building and transmitting IPDL messages
      21             : // through the HAL sandbox. Used by platform specific
      22             : // Gamepad implementations
      23             : //
      24             : // This class can be accessed by the following 2 threads :
      25             : // 1. Background thread:
      26             : //    This thread takes charge of IPDL communications
      27             : //    between here and DOM side
      28             : //
      29             : // 2. Monitor Thread:
      30             : //    This thread is populated in platform-dependent backends, which
      31             : //    is in charge of processing gamepad hardware events from OS
      32             : class GamepadPlatformService final
      33             : {
      34           0 :   NS_INLINE_DECL_THREADSAFE_REFCOUNTING(GamepadPlatformService)
      35             :  public:
      36             :   //Get the singleton service
      37             :   static already_AddRefed<GamepadPlatformService> GetParentService();
      38             : 
      39             :   // Add a gamepad to the list of known gamepads, and return its index.
      40             :   uint32_t AddGamepad(const char* aID, GamepadMappingType aMapping,
      41             :                       GamepadHand aHand, uint32_t aNumButtons,
      42             :                       uint32_t aNumAxes, uint32_t aNumHaptics);
      43             :   // Remove the gamepad at |aIndex| from the list of known gamepads.
      44             :   void RemoveGamepad(uint32_t aIndex);
      45             : 
      46             :   // Update the state of |aButton| for the gamepad at |aIndex| for all
      47             :   // windows that are listening and visible, and fire one of
      48             :   // a gamepadbutton{up,down} event at them as well.
      49             :   // aPressed is used for digital buttons, aTouched is for detecting touched
      50             :   // events, aValue is for analog buttons.
      51             :   void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed,
      52             :                       bool aTouched, double aValue);
      53             :   // When only a digital button is available the value will be synthesized.
      54             :   void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed);
      55             :   // When only a digital button are available the value will be synthesized.
      56             :   void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed,
      57             :                       bool aTouched);
      58             : 
      59             :   // Update the state of |aAxis| for the gamepad at |aIndex| for all
      60             :   // windows that are listening and visible, and fire a gamepadaxismove
      61             :   // event at them as well.
      62             :   void NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue);
      63             :   // Update the state of |aState| for the gamepad at |aIndex| for all
      64             :   // windows that are listening and visible.
      65             :   void NewPoseEvent(uint32_t aIndex, const GamepadPoseState& aState);
      66             : 
      67             :   // When shutting down the platform communications for gamepad, also reset the
      68             :   // indexes.
      69             :   void ResetGamepadIndexes();
      70             : 
      71             :   //Add IPDL parent instance
      72             :   void AddChannelParent(GamepadEventChannelParent* aParent);
      73             : 
      74             :   //Remove IPDL parent instance
      75             :   void RemoveChannelParent(GamepadEventChannelParent* aParent);
      76             : 
      77             :   bool HasGamepadListeners();
      78             : 
      79             :   void MaybeShutdown();
      80             : 
      81             :  private:
      82             :   GamepadPlatformService();
      83             :   ~GamepadPlatformService();
      84             :   template<class T> void NotifyGamepadChange(const T& aInfo);
      85             : 
      86             :   // Flush all pending events buffered in mPendingEvents, must be called
      87             :   // with mMutex held
      88             :   void FlushPendingEvents();
      89             :   void Cleanup();
      90             : 
      91             :   // mGamepadIndex can only be accessed by monitor thread
      92             :   uint32_t mGamepadIndex;
      93             : 
      94             :   // mChannelParents stores all the GamepadEventChannelParent instances
      95             :   // which may be accessed by both background thread and monitor thread
      96             :   // simultaneously, so we have a mutex to prevent race condition
      97             :   nsTArray<RefPtr<GamepadEventChannelParent>> mChannelParents;
      98             : 
      99             :   // This mutex protects mChannelParents from race condition
     100             :   // between background and monitor thread
     101             :   Mutex mMutex;
     102             : 
     103             :   // In mochitest, it is possible that the test Events is synthesized
     104             :   // before GamepadEventChannel created, we need to buffer all events
     105             :   // until the channel is created if that happens.
     106             :   nsTArray<GamepadChangeEvent> mPendingEvents;
     107             : };
     108             : 
     109             : } // namespace dom
     110             : } // namespace mozilla
     111             : 
     112             : #endif

Generated by: LCOV version 1.13