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/*
* Copyright (C) 2011, Google 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.
*/
#include "modules/gamepad/NavigatorGamepad.h"
#include "core/dom/Document.h"
#include "core/frame/LocalFrame.h"
#include "core/frame/Navigator.h"
#include "core/page/Page.h"
#include "modules/gamepad/GamepadDispatcher.h"
#include "modules/gamepad/GamepadEvent.h"
#include "modules/gamepad/GamepadList.h"
namespace blink {
template<typename T>
static void sampleGamepad(unsigned index, T& gamepad, const WebGamepad& webGamepad)
{
gamepad.setId(webGamepad.id);
gamepad.setIndex(index);
gamepad.setConnected(webGamepad.connected);
gamepad.setTimestamp(webGamepad.timestamp);
gamepad.setMapping(webGamepad.mapping);
gamepad.setAxes(webGamepad.axesLength, webGamepad.axes);
gamepad.setButtons(webGamepad.buttonsLength, webGamepad.buttons);
gamepad.setPose(webGamepad.pose);
gamepad.setHand(webGamepad.hand);
gamepad.setDisplayId(webGamepad.displayId);
}
template<typename GamepadType, typename ListType>
static void sampleGamepads(ListType* into)
{
WebGamepads gamepads;
GamepadDispatcher::instance().sampleGamepads(gamepads);
for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) {
WebGamepad& webGamepad = gamepads.items[i];
if (i < gamepads.length && webGamepad.connected) {
GamepadType* gamepad = into->item(i);
if (!gamepad)
gamepad = GamepadType::create();
sampleGamepad(i, *gamepad, webGamepad);
into->set(i, gamepad);
} else {
into->set(i, 0);
}
}
}
NavigatorGamepad* NavigatorGamepad::from(Document& document)
{
if (!document.frame() || !document.frame()->domWindow())
return 0;
Navigator& navigator = *document.frame()->domWindow()->navigator();
return &from(navigator);
}
NavigatorGamepad& NavigatorGamepad::from(Navigator& navigator)
{
NavigatorGamepad* supplement = static_cast<NavigatorGamepad*>(Supplement<Navigator>::from(navigator, supplementName()));
if (!supplement) {
supplement = new NavigatorGamepad(navigator.frame());
provideTo(navigator, supplementName(), supplement);
}
return *supplement;
}
GamepadList* NavigatorGamepad::getGamepads(Navigator& navigator)
{
return NavigatorGamepad::from(navigator).gamepads();
}
GamepadList* NavigatorGamepad::gamepads()
{
if (!m_gamepads)
m_gamepads = GamepadList::create();
if (startUpdatingIfAttached())
sampleGamepads<Gamepad>(m_gamepads.get());
return m_gamepads.get();
}
DEFINE_TRACE(NavigatorGamepad)
{
visitor->trace(m_gamepads);
visitor->trace(m_pendingEvents);
visitor->trace(m_dispatchOneEventRunner);
Supplement<Navigator>::trace(visitor);
ContextLifecycleObserver::trace(visitor);
PlatformEventController::trace(visitor);
}
bool NavigatorGamepad::startUpdatingIfAttached()
{
Document* document = static_cast<Document*>(getExecutionContext());
// The frame must be attached to start updating.
if (document && document->frame()) {
startUpdating();
return true;
}
return false;
}
void NavigatorGamepad::didUpdateData()
{
// We should stop listening once we detached.
Document* document = static_cast<Document*>(getExecutionContext());
DCHECK(document->frame());
DCHECK(document->frame()->domWindow());
// We register to the dispatcher before sampling gamepads so we need to check if we actually have an event listener.
if (!m_hasEventListener)
return;
if (document->activeDOMObjectsAreStopped() || document->activeDOMObjectsAreSuspended())
return;
const GamepadDispatcher::ConnectionChange& change = GamepadDispatcher::instance().latestConnectionChange();
if (!m_gamepads)
m_gamepads = GamepadList::create();
Gamepad* gamepad = m_gamepads->item(change.index);
if (!gamepad)
gamepad = Gamepad::create();
sampleGamepad(change.index, *gamepad, change.pad);
m_gamepads->set(change.index, gamepad);
m_pendingEvents.append(gamepad);
m_dispatchOneEventRunner->runAsync();
}
void NavigatorGamepad::dispatchOneEvent()
{
Document* document = static_cast<Document*>(getExecutionContext());
DCHECK(document->frame());
DCHECK(document->frame()->domWindow());
DCHECK(!m_pendingEvents.isEmpty());
Gamepad* gamepad = m_pendingEvents.takeFirst();
const AtomicString& eventName = gamepad->connected() ? EventTypeNames::gamepadconnected : EventTypeNames::gamepaddisconnected;
document->frame()->domWindow()->dispatchEvent(GamepadEvent::create(eventName, false, true, gamepad));
if (!m_pendingEvents.isEmpty())
m_dispatchOneEventRunner->runAsync();
}
NavigatorGamepad::NavigatorGamepad(LocalFrame* frame)
: ContextLifecycleObserver(frame->document())
, PlatformEventController(frame ? frame->page() : 0)
, m_dispatchOneEventRunner(AsyncMethodRunner<NavigatorGamepad>::create(this, &NavigatorGamepad::dispatchOneEvent))
{
if (frame)
frame->localDOMWindow()->registerEventListenerObserver(this);
}
NavigatorGamepad::~NavigatorGamepad()
{
}
const char* NavigatorGamepad::supplementName()
{
return "NavigatorGamepad";
}
void NavigatorGamepad::contextDestroyed()
{
stopUpdating();
}
void NavigatorGamepad::registerWithDispatcher()
{
GamepadDispatcher::instance().addController(this);
m_dispatchOneEventRunner->resume();
}
void NavigatorGamepad::unregisterWithDispatcher()
{
m_dispatchOneEventRunner->suspend();
GamepadDispatcher::instance().removeController(this);
}
bool NavigatorGamepad::hasLastData()
{
// Gamepad data is polled instead of pushed.
return false;
}
static bool isGamepadEvent(const AtomicString& eventType)
{
return eventType == EventTypeNames::gamepadconnected || eventType == EventTypeNames::gamepaddisconnected;
}
void NavigatorGamepad::didAddEventListener(LocalDOMWindow*, const AtomicString& eventType)
{
if (isGamepadEvent(eventType)) {
if (page() && page()->isPageVisible())
startUpdatingIfAttached();
m_hasEventListener = true;
}
}
void NavigatorGamepad::didRemoveEventListener(LocalDOMWindow* window, const AtomicString& eventType)
{
if (isGamepadEvent(eventType)
&& !window->hasEventListeners(EventTypeNames::gamepadconnected)
&& !window->hasEventListeners(EventTypeNames::gamepaddisconnected)) {
didRemoveGamepadEventListeners();
}
}
void NavigatorGamepad::didRemoveAllEventListeners(LocalDOMWindow*)
{
didRemoveGamepadEventListeners();
}
void NavigatorGamepad::didRemoveGamepadEventListeners()
{
m_hasEventListener = false;
m_dispatchOneEventRunner->stop();
m_pendingEvents.clear();
}
void NavigatorGamepad::pageVisibilityChanged()
{
// Inform the embedder whether it needs to provide gamepad data for us.
bool visible = page()->isPageVisible();
if (visible && (m_hasEventListener || m_gamepads))
startUpdatingIfAttached();
else
stopUpdating();
if (!visible || !m_hasEventListener)
return;
// Tell the page what has changed. m_gamepads contains the state before we became hidden.
// We create a new snapshot and compare them.
GamepadList* oldGamepads = m_gamepads.release();
gamepads();
GamepadList* newGamepads = m_gamepads.get();
DCHECK(newGamepads);
for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) {
Gamepad* oldGamepad = oldGamepads ? oldGamepads->item(i) : 0;
Gamepad* newGamepad = newGamepads->item(i);
bool oldWasConnected = oldGamepad && oldGamepad->connected();
bool newIsConnected = newGamepad && newGamepad->connected();
bool connectedGamepadChanged = oldWasConnected && newIsConnected && oldGamepad->id() != newGamepad->id();
if (connectedGamepadChanged || (oldWasConnected && !newIsConnected)) {
oldGamepad->setConnected(false);
m_pendingEvents.append(oldGamepad);
}
if (connectedGamepadChanged || (!oldWasConnected && newIsConnected)) {
m_pendingEvents.append(newGamepad);
}
}
if (!m_pendingEvents.isEmpty())
m_dispatchOneEventRunner->runAsync();
}
} // namespace blink