blob: e98cfb4cf82156adfec30c63c89fe2ac742cff31 [file] [log] [blame]
/*
* Copyright (C) 2021 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. ``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
* 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 HAVE(SCENEKIT)
#include "Model.h"
#include "ModelPlayer.h"
#include "ModelPlayerClient.h"
#include "SceneKitModelLoaderClient.h"
#include <wtf/RetainPtr.h>
#include <wtf/URL.h>
#include <wtf/WeakPtr.h>
#include <wtf/Forward.h>
OBJC_CLASS SCNMetalLayer;
namespace WebCore {
class ModelPlayerClient;
class SceneKitModel;
class SceneKitModelLoader;
class WEBCORE_EXPORT SceneKitModelPlayer final : public ModelPlayer, public SceneKitModelLoaderClient {
public:
static Ref<SceneKitModelPlayer> create(ModelPlayerClient&);
virtual ~SceneKitModelPlayer();
private:
SceneKitModelPlayer(ModelPlayerClient&);
void updateScene();
// ModelPlayer overrides.
void load(Model&, LayoutSize) override;
void sizeDidChange(LayoutSize) override;
CALayer *layer() override;
void enterFullscreen() override;
void handleMouseDown(const LayoutPoint&, MonotonicTime) override;
void handleMouseMove(const LayoutPoint&, MonotonicTime) override;
void handleMouseUp(const LayoutPoint&, MonotonicTime) override;
void getCamera(CompletionHandler<void(std::optional<HTMLModelElementCamera>&&)>&&) override;
void setCamera(HTMLModelElementCamera, CompletionHandler<void(bool success)>&&) override;
void isPlayingAnimation(CompletionHandler<void(std::optional<bool>&&)>&&) override;
void setAnimationIsPlaying(bool, CompletionHandler<void(bool success)>&&) override;
void isLoopingAnimation(CompletionHandler<void(std::optional<bool>&&)>&&) override;
void setIsLoopingAnimation(bool, CompletionHandler<void(bool success)>&&) override;
void animationDuration(CompletionHandler<void(std::optional<Seconds>&&)>&&) override;
void animationCurrentTime(CompletionHandler<void(std::optional<Seconds>&&)>&&) override;
void setAnimationCurrentTime(Seconds, CompletionHandler<void(bool success)>&&) override;
void hasAudio(CompletionHandler<void(std::optional<bool>&&)>&&) override;
void isMuted(CompletionHandler<void(std::optional<bool>&&)>&&) override;
void setIsMuted(bool, CompletionHandler<void(bool success)>&&) override;
Vector<RetainPtr<id>> accessibilityChildren() override;
// SceneKitModelLoaderClient overrides.
virtual void didFinishLoading(SceneKitModelLoader&, Ref<SceneKitModel>) override;
virtual void didFailLoading(SceneKitModelLoader&, const ResourceError&) override;
WeakPtr<ModelPlayerClient> m_client;
RefPtr<SceneKitModelLoader> m_loader;
RefPtr<SceneKitModel> m_model;
RetainPtr<SCNMetalLayer> m_layer;
};
}
#endif