blob: a41e7034d8da7175400b134c79661afdcad7e0da [file] [log] [blame]
/*
* Copyright (C) 2020 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. 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) && HAVE(MULTIGAMEPADPROVIDER_SUPPORT)
#include "GamepadProvider.h"
#include "GamepadProviderClient.h"
#include "PlatformGamepad.h"
#include <wtf/Forward.h>
#include <wtf/HashSet.h>
namespace WebCore {
class MultiGamepadProvider : public GamepadProvider, public GamepadProviderClient {
public:
virtual ~MultiGamepadProvider() = default;
WEBCORE_EXPORT static MultiGamepadProvider& singleton();
void setUsesOnlyHIDGamepadProvider(bool hidProviderOnly) { m_usesOnlyHIDProvider = hidProviderOnly; }
// GamepadProvider
void startMonitoringGamepads(GamepadProviderClient&) final;
void stopMonitoringGamepads(GamepadProviderClient&) final;
const Vector<PlatformGamepad*>& platformGamepads() final { return m_gamepadVector; }
bool isMockGamepadProvider() const { return false; }
// GamepadProviderClient
void platformGamepadConnected(PlatformGamepad&, EventMakesGamepadsVisible) final;
void platformGamepadDisconnected(PlatformGamepad&) final;
void platformGamepadInputActivity(EventMakesGamepadsVisible) final;
protected:
WEBCORE_EXPORT void dispatchPlatformGamepadInputActivity();
private:
unsigned indexForNewlyConnectedDevice();
bool m_shouldMakeGamepadsVisible { false };
size_t m_initialGamepadsCount { 0 };
Vector<PlatformGamepad*> m_gamepadVector;
// We create our own Gamepad type - to wrap both HID and GameController gamepads -
// because MultiGamepadProvider needs to manage the indexes of its own gamepads
// no matter what the HID or GameController index is.
class PlatformGamepadWrapper : public PlatformGamepad {
public:
PlatformGamepadWrapper(unsigned index, PlatformGamepad* wrapped)
: PlatformGamepad(index)
, m_platformGamepad(wrapped)
{
m_id = wrapped->id();
m_mapping = wrapped->mapping();
m_connectTime = wrapped->connectTime();
}
MonotonicTime lastUpdateTime() const final { return m_platformGamepad->lastUpdateTime(); }
const Vector<SharedGamepadValue>& axisValues() const final { return m_platformGamepad->axisValues(); }
const Vector<SharedGamepadValue>& buttonValues() const final { return m_platformGamepad->buttonValues(); }
const char* source() const final { return m_platformGamepad->source(); }
private:
PlatformGamepad* m_platformGamepad;
};
HashMap<PlatformGamepad*, std::unique_ptr<PlatformGamepadWrapper>> m_gamepadMap;
bool m_hidImportComplete { false };
bool m_usesOnlyHIDProvider { false };
};
} // namespace WebCore
#endif // ENABLE(GAMEPAD) && HAVE(MULTIGAMEPADPROVIDER_SUPPORT)