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/*
* Copyright (C) 2014 Apple Inc. All rights reserved.
* Copyright (C) 2020 Igalia S.L. 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) && OS(LINUX)
#include "GamepadProvider.h"
#include <libmanette.h>
#include <wtf/HashMap.h>
#include <wtf/RunLoop.h>
namespace WebCore {
class ManetteGamepad;
class GamepadProviderClient;
class ManetteGamepadProvider final : public GamepadProvider {
WTF_MAKE_NONCOPYABLE(ManetteGamepadProvider);
friend class NeverDestroyed<ManetteGamepadProvider>;
public:
static ManetteGamepadProvider& singleton();
virtual ~ManetteGamepadProvider();
void startMonitoringGamepads(GamepadProviderClient&) final;
void stopMonitoringGamepads(GamepadProviderClient&) final;
const Vector<PlatformGamepad*>& platformGamepads() final { return m_gamepadVector; }
void deviceConnected(ManetteDevice*);
void deviceDisconnected(ManetteDevice*);
enum class ShouldMakeGamepadsVisible : bool { No, Yes };
void gamepadHadInput(ManetteGamepad&, ShouldMakeGamepadsVisible);
private:
ManetteGamepadProvider();
std::unique_ptr<ManetteGamepad> removeGamepadForDevice(ManetteDevice*);
unsigned indexForNewlyConnectedDevice();
void initialGamepadsConnectedTimerFired();
void inputNotificationTimerFired();
Vector<PlatformGamepad*> m_gamepadVector;
HashMap<ManetteDevice*, std::unique_ptr<ManetteGamepad>> m_gamepadMap;
bool m_initialGamepadsConnected { false };
GRefPtr<ManetteMonitor> m_monitor;
RunLoop::Timer<ManetteGamepadProvider> m_initialGamepadsConnectedTimer;
RunLoop::Timer<ManetteGamepadProvider> m_inputNotificationTimer;
};
} // namespace WebCore
#endif // ENABLE(GAMEPAD) && OS(LINUX)