| /* |
| * Copyright (C) 2016 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) |
| |
| #include <WebCore/GamepadProviderClient.h> |
| #include <wtf/HashSet.h> |
| #include <wtf/RunLoop.h> |
| #include <wtf/Vector.h> |
| |
| namespace WebKit { |
| |
| class UIGamepad; |
| class WebPageProxy; |
| class WebProcessPool; |
| class GamepadData; |
| |
| class UIGamepadProvider : public WebCore::GamepadProviderClient { |
| public: |
| static UIGamepadProvider& singleton(); |
| |
| void processPoolStartedUsingGamepads(WebProcessPool&); |
| void processPoolStoppedUsingGamepads(WebProcessPool&); |
| |
| void viewBecameActive(WebPageProxy&); |
| void viewBecameInactive(WebPageProxy&); |
| |
| Vector<GamepadData> gamepadStates() const; |
| |
| #if PLATFORM(COCOA) |
| static void setUsesGameControllerFramework(); |
| #endif |
| |
| Vector<GamepadData> snapshotGamepads(); |
| |
| private: |
| friend NeverDestroyed<UIGamepadProvider>; |
| UIGamepadProvider(); |
| ~UIGamepadProvider() final; |
| |
| void startMonitoringGamepads(); |
| void stopMonitoringGamepads(); |
| |
| void platformSetDefaultGamepadProvider(); |
| WebPageProxy* platformWebPageProxyForGamepadInput(); |
| void platformStopMonitoringInput(); |
| void platformStartMonitoringInput(); |
| |
| void setInitialConnectedGamepads(const Vector<WebCore::PlatformGamepad*>&) final; |
| void platformGamepadConnected(WebCore::PlatformGamepad&) final; |
| void platformGamepadDisconnected(WebCore::PlatformGamepad&) final; |
| void platformGamepadInputActivity(bool shouldMakeGamepadsVisible) final; |
| |
| void scheduleGamepadStateSync(); |
| void gamepadSyncTimerFired(); |
| |
| HashSet<WebProcessPool*> m_processPoolsUsingGamepads; |
| |
| Vector<std::unique_ptr<UIGamepad>> m_gamepads; |
| |
| RunLoop::Timer<UIGamepadProvider> m_gamepadSyncTimer; |
| |
| bool m_isMonitoringGamepads { false }; |
| bool m_hasInitialGamepads { false }; |
| bool m_shouldMakeGamepadsVisibleOnSync { false }; |
| }; |
| |
| } |
| |
| #endif // ENABLE(GAMEPAD) |