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/*
* 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.
*/
#include "config.h"
#include "UIGamepadProvider.h"
#if ENABLE(GAMEPAD)
#include "GamepadData.h"
#include "UIGamepad.h"
#include "WebPageProxy.h"
#include "WebProcessPool.h"
#include <WebCore/MockGamepadProvider.h>
#include <WebCore/PlatformGamepad.h>
#include <wtf/NeverDestroyed.h>
using namespace WebCore;
namespace WebKit {
static const Seconds maximumGamepadUpdateInterval { 1_s / 120. };
UIGamepadProvider& UIGamepadProvider::singleton()
{
static NeverDestroyed<UIGamepadProvider> sharedProvider;
return sharedProvider;
}
UIGamepadProvider::UIGamepadProvider()
: m_gamepadSyncTimer(RunLoop::main(), this, &UIGamepadProvider::gamepadSyncTimerFired)
{
platformSetDefaultGamepadProvider();
}
UIGamepadProvider::~UIGamepadProvider()
{
if (!m_processPoolsUsingGamepads.isEmpty())
GamepadProvider::singleton().stopMonitoringGamepads(*this);
}
void UIGamepadProvider::gamepadSyncTimerFired()
{
auto webPageProxy = platformWebPageProxyForGamepadInput();
if (!webPageProxy || !m_processPoolsUsingGamepads.contains(&webPageProxy->process().processPool()))
return;
webPageProxy->gamepadActivity(snapshotGamepads(), m_shouldMakeGamepadsVisibleOnSync);
m_shouldMakeGamepadsVisibleOnSync = false;
}
void UIGamepadProvider::scheduleGamepadStateSync()
{
if (!m_isMonitoringGamepads || m_gamepadSyncTimer.isActive())
return;
if (m_gamepads.isEmpty() || m_processPoolsUsingGamepads.isEmpty()) {
m_gamepadSyncTimer.stop();
return;
}
m_gamepadSyncTimer.startOneShot(maximumGamepadUpdateInterval);
}
void UIGamepadProvider::setInitialConnectedGamepads(const Vector<PlatformGamepad*>& initialGamepads)
{
ASSERT(!m_hasInitialGamepads);
m_gamepads.resize(initialGamepads.size());
for (auto* gamepad : initialGamepads) {
if (!gamepad)
continue;
m_gamepads[gamepad->index()] = std::make_unique<UIGamepad>(*gamepad);
}
for (auto& pool : m_processPoolsUsingGamepads)
pool->setInitialConnectedGamepads(m_gamepads);
m_hasInitialGamepads = true;
}
void UIGamepadProvider::platformGamepadConnected(PlatformGamepad& gamepad)
{
if (m_gamepads.size() <= gamepad.index())
m_gamepads.grow(gamepad.index() + 1);
ASSERT(!m_gamepads[gamepad.index()]);
m_gamepads[gamepad.index()] = std::make_unique<UIGamepad>(gamepad);
scheduleGamepadStateSync();
for (auto& pool : m_processPoolsUsingGamepads)
pool->gamepadConnected(*m_gamepads[gamepad.index()]);
}
void UIGamepadProvider::platformGamepadDisconnected(PlatformGamepad& gamepad)
{
ASSERT(gamepad.index() < m_gamepads.size());
ASSERT(m_gamepads[gamepad.index()]);
std::unique_ptr<UIGamepad> disconnectedGamepad = WTFMove(m_gamepads[gamepad.index()]);
scheduleGamepadStateSync();
for (auto& pool : m_processPoolsUsingGamepads)
pool->gamepadDisconnected(*disconnectedGamepad);
}
void UIGamepadProvider::platformGamepadInputActivity(bool shouldMakeGamepadsVisible)
{
auto platformGamepads = GamepadProvider::singleton().platformGamepads();
ASSERT(platformGamepads.size() == m_gamepads.size());
for (size_t i = 0; i < platformGamepads.size(); ++i) {
if (!platformGamepads[i]) {
ASSERT(!m_gamepads[i]);
continue;
}
ASSERT(m_gamepads[i]);
m_gamepads[i]->updateFromPlatformGamepad(*platformGamepads[i]);
}
if (shouldMakeGamepadsVisible)
m_shouldMakeGamepadsVisibleOnSync = true;
scheduleGamepadStateSync();
}
void UIGamepadProvider::processPoolStartedUsingGamepads(WebProcessPool& pool)
{
ASSERT(!m_processPoolsUsingGamepads.contains(&pool));
m_processPoolsUsingGamepads.add(&pool);
if (!m_isMonitoringGamepads && platformWebPageProxyForGamepadInput())
startMonitoringGamepads();
}
void UIGamepadProvider::processPoolStoppedUsingGamepads(WebProcessPool& pool)
{
ASSERT(m_processPoolsUsingGamepads.contains(&pool));
m_processPoolsUsingGamepads.remove(&pool);
if (m_isMonitoringGamepads && !platformWebPageProxyForGamepadInput())
platformStopMonitoringInput();
}
void UIGamepadProvider::viewBecameActive(WebPageProxy& page)
{
if (!m_processPoolsUsingGamepads.contains(&page.process().processPool()))
return;
if (!m_isMonitoringGamepads)
startMonitoringGamepads();
if (platformWebPageProxyForGamepadInput())
platformStartMonitoringInput();
}
void UIGamepadProvider::viewBecameInactive(WebPageProxy& page)
{
auto pageForGamepadInput = platformWebPageProxyForGamepadInput();
if (pageForGamepadInput == &page)
platformStopMonitoringInput();
}
void UIGamepadProvider::startMonitoringGamepads()
{
if (m_isMonitoringGamepads)
return;
m_isMonitoringGamepads = true;
ASSERT(!m_processPoolsUsingGamepads.isEmpty());
GamepadProvider::singleton().startMonitoringGamepads(*this);
}
void UIGamepadProvider::stopMonitoringGamepads()
{
if (!m_isMonitoringGamepads)
return;
m_isMonitoringGamepads = false;
ASSERT(m_processPoolsUsingGamepads.isEmpty());
GamepadProvider::singleton().stopMonitoringGamepads(*this);
m_gamepads.clear();
}
Vector<GamepadData> UIGamepadProvider::snapshotGamepads()
{
Vector<GamepadData> gamepadDatas;
gamepadDatas.reserveInitialCapacity(m_gamepads.size());
for (auto& gamepad : m_gamepads) {
if (gamepad)
gamepadDatas.uncheckedAppend(gamepad->condensedGamepadData());
else
gamepadDatas.uncheckedAppend({ });
}
return gamepadDatas;
}
#if !PLATFORM(COCOA)
void UIGamepadProvider::platformSetDefaultGamepadProvider()
{
// FIXME: Implement for other platforms
}
WebPageProxy* UIGamepadProvider::platformWebPageProxyForGamepadInput()
{
// FIXME: Implement for other platforms
return nullptr;
}
void UIGamepadProvider::platformStopMonitoringInput()
{
}
void UIGamepadProvider::platformStartMonitoringInput()
{
}
#endif // !PLATFORM(MAC)
}
#endif // ENABLE(GAMEPAD)