1/*
2 * Copyright (C) 2016 Apple Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions
6 * are met:
7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 *
13 * THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
14 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
15 * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
16 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
17 * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
18 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
19 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
20 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
21 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
22 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
23 * THE POSSIBILITY OF SUCH DAMAGE.
24 */
25
26#pragma once
27
28#if ENABLE(GAMEPAD)
29
30#include <WebCore/GamepadProviderClient.h>
31#include <wtf/HashSet.h>
32#include <wtf/RunLoop.h>
33#include <wtf/Vector.h>
34
35namespace WebKit {
36
37class UIGamepad;
38class WebPageProxy;
39class WebProcessPool;
40class GamepadData;
41
42class UIGamepadProvider : public WebCore::GamepadProviderClient {
43public:
44 static UIGamepadProvider& singleton();
45
46 void processPoolStartedUsingGamepads(WebProcessPool&);
47 void processPoolStoppedUsingGamepads(WebProcessPool&);
48
49 void viewBecameActive(WebPageProxy&);
50 void viewBecameInactive(WebPageProxy&);
51
52 Vector<GamepadData> gamepadStates() const;
53
54#if PLATFORM(COCOA)
55 static void setUsesGameControllerFramework();
56#endif
57
58 Vector<GamepadData> snapshotGamepads();
59
60private:
61 friend NeverDestroyed<UIGamepadProvider>;
62 UIGamepadProvider();
63 ~UIGamepadProvider() final;
64
65 void startMonitoringGamepads();
66 void stopMonitoringGamepads();
67
68 void platformSetDefaultGamepadProvider();
69 WebPageProxy* platformWebPageProxyForGamepadInput();
70 void platformStopMonitoringInput();
71 void platformStartMonitoringInput();
72
73 void setInitialConnectedGamepads(const Vector<WebCore::PlatformGamepad*>&) final;
74 void platformGamepadConnected(WebCore::PlatformGamepad&) final;
75 void platformGamepadDisconnected(WebCore::PlatformGamepad&) final;
76 void platformGamepadInputActivity(bool shouldMakeGamepadsVisible) final;
77
78 void scheduleGamepadStateSync();
79 void gamepadSyncTimerFired();
80
81 HashSet<WebProcessPool*> m_processPoolsUsingGamepads;
82
83 Vector<std::unique_ptr<UIGamepad>> m_gamepads;
84
85 RunLoop::Timer<UIGamepadProvider> m_gamepadSyncTimer;
86
87 bool m_isMonitoringGamepads { false };
88 bool m_hasInitialGamepads { false };
89 bool m_shouldMakeGamepadsVisibleOnSync { false };
90};
91
92}
93
94#endif // ENABLE(GAMEPAD)
95