/* * 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 #include #include #include #include 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 gamepadStates() const; #if PLATFORM(COCOA) static void setUsesGameControllerFramework(); #endif Vector snapshotGamepads(); private: friend NeverDestroyed; UIGamepadProvider(); ~UIGamepadProvider() final; void startMonitoringGamepads(); void stopMonitoringGamepads(); void platformSetDefaultGamepadProvider(); WebPageProxy* platformWebPageProxyForGamepadInput(); void platformStopMonitoringInput(); void platformStartMonitoringInput(); void setInitialConnectedGamepads(const Vector&) final; void platformGamepadConnected(WebCore::PlatformGamepad&) final; void platformGamepadDisconnected(WebCore::PlatformGamepad&) final; void platformGamepadInputActivity(bool shouldMakeGamepadsVisible) final; void scheduleGamepadStateSync(); void gamepadSyncTimerFired(); HashSet m_processPoolsUsingGamepads; Vector> m_gamepads; RunLoop::Timer m_gamepadSyncTimer; bool m_isMonitoringGamepads { false }; bool m_hasInitialGamepads { false }; bool m_shouldMakeGamepadsVisibleOnSync { false }; }; } #endif // ENABLE(GAMEPAD)