/* * Copyright (C) 2014 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 "NavigatorGamepad.h" #if ENABLE(GAMEPAD) #include "DocumentLoader.h" #include "Frame.h" #include "Gamepad.h" #include "GamepadManager.h" #include "GamepadProvider.h" #include "Navigator.h" #include "PlatformGamepad.h" #include #include namespace WebCore { NavigatorGamepad::NavigatorGamepad() : m_navigationStart(std::numeric_limits::infinity()) { GamepadManager::singleton().registerNavigator(this); } NavigatorGamepad::~NavigatorGamepad() { GamepadManager::singleton().unregisterNavigator(this); } const char* NavigatorGamepad::supplementName() { return "NavigatorGamepad"; } NavigatorGamepad* NavigatorGamepad::from(Navigator* navigator) { NavigatorGamepad* supplement = static_cast(Supplement::from(navigator, supplementName())); if (!supplement) { auto newSupplement = std::make_unique(); supplement = newSupplement.get(); provideTo(navigator, supplementName(), WTFMove(newSupplement)); if (Frame* frame = navigator->frame()) { if (DocumentLoader* documentLoader = frame->loader().documentLoader()) supplement->m_navigationStart = documentLoader->timing().navigationStart(); } } return supplement; } Ref NavigatorGamepad::gamepadFromPlatformGamepad(PlatformGamepad& platformGamepad) { unsigned index = platformGamepad.index(); if (index >= m_gamepads.size() || !m_gamepads[index]) return Gamepad::create(platformGamepad); return *m_gamepads[index]; } const Vector>& NavigatorGamepad::getGamepads(Navigator& navigator) { return NavigatorGamepad::from(&navigator)->gamepads(); } const Vector>& NavigatorGamepad::gamepads() { if (m_gamepads.isEmpty()) return m_gamepads; const Vector& platformGamepads = GamepadProvider::singleton().platformGamepads(); for (unsigned i = 0; i < platformGamepads.size(); ++i) { if (!platformGamepads[i]) { ASSERT(!m_gamepads[i]); continue; } ASSERT(m_gamepads[i]); m_gamepads[i]->updateFromPlatformGamepad(*platformGamepads[i]); } return m_gamepads; } void NavigatorGamepad::gamepadsBecameVisible() { const Vector& platformGamepads = GamepadProvider::singleton().platformGamepads(); m_gamepads.resize(platformGamepads.size()); for (unsigned i = 0; i < platformGamepads.size(); ++i) { if (!platformGamepads[i]) continue; m_gamepads[i] = Gamepad::create(*platformGamepads[i]); } } void NavigatorGamepad::gamepadConnected(PlatformGamepad& platformGamepad) { // If this is the first gamepad this Navigator object has seen, then all gamepads just became visible. if (m_gamepads.isEmpty()) { gamepadsBecameVisible(); return; } unsigned index = platformGamepad.index(); ASSERT(GamepadProvider::singleton().platformGamepads()[index] == &platformGamepad); // The new index should already fit in the existing array, or should be exactly one past-the-end of the existing array. ASSERT(index <= m_gamepads.size()); if (index < m_gamepads.size()) m_gamepads[index] = Gamepad::create(platformGamepad); else if (index == m_gamepads.size()) m_gamepads.append(Gamepad::create(platformGamepad)); } void NavigatorGamepad::gamepadDisconnected(PlatformGamepad& platformGamepad) { // If this Navigator hasn't seen any gamepads yet its Vector will still be empty. if (!m_gamepads.size()) return; ASSERT(platformGamepad.index() < m_gamepads.size()); ASSERT(m_gamepads[platformGamepad.index()]); m_gamepads[platformGamepad.index()] = nullptr; } } // namespace WebCore #endif // ENABLE(GAMEPAD)