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1 /* | 1 /* |
2 * Copyright (C) 2011, Google Inc. All rights reserved. | 2 * Copyright (C) 2011, Google Inc. All rights reserved. |
3 * | 3 * |
4 * Redistribution and use in source and binary forms, with or without | 4 * Redistribution and use in source and binary forms, with or without |
5 * modification, are permitted provided that the following conditions are met: | 5 * modification, are permitted provided that the following conditions are met: |
6 * | 6 * |
7 * 1. Redistributions of source code must retain the above copyright | 7 * 1. Redistributions of source code must retain the above copyright |
8 * notice, this list of conditions and the following disclaimer. | 8 * notice, this list of conditions and the following disclaimer. |
9 * 2. Redistributions in binary form must reproduce the above copyright | 9 * 2. Redistributions in binary form must reproduce the above copyright |
10 * notice, this list of conditions and the following disclaimer in the | 10 * notice, this list of conditions and the following disclaimer in the |
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100 sampleGamepads<Gamepad>(m_gamepads.get()); | 100 sampleGamepads<Gamepad>(m_gamepads.get()); |
101 return m_gamepads.get(); | 101 return m_gamepads.get(); |
102 } | 102 } |
103 | 103 |
104 DEFINE_TRACE(NavigatorGamepad) | 104 DEFINE_TRACE(NavigatorGamepad) |
105 { | 105 { |
106 visitor->trace(m_gamepads); | 106 visitor->trace(m_gamepads); |
107 visitor->trace(m_pendingEvents); | 107 visitor->trace(m_pendingEvents); |
108 visitor->trace(m_dispatchOneEventRunner); | 108 visitor->trace(m_dispatchOneEventRunner); |
109 Supplement<Navigator>::trace(visitor); | 109 Supplement<Navigator>::trace(visitor); |
110 DOMWindowProperty::trace(visitor); | 110 ContextLifecycleObserver::trace(visitor); |
111 PlatformEventController::trace(visitor); | 111 PlatformEventController::trace(visitor); |
112 DOMWindowLifecycleObserver::trace(visitor); | 112 DOMWindowLifecycleObserver::trace(visitor); |
113 } | 113 } |
114 | 114 |
115 bool NavigatorGamepad::startUpdatingIfAttached() | 115 bool NavigatorGamepad::startUpdatingIfAttached() |
116 { | 116 { |
117 Document* document = static_cast<Document*>(getExecutionContext()); | |
117 // The frame must be attached to start updating. | 118 // The frame must be attached to start updating. |
118 if (frame() && frame()->host()) { | 119 if (document && document->frame() && document->frame()->host()) { |
dcheng
2016/07/11 13:38:20
I wonder if it's possible to have document->frame(
| |
119 startUpdating(); | 120 startUpdating(); |
120 return true; | 121 return true; |
121 } | 122 } |
122 return false; | 123 return false; |
123 } | 124 } |
124 | 125 |
125 void NavigatorGamepad::didUpdateData() | 126 void NavigatorGamepad::didUpdateData() |
126 { | 127 { |
127 // We should stop listening once we detached. | 128 // We should stop listening once we detached. |
128 ASSERT(frame()); | 129 Document* document = static_cast<Document*>(getExecutionContext()); |
129 ASSERT(frame()->domWindow()); | 130 DCHECK(document->frame()); |
131 DCHECK(document->frame()->domWindow()); | |
130 | 132 |
131 // We register to the dispatcher before sampling gamepads so we need to chec k if we actually have an event listener. | 133 // We register to the dispatcher before sampling gamepads so we need to chec k if we actually have an event listener. |
132 if (!m_hasEventListener) | 134 if (!m_hasEventListener) |
133 return; | 135 return; |
134 | 136 |
135 Document* document = frame()->domWindow()->document(); | |
136 if (document->activeDOMObjectsAreStopped() || document->activeDOMObjectsAreS uspended()) | 137 if (document->activeDOMObjectsAreStopped() || document->activeDOMObjectsAreS uspended()) |
137 return; | 138 return; |
138 | 139 |
139 const GamepadDispatcher::ConnectionChange& change = GamepadDispatcher::insta nce().latestConnectionChange(); | 140 const GamepadDispatcher::ConnectionChange& change = GamepadDispatcher::insta nce().latestConnectionChange(); |
140 | 141 |
141 if (!m_gamepads) | 142 if (!m_gamepads) |
142 m_gamepads = GamepadList::create(); | 143 m_gamepads = GamepadList::create(); |
143 | 144 |
144 Gamepad* gamepad = m_gamepads->item(change.index); | 145 Gamepad* gamepad = m_gamepads->item(change.index); |
145 if (!gamepad) | 146 if (!gamepad) |
146 gamepad = Gamepad::create(); | 147 gamepad = Gamepad::create(); |
147 sampleGamepad(change.index, *gamepad, change.pad); | 148 sampleGamepad(change.index, *gamepad, change.pad); |
148 m_gamepads->set(change.index, gamepad); | 149 m_gamepads->set(change.index, gamepad); |
149 | 150 |
150 m_pendingEvents.append(gamepad); | 151 m_pendingEvents.append(gamepad); |
151 m_dispatchOneEventRunner->runAsync(); | 152 m_dispatchOneEventRunner->runAsync(); |
152 } | 153 } |
153 | 154 |
154 void NavigatorGamepad::dispatchOneEvent() | 155 void NavigatorGamepad::dispatchOneEvent() |
155 { | 156 { |
156 ASSERT(frame()); | 157 Document* document = static_cast<Document*>(getExecutionContext()); |
157 ASSERT(frame()->domWindow()); | 158 DCHECK(document->frame()); |
158 ASSERT(!m_pendingEvents.isEmpty()); | 159 DCHECK(document->frame()->domWindow()); |
160 DCHECK(!m_pendingEvents.isEmpty()); | |
159 | 161 |
160 Gamepad* gamepad = m_pendingEvents.takeFirst(); | 162 Gamepad* gamepad = m_pendingEvents.takeFirst(); |
161 const AtomicString& eventName = gamepad->connected() ? EventTypeNames::gamep adconnected : EventTypeNames::gamepaddisconnected; | 163 const AtomicString& eventName = gamepad->connected() ? EventTypeNames::gamep adconnected : EventTypeNames::gamepaddisconnected; |
162 frame()->domWindow()->dispatchEvent(GamepadEvent::create(eventName, false, t rue, gamepad)); | 164 document->frame()->domWindow()->dispatchEvent(GamepadEvent::create(eventName , false, true, gamepad)); |
163 | 165 |
164 if (!m_pendingEvents.isEmpty()) | 166 if (!m_pendingEvents.isEmpty()) |
165 m_dispatchOneEventRunner->runAsync(); | 167 m_dispatchOneEventRunner->runAsync(); |
166 } | 168 } |
167 | 169 |
168 NavigatorGamepad::NavigatorGamepad(LocalFrame* frame) | 170 NavigatorGamepad::NavigatorGamepad(LocalFrame* frame) |
169 : DOMWindowProperty(frame) | 171 : ContextLifecycleObserver(frame->document()) |
170 , PlatformEventController(frame ? frame->page() : 0) | 172 , PlatformEventController(frame ? frame->page() : 0) |
171 , DOMWindowLifecycleObserver(frame ? frame->localDOMWindow() : 0) | 173 , DOMWindowLifecycleObserver(frame ? frame->localDOMWindow() : 0) |
172 , m_dispatchOneEventRunner(AsyncMethodRunner<NavigatorGamepad>::create(this, &NavigatorGamepad::dispatchOneEvent)) | 174 , m_dispatchOneEventRunner(AsyncMethodRunner<NavigatorGamepad>::create(this, &NavigatorGamepad::dispatchOneEvent)) |
173 { | 175 { |
174 } | 176 } |
175 | 177 |
176 NavigatorGamepad::~NavigatorGamepad() | 178 NavigatorGamepad::~NavigatorGamepad() |
177 { | 179 { |
178 } | 180 } |
179 | 181 |
180 const char* NavigatorGamepad::supplementName() | 182 const char* NavigatorGamepad::supplementName() |
181 { | 183 { |
182 return "NavigatorGamepad"; | 184 return "NavigatorGamepad"; |
183 } | 185 } |
184 | 186 |
185 void NavigatorGamepad::willDestroyGlobalObjectInFrame() | 187 void NavigatorGamepad::contextDestroyed() |
186 { | 188 { |
187 stopUpdating(); | 189 stopUpdating(); |
188 DOMWindowProperty::willDestroyGlobalObjectInFrame(); | |
189 } | |
190 | |
191 void NavigatorGamepad::willDetachGlobalObjectFromFrame() | |
192 { | |
193 stopUpdating(); | |
194 DOMWindowProperty::willDetachGlobalObjectFromFrame(); | |
195 } | 190 } |
196 | 191 |
197 void NavigatorGamepad::registerWithDispatcher() | 192 void NavigatorGamepad::registerWithDispatcher() |
198 { | 193 { |
199 GamepadDispatcher::instance().addController(this); | 194 GamepadDispatcher::instance().addController(this); |
200 m_dispatchOneEventRunner->resume(); | 195 m_dispatchOneEventRunner->resume(); |
201 } | 196 } |
202 | 197 |
203 void NavigatorGamepad::unregisterWithDispatcher() | 198 void NavigatorGamepad::unregisterWithDispatcher() |
204 { | 199 { |
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257 stopUpdating(); | 252 stopUpdating(); |
258 | 253 |
259 if (!visible || !m_hasEventListener) | 254 if (!visible || !m_hasEventListener) |
260 return; | 255 return; |
261 | 256 |
262 // Tell the page what has changed. m_gamepads contains the state before we b ecame hidden. | 257 // Tell the page what has changed. m_gamepads contains the state before we b ecame hidden. |
263 // We create a new snapshot and compare them. | 258 // We create a new snapshot and compare them. |
264 GamepadList* oldGamepads = m_gamepads.release(); | 259 GamepadList* oldGamepads = m_gamepads.release(); |
265 gamepads(); | 260 gamepads(); |
266 GamepadList* newGamepads = m_gamepads.get(); | 261 GamepadList* newGamepads = m_gamepads.get(); |
267 ASSERT(newGamepads); | 262 DCHECK(newGamepads); |
268 | 263 |
269 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { | 264 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { |
270 Gamepad* oldGamepad = oldGamepads ? oldGamepads->item(i) : 0; | 265 Gamepad* oldGamepad = oldGamepads ? oldGamepads->item(i) : 0; |
271 Gamepad* newGamepad = newGamepads->item(i); | 266 Gamepad* newGamepad = newGamepads->item(i); |
272 bool oldWasConnected = oldGamepad && oldGamepad->connected(); | 267 bool oldWasConnected = oldGamepad && oldGamepad->connected(); |
273 bool newIsConnected = newGamepad && newGamepad->connected(); | 268 bool newIsConnected = newGamepad && newGamepad->connected(); |
274 bool connectedGamepadChanged = oldWasConnected && newIsConnected && oldG amepad->id() != newGamepad->id(); | 269 bool connectedGamepadChanged = oldWasConnected && newIsConnected && oldG amepad->id() != newGamepad->id(); |
275 if (connectedGamepadChanged || (oldWasConnected && !newIsConnected)) { | 270 if (connectedGamepadChanged || (oldWasConnected && !newIsConnected)) { |
276 oldGamepad->setConnected(false); | 271 oldGamepad->setConnected(false); |
277 m_pendingEvents.append(oldGamepad); | 272 m_pendingEvents.append(oldGamepad); |
278 } | 273 } |
279 if (connectedGamepadChanged || (!oldWasConnected && newIsConnected)) { | 274 if (connectedGamepadChanged || (!oldWasConnected && newIsConnected)) { |
280 m_pendingEvents.append(newGamepad); | 275 m_pendingEvents.append(newGamepad); |
281 } | 276 } |
282 } | 277 } |
283 | 278 |
284 if (!m_pendingEvents.isEmpty()) | 279 if (!m_pendingEvents.isEmpty()) |
285 m_dispatchOneEventRunner->runAsync(); | 280 m_dispatchOneEventRunner->runAsync(); |
286 } | 281 } |
287 | 282 |
288 } // namespace blink | 283 } // namespace blink |
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