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Side by Side Diff: Source/modules/gamepad/NavigatorGamepad.cpp

Issue 346273008: Gamepad: make gamepad events play well with page visibility (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@gamepad-vis
Patch Set: PersistentHeapDequeWillBeHeapDeque Created 6 years, 5 months ago
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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
(...skipping 108 matching lines...) Expand 10 before | Expand all | Expand 10 after
119 startUpdating(); 119 startUpdating();
120 sampleGamepads<Gamepad>(m_gamepads.get()); 120 sampleGamepads<Gamepad>(m_gamepads.get());
121 } 121 }
122 return m_gamepads.get(); 122 return m_gamepads.get();
123 } 123 }
124 124
125 void NavigatorGamepad::trace(Visitor* visitor) 125 void NavigatorGamepad::trace(Visitor* visitor)
126 { 126 {
127 visitor->trace(m_gamepads); 127 visitor->trace(m_gamepads);
128 visitor->trace(m_webkitGamepads); 128 visitor->trace(m_webkitGamepads);
129 visitor->trace(m_pendingEvents);
129 WillBeHeapSupplement<Navigator>::trace(visitor); 130 WillBeHeapSupplement<Navigator>::trace(visitor);
130 } 131 }
131 132
132 void NavigatorGamepad::didUpdateData() 133 void NavigatorGamepad::didUpdateData()
133 { 134 {
134 // We should stop listening once we detached. 135 // We should stop listening once we detached.
135 ASSERT(window()); 136 ASSERT(window());
136 137
137 // We register to the dispatcher before sampling gamepads so we need to chec k if we actually have an event listener. 138 // We register to the dispatcher before sampling gamepads so we need to chec k if we actually have an event listener.
138 if (!m_hasEventListener) 139 if (!m_hasEventListener)
139 return; 140 return;
140 141
141 if (window()->document()->activeDOMObjectsAreStopped() || window()->document ()->activeDOMObjectsAreSuspended()) 142 if (window()->document()->activeDOMObjectsAreStopped() || window()->document ()->activeDOMObjectsAreSuspended())
142 return; 143 return;
143 144
144 const GamepadDispatcher::ConnectionChange& change = GamepadDispatcher::insta nce().latestConnectionChange(); 145 const GamepadDispatcher::ConnectionChange& change = GamepadDispatcher::insta nce().latestConnectionChange();
145 146
146 if (!m_gamepads) 147 if (!m_gamepads)
147 m_gamepads = GamepadList::create(); 148 m_gamepads = GamepadList::create();
148 149
149 Gamepad* gamepad = m_gamepads->item(change.index); 150 Gamepad* gamepad = m_gamepads->item(change.index);
150 if (!gamepad) 151 if (!gamepad)
151 gamepad = Gamepad::create(); 152 gamepad = Gamepad::create();
152 sampleGamepad(change.index, *gamepad, change.pad); 153 sampleGamepad(change.index, *gamepad, change.pad);
153 m_gamepads->set(change.index, gamepad); 154 m_gamepads->set(change.index, gamepad);
154 155
155 const AtomicString& eventName = change.pad.connected ? EventTypeNames::gamep adconnected : EventTypeNames::gamepaddisconnected; 156 m_pendingEvents.append(gamepad);
157 m_dispatchOneEventRunner.runAsync();
158 }
159
160 void NavigatorGamepad::dispatchOneEvent()
161 {
162 ASSERT(window());
163 ASSERT(!m_pendingEvents.isEmpty());
164
165 Gamepad* gamepad = m_pendingEvents.takeFirst();
166 const AtomicString& eventName = gamepad->connected() ? EventTypeNames::gamep adconnected : EventTypeNames::gamepaddisconnected;
156 window()->dispatchEvent(GamepadEvent::create(eventName, false, true, gamepad )); 167 window()->dispatchEvent(GamepadEvent::create(eventName, false, true, gamepad ));
168
169 if (!m_pendingEvents.isEmpty())
170 m_dispatchOneEventRunner.runAsync();
157 } 171 }
158 172
159 NavigatorGamepad::NavigatorGamepad(LocalFrame* frame) 173 NavigatorGamepad::NavigatorGamepad(LocalFrame* frame)
160 : DOMWindowProperty(frame) 174 : DOMWindowProperty(frame)
161 , DeviceEventControllerBase(frame ? frame->page() : 0) 175 , DeviceEventControllerBase(frame ? frame->page() : 0)
162 , DOMWindowLifecycleObserver(frame ? frame->domWindow() : 0) 176 , DOMWindowLifecycleObserver(frame ? frame->domWindow() : 0)
177 , m_dispatchOneEventRunner(this, &NavigatorGamepad::dispatchOneEvent)
163 { 178 {
164 } 179 }
165 180
166 NavigatorGamepad::~NavigatorGamepad() 181 NavigatorGamepad::~NavigatorGamepad()
167 { 182 {
168 } 183 }
169 184
170 const char* NavigatorGamepad::supplementName() 185 const char* NavigatorGamepad::supplementName()
171 { 186 {
172 return "NavigatorGamepad"; 187 return "NavigatorGamepad";
173 } 188 }
174 189
175 void NavigatorGamepad::willDestroyGlobalObjectInFrame() 190 void NavigatorGamepad::willDestroyGlobalObjectInFrame()
176 { 191 {
177 stopUpdating(); 192 stopUpdating();
178 DOMWindowProperty::willDestroyGlobalObjectInFrame(); 193 DOMWindowProperty::willDestroyGlobalObjectInFrame();
179 } 194 }
180 195
181 void NavigatorGamepad::willDetachGlobalObjectFromFrame() 196 void NavigatorGamepad::willDetachGlobalObjectFromFrame()
182 { 197 {
183 stopUpdating(); 198 stopUpdating();
184 DOMWindowProperty::willDetachGlobalObjectFromFrame(); 199 DOMWindowProperty::willDetachGlobalObjectFromFrame();
185 } 200 }
186 201
187 void NavigatorGamepad::registerWithDispatcher() 202 void NavigatorGamepad::registerWithDispatcher()
188 { 203 {
189 GamepadDispatcher::instance().addController(this); 204 GamepadDispatcher::instance().addController(this);
205 m_dispatchOneEventRunner.resume();
190 } 206 }
191 207
192 void NavigatorGamepad::unregisterWithDispatcher() 208 void NavigatorGamepad::unregisterWithDispatcher()
193 { 209 {
210 m_dispatchOneEventRunner.suspend();
194 GamepadDispatcher::instance().removeController(this); 211 GamepadDispatcher::instance().removeController(this);
195 } 212 }
196 213
197 bool NavigatorGamepad::hasLastData() 214 bool NavigatorGamepad::hasLastData()
198 { 215 {
199 // Gamepad data is polled instead of pushed. 216 // Gamepad data is polled instead of pushed.
200 return false; 217 return false;
201 } 218 }
202 219
203 static bool isGamepadEvent(const AtomicString& eventType) 220 static bool isGamepadEvent(const AtomicString& eventType)
204 { 221 {
205 return eventType == EventTypeNames::gamepadconnected || eventType == EventTy peNames::gamepaddisconnected; 222 return eventType == EventTypeNames::gamepadconnected || eventType == EventTy peNames::gamepaddisconnected;
206 } 223 }
207 224
208 void NavigatorGamepad::didAddEventListener(LocalDOMWindow*, const AtomicString& eventType) 225 void NavigatorGamepad::didAddEventListener(LocalDOMWindow*, const AtomicString& eventType)
209 { 226 {
210 if (RuntimeEnabledFeatures::gamepadEnabled() && isGamepadEvent(eventType)) { 227 if (RuntimeEnabledFeatures::gamepadEnabled() && isGamepadEvent(eventType)) {
211 if (page() && page()->visibilityState() == PageVisibilityStateVisible) 228 if (page() && page()->visibilityState() == PageVisibilityStateVisible)
212 startUpdating(); 229 startUpdating();
213 m_hasEventListener = true; 230 m_hasEventListener = true;
214 } 231 }
215 } 232 }
216 233
217 void NavigatorGamepad::didRemoveEventListener(LocalDOMWindow* window, const Atom icString& eventType) 234 void NavigatorGamepad::didRemoveEventListener(LocalDOMWindow* window, const Atom icString& eventType)
218 { 235 {
219 if (isGamepadEvent(eventType) 236 if (isGamepadEvent(eventType)
220 && !window->hasEventListeners(EventTypeNames::gamepadconnected) 237 && !window->hasEventListeners(EventTypeNames::gamepadconnected)
221 && !window->hasEventListeners(EventTypeNames::gamepaddisconnected)) { 238 && !window->hasEventListeners(EventTypeNames::gamepaddisconnected)) {
222 m_hasEventListener = false; 239 didRemoveGamepadEventListeners();
223 } 240 }
224 } 241 }
225 242
226 void NavigatorGamepad::didRemoveAllEventListeners(LocalDOMWindow*) 243 void NavigatorGamepad::didRemoveAllEventListeners(LocalDOMWindow*)
227 { 244 {
245 didRemoveGamepadEventListeners();
246 }
247
248 void NavigatorGamepad::didRemoveGamepadEventListeners()
249 {
228 m_hasEventListener = false; 250 m_hasEventListener = false;
251 m_dispatchOneEventRunner.stop();
252 m_pendingEvents.clear();
229 } 253 }
230 254
231 void NavigatorGamepad::pageVisibilityChanged() 255 void NavigatorGamepad::pageVisibilityChanged()
232 { 256 {
233 // Inform the embedder whether it needs to provide gamepad data for us. 257 // Inform the embedder whether it needs to provide gamepad data for us.
234 if (page()->visibilityState() == PageVisibilityStateVisible && (m_hasEventLi stener || m_gamepads || m_webkitGamepads)) 258 bool visible = page()->visibilityState() == PageVisibilityStateVisible;
259 if (visible && (m_hasEventListener || m_gamepads || m_webkitGamepads))
235 startUpdating(); 260 startUpdating();
236 else 261 else
237 stopUpdating(); 262 stopUpdating();
263
264 if (!visible || !m_hasEventListener)
265 return;
266
267 // Tell the page what has changed. m_gamepads contains the state before we b ecame hidden.
268 // We create a new snapshot and compare them.
269 GamepadList* oldGamepads = m_gamepads.release();
270 gamepads();
271 GamepadList* newGamepads = m_gamepads.get();
272 ASSERT(newGamepads);
273
274 for (unsigned i = 0; i < blink::WebGamepads::itemsLengthCap; ++i) {
275 Gamepad* oldGamepad = oldGamepads ? oldGamepads->item(i) : 0;
276 Gamepad* newGamepad = newGamepads->item(i);
277 bool oldWasConnected = oldGamepad && oldGamepad->connected();
278 bool newIsConnected = newGamepad && newGamepad->connected();
279 bool connectedGamepadChanged = oldWasConnected && newIsConnected && oldG amepad->id() != newGamepad->id();
280 if (connectedGamepadChanged || (oldWasConnected && !newIsConnected)) {
281 oldGamepad->setConnected(false);
282 m_pendingEvents.append(oldGamepad);
283 }
284 if (connectedGamepadChanged || (!oldWasConnected && newIsConnected)) {
285 m_pendingEvents.append(newGamepad);
286 }
287 }
288
289 if (!m_pendingEvents.isEmpty())
290 m_dispatchOneEventRunner.runAsync();
238 } 291 }
239 292
240 } // namespace WebCore 293 } // namespace WebCore
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