When `GamePlatformService` is shutting down, we unregister `InputDeviceListener`. But when unregistering it, it runs on Android UI thread. So it means that `AndroidGamepadManager` might notify Gecko of adding new device after its service is gone. So we shouldn't crash by adding a new device even if `GameplatformService` is gone. Differential Revision: https://phabricator.services.mozilla.com/D288598
127 lines
4.0 KiB
C++
127 lines
4.0 KiB
C++
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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// TODO: Bug 680289, implement gamepad haptics for Android.
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// TODO: Bug 1523355, implement gamepad lighindicator and touch for
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// Android.
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#include "mozilla/Tainting.h"
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#include "mozilla/dom/Gamepad.h"
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#include "mozilla/dom/GamepadHandle.h"
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#include "mozilla/dom/GamepadPlatformService.h"
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#include "mozilla/java/AndroidGamepadManagerNatives.h"
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#include "mozilla/java/GeckoAppShellWrappers.h"
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#include "nsThreadUtils.h"
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using mozilla::dom::GamepadHandle;
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namespace mozilla {
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namespace dom {
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class AndroidGamepadManager final
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: public java::AndroidGamepadManager::Natives<AndroidGamepadManager> {
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AndroidGamepadManager() = delete;
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public:
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static jni::ByteArray::LocalRef NativeAddGamepad(jni::String::Param aName) {
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RefPtr<GamepadPlatformService> service =
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GamepadPlatformService::GetParentService();
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if (!service) {
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return nullptr;
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}
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nsCString name = aName->ToCString();
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if (name.IsEmpty()) {
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name.AssignLiteral("android");
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}
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const GamepadHandle gamepadHandle = service->AddGamepad(
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name.get(), GamepadMappingType::Standard, GamepadHand::_empty,
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kStandardGamepadButtons, kStandardGamepadAxes, 0, 0, 0);
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return mozilla::jni::ByteArray::New(
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reinterpret_cast<const int8_t*>(&gamepadHandle), sizeof(gamepadHandle));
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}
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static void NativeRemoveGamepad(jni::ByteArray::Param aGamepadHandleBytes) {
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GamepadHandle handle = JNIByteArrayToGamepadHandle(aGamepadHandleBytes);
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RefPtr<GamepadPlatformService> service =
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GamepadPlatformService::GetParentService();
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if (!service) {
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return;
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}
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service->RemoveGamepad(handle);
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}
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static void OnButtonChange(jni::ByteArray::Param aGamepadHandleBytes,
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int32_t aButton, bool aPressed, float aValue) {
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GamepadHandle handle = JNIByteArrayToGamepadHandle(aGamepadHandleBytes);
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RefPtr<GamepadPlatformService> service =
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GamepadPlatformService::GetParentService();
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if (!service) {
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return;
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}
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service->NewButtonEvent(handle, aButton, aPressed, aValue);
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}
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static void OnAxisChange(jni::ByteArray::Param aGamepadHandleBytes,
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jni::BooleanArray::Param aValid,
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jni::FloatArray::Param aValues) {
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GamepadHandle handle = JNIByteArrayToGamepadHandle(aGamepadHandleBytes);
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RefPtr<GamepadPlatformService> service =
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GamepadPlatformService::GetParentService();
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if (!service) {
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return;
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}
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const auto& valid = aValid->GetElements();
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const auto& values = aValues->GetElements();
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MOZ_ASSERT(valid.Length() == values.Length());
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for (size_t i = 0; i < values.Length(); i++) {
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if (valid[i]) {
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service->NewAxisMoveEvent(handle, i, values[i]);
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}
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}
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}
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private:
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static GamepadHandle JNIByteArrayToGamepadHandle(
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jni::ByteArray::Param aGamepadHandleBytes) {
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MOZ_ASSERT(aGamepadHandleBytes->Length() == sizeof(GamepadHandle));
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GamepadHandle gamepadHandle;
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aGamepadHandleBytes->CopyTo(reinterpret_cast<int8_t*>(&gamepadHandle),
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sizeof(gamepadHandle));
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return gamepadHandle;
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}
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};
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void StartGamepadMonitoring() {
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AndroidGamepadManager::Init();
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java::AndroidGamepadManager::Start(
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java::GeckoAppShell::GetApplicationContext());
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}
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void StopGamepadMonitoring() {
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java::AndroidGamepadManager::Stop(
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java::GeckoAppShell::GetApplicationContext());
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}
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void SetGamepadLightIndicatorColor(const Tainted<GamepadHandle>& aGamepadHandle,
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const Tainted<uint32_t>& aLightColorIndex,
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const uint8_t& aRed, const uint8_t& aGreen,
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const uint8_t& aBlue) {
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NS_WARNING("Android doesn't support gamepad light indicator.");
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}
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} // namespace dom
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} // namespace mozilla
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