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// Copyright 2017 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_GAMEPAD_HAPTIC_ACTUATOR_H_
#define THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_GAMEPAD_HAPTIC_ACTUATOR_H_
#include "device/gamepad/public/mojom/gamepad.mojom-blink-forward.h"
#include "third_party/blink/renderer/core/execution_context/context_lifecycle_observer.h"
#include "third_party/blink/renderer/platform/bindings/script_wrappable.h"
#include "third_party/blink/renderer/platform/heap/member.h"
#include "third_party/blink/renderer/platform/wtf/text/wtf_string.h"
namespace blink {
class GamepadDispatcher;
class GamepadEffectParameters;
enum class GamepadHapticActuatorType;
class ScriptState;
class ScriptPromise;
class ScriptPromiseResolver;
class GamepadHapticActuator final : public ScriptWrappable,
public ContextClient {
DEFINE_WRAPPERTYPEINFO();
USING_GARBAGE_COLLECTED_MIXIN(GamepadHapticActuator);
public:
static GamepadHapticActuator* Create(ExecutionContext* context,
int pad_index);
GamepadHapticActuator(ExecutionContext* context,
int pad_index,
device::GamepadHapticActuatorType type);
~GamepadHapticActuator() override;
const String& type() const { return type_; }
void SetType(device::GamepadHapticActuatorType);
ScriptPromise playEffect(ScriptState*,
const String&,
const GamepadEffectParameters*);
ScriptPromise reset(ScriptState*);
void Trace(blink::Visitor*) override;
private:
void OnPlayEffectCompleted(ScriptPromiseResolver*,
device::mojom::GamepadHapticsResult);
void OnResetCompleted(ScriptPromiseResolver*,
device::mojom::GamepadHapticsResult);
void ResetVibrationIfNotPreempted();
int pad_index_;
String type_;
bool should_reset_ = false;
Member<GamepadDispatcher> gamepad_dispatcher_;
};
typedef HeapVector<Member<GamepadHapticActuator>> GamepadHapticActuatorVector;
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_MODULES_GAMEPAD_GAMEPAD_HAPTIC_ACTUATOR_H_