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Issue 9566022: Rename NaCl/pepper gamepad interface from _dev to stable (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: rebase Created 8 years, 9 months ago
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1 // Copyright (c) 2012 The Native Client Authors. All rights reserved. 1 // Copyright (c) 2012 The Native Client Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "gamepad.h" 5 #include "gamepad.h"
6 6
7 #include <stdio.h> 7 #include <stdio.h>
8 #include <stdlib.h> 8 #include <stdlib.h>
9 #include <cassert> 9 #include <cassert>
10 #include <cmath> 10 #include <cmath>
11 #include <cstring> 11 #include <cstring>
12 #include <string> 12 #include <string>
13 #include "ppapi/c/dev/ppb_gamepad_dev.h" 13 #include "ppapi/c/ppb_gamepad.h"
14 #include "ppapi/cpp/completion_callback.h" 14 #include "ppapi/cpp/completion_callback.h"
15 #include "ppapi/cpp/var.h" 15 #include "ppapi/cpp/var.h"
16 16
17 namespace { 17 namespace {
18 18
19 // This is called by the browser when the 2D context has been flushed to the 19 // This is called by the browser when the 2D context has been flushed to the
20 // browser window. 20 // browser window.
21 void FlushCallback(void* data, int32_t result) { 21 void FlushCallback(void* data, int32_t result) {
22 static_cast<gamepad::Gamepad*>(data)->set_flush_pending(false); 22 static_cast<gamepad::Gamepad*>(data)->set_flush_pending(false);
23 static_cast<gamepad::Gamepad*>(data)->Paint(); 23 static_cast<gamepad::Gamepad*>(data)->Paint();
24 } 24 }
25 25
26 } // namespace 26 } // namespace
27 27
28 namespace gamepad { 28 namespace gamepad {
29 29
30 Gamepad::Gamepad(PP_Instance instance) 30 Gamepad::Gamepad(PP_Instance instance)
31 : pp::Instance(instance), 31 : pp::Instance(instance),
32 graphics_2d_context_(NULL), 32 graphics_2d_context_(NULL),
33 pixel_buffer_(NULL), 33 pixel_buffer_(NULL),
34 flush_pending_(false), 34 flush_pending_(false),
35 quit_(false) { 35 quit_(false) {
36 pp::Module* module = pp::Module::Get(); 36 pp::Module* module = pp::Module::Get();
37 assert(module); 37 assert(module);
38 gamepad_ = static_cast<const PPB_Gamepad_Dev*>( 38 gamepad_ = static_cast<const PPB_Gamepad*>(
39 module->GetBrowserInterface(PPB_GAMEPAD_DEV_INTERFACE)); 39 module->GetBrowserInterface(PPB_GAMEPAD_INTERFACE));
40 assert(gamepad_); 40 assert(gamepad_);
41 } 41 }
42 42
43 Gamepad::~Gamepad() { 43 Gamepad::~Gamepad() {
44 quit_ = true; 44 quit_ = true;
45 DestroyContext(); 45 DestroyContext();
46 delete pixel_buffer_; 46 delete pixel_buffer_;
47 } 47 }
48 48
49 void Gamepad::DidChangeView(const pp::Rect& position, 49 void Gamepad::DidChangeView(const pp::Rect& position,
(...skipping 27 matching lines...) Expand all
77 x++) 77 x++)
78 *image->GetAddr32(pp::Point(x, y)) = color; 78 *image->GetAddr32(pp::Point(x, y)) = color;
79 } 79 }
80 } 80 }
81 81
82 void Gamepad::Paint() { 82 void Gamepad::Paint() {
83 // Clear the background. 83 // Clear the background.
84 FillRect(pixel_buffer_, 0, 0, width(), height(), 0xfff0f0f0); 84 FillRect(pixel_buffer_, 0, 0, width(), height(), 0xfff0f0f0);
85 85
86 // Get current gamepad data. 86 // Get current gamepad data.
87 PP_GamepadsSampleData_Dev gamepad_data; 87 PP_GamepadsSampleData gamepad_data;
88 gamepad_->Sample(pp_instance(), &gamepad_data); 88 gamepad_->Sample(pp_instance(), &gamepad_data);
89 89
90 // Draw the current state for each connected gamepad. 90 // Draw the current state for each connected gamepad.
91 for (size_t p = 0; p < gamepad_data.length; ++p) { 91 for (size_t p = 0; p < gamepad_data.length; ++p) {
92 int width2 = width() / gamepad_data.length / 2; 92 int width2 = width() / gamepad_data.length / 2;
93 int height2 = height() / 2; 93 int height2 = height() / 2;
94 int offset = width2 * 2 * p; 94 int offset = width2 * 2 * p;
95 PP_GamepadSampleData_Dev& pad = gamepad_data.items[p]; 95 PP_GamepadSampleData& pad = gamepad_data.items[p];
96 96
97 if (!pad.connected) 97 if (!pad.connected)
98 continue; 98 continue;
99 99
100 // Draw axes. 100 // Draw axes.
101 for (size_t i = 0; i < pad.axes_length; i += 2) { 101 for (size_t i = 0; i < pad.axes_length; i += 2) {
102 int x = static_cast<int>(pad.axes[i + 0] * width2 + width2) + offset; 102 int x = static_cast<int>(pad.axes[i + 0] * width2 + width2) + offset;
103 int y = static_cast<int>(pad.axes[i + 1] * height2 + height2); 103 int y = static_cast<int>(pad.axes[i + 1] * height2 + height2);
104 uint32_t box_bgra = 0x80000000; // Alpha 50%. 104 uint32_t box_bgra = 0x80000000; // Alpha 50%.
105 FillRect(pixel_buffer_, x - 3, y - 3, 7, 7, box_bgra); 105 FillRect(pixel_buffer_, x - 3, y - 3, 7, 7, box_bgra);
(...skipping 35 matching lines...) Expand 10 before | Expand all | Expand 10 after
141 // Note that the pixel lock is held while the buffer is copied into the 141 // Note that the pixel lock is held while the buffer is copied into the
142 // device context and then flushed. 142 // device context and then flushed.
143 graphics_2d_context_->PaintImageData(*pixel_buffer_, pp::Point()); 143 graphics_2d_context_->PaintImageData(*pixel_buffer_, pp::Point());
144 if (flush_pending()) 144 if (flush_pending())
145 return; 145 return;
146 set_flush_pending(true); 146 set_flush_pending(true);
147 graphics_2d_context_->Flush(pp::CompletionCallback(&FlushCallback, this)); 147 graphics_2d_context_->Flush(pp::CompletionCallback(&FlushCallback, this));
148 } 148 }
149 149
150 } // namespace gamepad 150 } // namespace gamepad
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