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Side by Side Diff: content/browser/gamepad/gamepad_provider.cc

Issue 1159623009: content: Remove use of MessageLoopProxy and deprecated MessageLoop APIs (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Test build fix. Created 5 years, 6 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 The Chromium 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 <cmath> 5 #include <cmath>
6 #include <set> 6 #include <set>
7 #include <vector> 7 #include <vector>
8 8
9 #include "base/bind.h" 9 #include "base/bind.h"
10 #include "base/location.h"
10 #include "base/logging.h" 11 #include "base/logging.h"
11 #include "base/message_loop/message_loop.h" 12 #include "base/single_thread_task_runner.h"
12 #include "base/message_loop/message_loop_proxy.h"
13 #include "base/third_party/dynamic_annotations/dynamic_annotations.h" 13 #include "base/third_party/dynamic_annotations/dynamic_annotations.h"
14 #include "base/thread_task_runner_handle.h"
14 #include "base/threading/thread.h" 15 #include "base/threading/thread.h"
15 #include "base/threading/thread_restrictions.h" 16 #include "base/threading/thread_restrictions.h"
16 #include "content/browser/gamepad/gamepad_data_fetcher.h" 17 #include "content/browser/gamepad/gamepad_data_fetcher.h"
17 #include "content/browser/gamepad/gamepad_platform_data_fetcher.h" 18 #include "content/browser/gamepad/gamepad_platform_data_fetcher.h"
18 #include "content/browser/gamepad/gamepad_provider.h" 19 #include "content/browser/gamepad/gamepad_provider.h"
19 #include "content/browser/gamepad/gamepad_service.h" 20 #include "content/browser/gamepad/gamepad_service.h"
20 #include "content/common/gamepad_hardware_buffer.h" 21 #include "content/common/gamepad_hardware_buffer.h"
21 #include "content/common/gamepad_messages.h" 22 #include "content/common/gamepad_messages.h"
22 #include "content/common/gamepad_user_gesture.h" 23 #include "content/common/gamepad_user_gesture.h"
23 #include "content/public/browser/browser_thread.h" 24 #include "content/public/browser/browser_thread.h"
24 25
25 using blink::WebGamepad; 26 using blink::WebGamepad;
26 using blink::WebGamepads; 27 using blink::WebGamepads;
27 28
28 namespace content { 29 namespace content {
29 30
30 GamepadProvider::ClosureAndThread::ClosureAndThread( 31 GamepadProvider::ClosureAndThread::ClosureAndThread(
31 const base::Closure& c, 32 const base::Closure& c,
32 const scoped_refptr<base::MessageLoopProxy>& m) 33 const scoped_refptr<base::SingleThreadTaskRunner>& m)
33 : closure(c), 34 : closure(c), task_runner(m) {
34 message_loop(m) {
35 } 35 }
36 36
37 GamepadProvider::ClosureAndThread::~ClosureAndThread() { 37 GamepadProvider::ClosureAndThread::~ClosureAndThread() {
38 } 38 }
39 39
40 GamepadProvider::GamepadProvider() 40 GamepadProvider::GamepadProvider()
41 : is_paused_(true), 41 : is_paused_(true),
42 have_scheduled_do_poll_(false), 42 have_scheduled_do_poll_(false),
43 devices_changed_(true), 43 devices_changed_(true),
44 ever_had_user_gesture_(false) { 44 ever_had_user_gesture_(false) {
(...skipping 31 matching lines...) Expand 10 before | Expand all | Expand 10 after
76 base::AutoLock lock(shared_memory_lock_); 76 base::AutoLock lock(shared_memory_lock_);
77 *data = pads; 77 *data = pads;
78 } 78 }
79 79
80 void GamepadProvider::Pause() { 80 void GamepadProvider::Pause() {
81 { 81 {
82 base::AutoLock lock(is_paused_lock_); 82 base::AutoLock lock(is_paused_lock_);
83 is_paused_ = true; 83 is_paused_ = true;
84 } 84 }
85 base::MessageLoop* polling_loop = polling_thread_->message_loop(); 85 base::MessageLoop* polling_loop = polling_thread_->message_loop();
86 polling_loop->PostTask( 86 polling_loop->task_runner()->PostTask(
87 FROM_HERE, 87 FROM_HERE,
88 base::Bind(&GamepadProvider::SendPauseHint, Unretained(this), true)); 88 base::Bind(&GamepadProvider::SendPauseHint, Unretained(this), true));
89 } 89 }
90 90
91 void GamepadProvider::Resume() { 91 void GamepadProvider::Resume() {
92 { 92 {
93 base::AutoLock lock(is_paused_lock_); 93 base::AutoLock lock(is_paused_lock_);
94 if (!is_paused_) 94 if (!is_paused_)
95 return; 95 return;
96 is_paused_ = false; 96 is_paused_ = false;
97 } 97 }
98 98
99 base::MessageLoop* polling_loop = polling_thread_->message_loop(); 99 base::MessageLoop* polling_loop = polling_thread_->message_loop();
100 polling_loop->PostTask( 100 polling_loop->task_runner()->PostTask(
101 FROM_HERE, 101 FROM_HERE,
102 base::Bind(&GamepadProvider::SendPauseHint, Unretained(this), false)); 102 base::Bind(&GamepadProvider::SendPauseHint, Unretained(this), false));
103 polling_loop->PostTask( 103 polling_loop->task_runner()->PostTask(
104 FROM_HERE, 104 FROM_HERE,
105 base::Bind(&GamepadProvider::ScheduleDoPoll, Unretained(this))); 105 base::Bind(&GamepadProvider::ScheduleDoPoll, Unretained(this)));
106 } 106 }
107 107
108 void GamepadProvider::RegisterForUserGesture(const base::Closure& closure) { 108 void GamepadProvider::RegisterForUserGesture(const base::Closure& closure) {
109 base::AutoLock lock(user_gesture_lock_); 109 base::AutoLock lock(user_gesture_lock_);
110 user_gesture_observers_.push_back(ClosureAndThread( 110 user_gesture_observers_.push_back(
111 closure, base::MessageLoop::current()->message_loop_proxy())); 111 ClosureAndThread(closure, base::MessageLoop::current()->task_runner()));
112 } 112 }
113 113
114 void GamepadProvider::OnDevicesChanged(base::SystemMonitor::DeviceType type) { 114 void GamepadProvider::OnDevicesChanged(base::SystemMonitor::DeviceType type) {
115 base::AutoLock lock(devices_changed_lock_); 115 base::AutoLock lock(devices_changed_lock_);
116 devices_changed_ = true; 116 devices_changed_ = true;
117 } 117 }
118 118
119 void GamepadProvider::Initialize(scoped_ptr<GamepadDataFetcher> fetcher) { 119 void GamepadProvider::Initialize(scoped_ptr<GamepadDataFetcher> fetcher) {
120 size_t data_size = sizeof(GamepadHardwareBuffer); 120 size_t data_size = sizeof(GamepadHardwareBuffer);
121 base::SystemMonitor* monitor = base::SystemMonitor::Get(); 121 base::SystemMonitor* monitor = base::SystemMonitor::Get();
(...skipping 15 matching lines...) Expand all
137 const base::MessageLoop::Type kMessageLoopType = 137 const base::MessageLoop::Type kMessageLoopType =
138 base::MessageLoop::TYPE_DEFAULT; 138 base::MessageLoop::TYPE_DEFAULT;
139 #else 139 #else
140 // On Mac, the data fetcher uses IOKit which depends on CFRunLoop, so the 140 // On Mac, the data fetcher uses IOKit which depends on CFRunLoop, so the
141 // message loop needs to be a UI-type loop. On Windows it must be a UI loop 141 // message loop needs to be a UI-type loop. On Windows it must be a UI loop
142 // to properly pump the MessageWindow that captures device state. 142 // to properly pump the MessageWindow that captures device state.
143 const base::MessageLoop::Type kMessageLoopType = base::MessageLoop::TYPE_UI; 143 const base::MessageLoop::Type kMessageLoopType = base::MessageLoop::TYPE_UI;
144 #endif 144 #endif
145 polling_thread_->StartWithOptions(base::Thread::Options(kMessageLoopType, 0)); 145 polling_thread_->StartWithOptions(base::Thread::Options(kMessageLoopType, 0));
146 146
147 polling_thread_->message_loop()->PostTask( 147 polling_thread_->task_runner()->PostTask(
148 FROM_HERE, 148 FROM_HERE, base::Bind(&GamepadProvider::DoInitializePollingThread,
149 base::Bind(&GamepadProvider::DoInitializePollingThread, 149 base::Unretained(this), base::Passed(&fetcher)));
150 base::Unretained(this),
151 base::Passed(&fetcher)));
152 } 150 }
153 151
154 void GamepadProvider::DoInitializePollingThread( 152 void GamepadProvider::DoInitializePollingThread(
155 scoped_ptr<GamepadDataFetcher> fetcher) { 153 scoped_ptr<GamepadDataFetcher> fetcher) {
156 DCHECK(base::MessageLoop::current() == polling_thread_->message_loop()); 154 DCHECK(base::MessageLoop::current() == polling_thread_->message_loop());
157 DCHECK(!data_fetcher_.get()); // Should only initialize once. 155 DCHECK(!data_fetcher_.get()); // Should only initialize once.
158 156
159 if (!fetcher) 157 if (!fetcher)
160 fetcher.reset(new GamepadPlatformDataFetcher); 158 fetcher.reset(new GamepadPlatformDataFetcher);
161 data_fetcher_ = fetcher.Pass(); 159 data_fetcher_ = fetcher.Pass();
(...skipping 95 matching lines...) Expand 10 before | Expand all | Expand 10 after
257 DCHECK(base::MessageLoop::current() == polling_thread_->message_loop()); 255 DCHECK(base::MessageLoop::current() == polling_thread_->message_loop());
258 if (have_scheduled_do_poll_) 256 if (have_scheduled_do_poll_)
259 return; 257 return;
260 258
261 { 259 {
262 base::AutoLock lock(is_paused_lock_); 260 base::AutoLock lock(is_paused_lock_);
263 if (is_paused_) 261 if (is_paused_)
264 return; 262 return;
265 } 263 }
266 264
267 base::MessageLoop::current()->PostDelayedTask( 265 base::ThreadTaskRunnerHandle::Get()->PostDelayedTask(
268 FROM_HERE, 266 FROM_HERE, base::Bind(&GamepadProvider::DoPoll, Unretained(this)),
269 base::Bind(&GamepadProvider::DoPoll, Unretained(this)),
270 base::TimeDelta::FromMilliseconds(kDesiredSamplingIntervalMs)); 267 base::TimeDelta::FromMilliseconds(kDesiredSamplingIntervalMs));
271 have_scheduled_do_poll_ = true; 268 have_scheduled_do_poll_ = true;
272 } 269 }
273 270
274 void GamepadProvider::OnGamepadConnectionChange( 271 void GamepadProvider::OnGamepadConnectionChange(
275 bool connected, int index, const WebGamepad& pad) { 272 bool connected, int index, const WebGamepad& pad) {
276 PadState& state = pad_states_.get()[index]; 273 PadState& state = pad_states_.get()[index];
277 if (connected) 274 if (connected)
278 state.SetPad(pad); 275 state.SetPad(pad);
279 else 276 else
(...skipping 26 matching lines...) Expand all
306 void GamepadProvider::CheckForUserGesture() { 303 void GamepadProvider::CheckForUserGesture() {
307 base::AutoLock lock(user_gesture_lock_); 304 base::AutoLock lock(user_gesture_lock_);
308 if (user_gesture_observers_.empty() && ever_had_user_gesture_) 305 if (user_gesture_observers_.empty() && ever_had_user_gesture_)
309 return; 306 return;
310 307
311 bool had_gesture_before = ever_had_user_gesture_; 308 bool had_gesture_before = ever_had_user_gesture_;
312 const WebGamepads& pads = SharedMemoryAsHardwareBuffer()->buffer; 309 const WebGamepads& pads = SharedMemoryAsHardwareBuffer()->buffer;
313 if (GamepadsHaveUserGesture(pads)) { 310 if (GamepadsHaveUserGesture(pads)) {
314 ever_had_user_gesture_ = true; 311 ever_had_user_gesture_ = true;
315 for (size_t i = 0; i < user_gesture_observers_.size(); i++) { 312 for (size_t i = 0; i < user_gesture_observers_.size(); i++) {
316 user_gesture_observers_[i].message_loop->PostTask(FROM_HERE, 313 user_gesture_observers_[i].task_runner->PostTask(
317 user_gesture_observers_[i].closure); 314 FROM_HERE, user_gesture_observers_[i].closure);
318 } 315 }
319 user_gesture_observers_.clear(); 316 user_gesture_observers_.clear();
320 } 317 }
321 if (!had_gesture_before && ever_had_user_gesture_) { 318 if (!had_gesture_before && ever_had_user_gesture_) {
322 // Initialize pad_states_ for the first time. 319 // Initialize pad_states_ for the first time.
323 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) { 320 for (size_t i = 0; i < WebGamepads::itemsLengthCap; ++i) {
324 pad_states_.get()[i].SetPad(pads.items[i]); 321 pad_states_.get()[i].SetPad(pads.items[i]);
325 } 322 }
326 } 323 }
327 } 324 }
328 325
329 } // namespace content 326 } // namespace content
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