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Side by Side Diff: components/exo/gamepad.h

Issue 2076013002: exo: Implement wayland gamepad support (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@serv
Patch Set: fixed nits. only sends gamepad updates if an exo window is in focus. Created 4 years, 5 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #ifndef COMPONENTS_EXO_GAMEPAD_H_
6 #define COMPONENTS_EXO_GAMEPAD_H_
7
8 #include <memory>
9
10 #include "base/macros.h"
11 #include "base/sequenced_task_runner.h"
12 #include "base/synchronization/lock.h"
13 #include "base/threading/thread.h"
14 #include "base/threading/thread_task_runner_handle.h"
15 #include "device/gamepad/gamepad_data_fetcher.h"
16 #include "ui/aura/client/focus_change_observer.h"
17
18 namespace exo {
19 class GamepadDelegate;
20
21 // This class represents one or more gamepads, it implements a background thread
22 // for polling gamepad devices and notifies the GamepadDelegate of any
23 // changes.
24 class Gamepad : public aura::client::FocusChangeObserver {
25 public:
26 // This class will post tasks to invoke the delegate on the thread runner
27 // which is associated with the thread that is creating this instance.
28 explicit Gamepad(GamepadDelegate* delegate);
29 // Allows test cases to specify a GamepadDataFetcher to provide mock gamepad
30 // data.
31 Gamepad(GamepadDelegate* delegate,
32 std::unique_ptr<device::GamepadDataFetcher> fetcher);
33 virtual ~Gamepad();
34
35 // Overridden aura::client::FocusChangeObserver:
36 void OnWindowFocused(aura::Window* gained_focus,
37 aura::Window* lost_focus) override;
38
39 private:
40 // Schedules a poll on the polling thread. Can be called from any thread.
41 void ScheduleOnPoll();
42
43 // Polls devices for new data and posts delegate updates.
44 // Can only be called on the polling thread.
45 void OnPoll();
46
47 // Posts updates of gamepad data to delegate.
48 // Can only be called on the polling thread.
49 void PostGamepadChanges(const blink::WebGamepads new_state);
50
51 // Initializes the underlying gamepad data fetcher.
52 // Can only be called on the polling thread.
53 void InitializePollingThread();
54
55 // The delegate instance that all events are dispatched to.
56 GamepadDelegate* const delegate_;
57
58 // Implements the logic to fetch gamepad information from connected devices.
59 // Only used by polling thread.
60 std::unique_ptr<device::GamepadDataFetcher> fetcher_;
61
62 // The current state of gamepad. Only used by polling thread.
63 blink::WebGamepads state_;
64
65 // The thread on which the polling is executed.
66 std::unique_ptr<base::Thread> polling_thread_;
67
68 // True if an exosphere window is currently focused.
69 bool exo_focused_;
reveman 2016/06/30 01:19:05 I don't think this is enough. How do we know that
denniskempin 2016/06/30 03:23:43 I can do the CanAcceptKeyboardEventsForSurface equ
denniskempin 2016/06/30 17:08:29 Done.
70
71 // Locks internal state
72 base::Lock lock_;
73
74 // Reference to the task runner of the thread that created this instance.
75 scoped_refptr<base::SingleThreadTaskRunner> origin_task_runner_;
76
77 base::ThreadChecker thread_checker_;
reveman 2016/06/30 01:19:05 I think a thread checker is a good idea but I'm no
denniskempin 2016/06/30 17:08:29 I used to. With the latest update I changed it to
78
79 DISALLOW_COPY_AND_ASSIGN(Gamepad);
80 };
81
82 } // namespace exo
83
84 #endif // COMPONENTS_EXO_GAMEPAD_H_
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