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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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