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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/memory/weak_ptr.h" | |
| 12 #include "base/sequenced_task_runner.h" | |
| 13 #include "base/synchronization/lock.h" | |
| 14 #include "base/threading/thread.h" | |
| 15 #include "base/threading/thread_task_runner_handle.h" | |
| 16 #include "device/gamepad/gamepad_data_fetcher.h" | |
| 17 #include "ui/aura/client/focus_change_observer.h" | |
| 18 | |
| 19 namespace exo { | |
| 20 class GamepadDelegate; | |
| 21 | |
| 22 // This class represents one or more gamepads, it implements a background thread | |
| 23 // for polling gamepad devices and notifies the GamepadDelegate of any | |
| 24 // changes. | |
| 25 class Gamepad : public aura::client::FocusChangeObserver { | |
| 26 public: | |
| 27 // This class will post tasks to invoke the delegate on the thread runner | |
| 28 // which is associated with the thread that is creating this instance. | |
| 29 explicit Gamepad(GamepadDelegate* delegate); | |
| 30 // Allows test cases to specify a GamepadDataFetcher to provide mock gamepad | |
| 31 // data. | |
| 32 Gamepad(GamepadDelegate* delegate, | |
| 33 std::unique_ptr<device::GamepadDataFetcher> fetcher); | |
| 34 ~Gamepad() override; | |
| 35 | |
| 36 // Overridden aura::client::FocusChangeObserver: | |
| 37 void OnWindowFocused(aura::Window* gained_focus, | |
| 38 aura::Window* lost_focus) override; | |
| 39 | |
| 40 private: | |
| 41 // Schedules a poll on the polling thread. Can be called from any thread. | |
| 42 void ScheduleOnPoll(); | |
| 43 | |
| 44 // Polls devices for new data and posts delegate updates. | |
| 45 // Can only be called on the polling thread. | |
| 46 void OnPoll(); | |
| 47 | |
| 48 // Initializes the underlying gamepad data fetcher. | |
| 49 // Can only be called on the polling thread. | |
| 50 void InitializePollingThread(); | |
| 51 | |
| 52 // Posts updates of gamepad data to delegate. Can only be called on the | |
| 53 // origin thread. | |
| 54 void PostGamepadChanges(const blink::WebGamepad new_pad); | |
| 55 | |
| 56 // The delegate instance that all events are dispatched to. | |
| 57 GamepadDelegate* const delegate_; | |
| 58 | |
| 59 // The current state of the gamepad represented by this instance. | |
| 60 blink::WebGamepad pad_state_; | |
| 61 | |
| 62 // True if an exosphere window is currently focused. | |
|
reveman
2016/06/30 18:06:11
s/an exosphere window/a client surface/
denniskempin
2016/07/01 02:34:35
Done.
| |
| 63 bool exo_focused_{false}; | |
|
reveman
2016/06/30 18:06:11
nit: remove exo_ prefix
denniskempin
2016/07/01 02:34:35
Done.
| |
| 64 | |
| 65 // Reference to the task runner of the thread that created this instance. | |
| 66 scoped_refptr<base::SingleThreadTaskRunner> origin_task_runner_; | |
| 67 | |
| 68 // ThreadChecker for the origin thread | |
| 69 base::ThreadChecker origin_thread_checker_; | |
| 70 | |
| 71 // The thread on which the polling is executed. It accesses only the variables | |
| 72 // below, which are marked as only used by the polling thread. | |
| 73 std::unique_ptr<base::Thread> polling_thread_; | |
| 74 | |
| 75 // Implements the logic to fetch gamepad information from connected devices. | |
| 76 // Only used by polling thread. | |
| 77 std::unique_ptr<device::GamepadDataFetcher> fetcher_; | |
| 78 | |
| 79 // The current state of all gamepads. Only used by polling thread. | |
| 80 blink::WebGamepads state_; | |
| 81 | |
| 82 // ThreadChecker for the polling thread. | |
| 83 base::ThreadChecker polling_thread_checker_; | |
| 84 | |
| 85 // Weak pointer to this, created during construction on origin thread, but | |
| 86 // only used by polling thread to post tasks back to the origin thread. | |
| 87 base::WeakPtr<Gamepad> weak_this_; | |
|
reveman
2016/06/30 18:06:11
Chromium code will typically keep a callbacks that
denniskempin
2016/07/01 02:34:35
Done.
| |
| 88 | |
| 89 // Weak pointer factory to create the above weak pointer. | |
| 90 base::WeakPtrFactory<Gamepad> weak_factory_; | |
| 91 | |
| 92 DISALLOW_COPY_AND_ASSIGN(Gamepad); | |
| 93 }; | |
| 94 | |
| 95 } // namespace exo | |
| 96 | |
| 97 #endif // COMPONENTS_EXO_GAMEPAD_H_ | |
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