Index: components/exo/gamepad.h |
diff --git a/components/exo/gamepad.h b/components/exo/gamepad.h |
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+// Copyright 2016 The Chromium Authors. All rights reserved. |
+// Use of this source code is governed by a BSD-style license that can be |
+// found in the LICENSE file. |
+ |
+#ifndef COMPONENTS_EXO_GAMEPAD_H_ |
+#define COMPONENTS_EXO_GAMEPAD_H_ |
+ |
+#include <memory> |
+ |
+#include "base/macros.h" |
+#include "base/sequenced_task_runner.h" |
+#include "base/synchronization/lock.h" |
+#include "base/threading/thread.h" |
+#include "base/threading/thread_task_runner_handle.h" |
+#include "device/gamepad/gamepad_data_fetcher.h" |
+#include "ui/aura/client/focus_change_observer.h" |
+ |
+namespace exo { |
+class GamepadDelegate; |
+ |
+// This class represents one or more gamepads, it implements a background thread |
+// for polling gamepad devices and notifies the GamepadDelegate of any |
+// changes. |
+class Gamepad : public aura::client::FocusChangeObserver { |
+ public: |
+ // This class will post tasks to invoke the delegate on the thread runner |
+ // which is associated with the thread that is creating this instance. |
+ explicit Gamepad(GamepadDelegate* delegate); |
+ // Allows test cases to specify a GamepadDataFetcher to provide mock gamepad |
+ // data. |
+ Gamepad(GamepadDelegate* delegate, |
+ std::unique_ptr<device::GamepadDataFetcher> fetcher); |
+ virtual ~Gamepad(); |
+ |
+ // Overridden aura::client::FocusChangeObserver: |
+ void OnWindowFocused(aura::Window* gained_focus, |
+ aura::Window* lost_focus) override; |
+ |
+ private: |
+ // Schedules a poll on the polling thread. Can be called from any thread. |
+ void ScheduleOnPoll(); |
+ |
+ // Polls devices for new data and posts delegate updates. |
+ // Can only be called on the polling thread. |
+ void OnPoll(); |
+ |
+ // Posts updates of gamepad data to delegate. |
+ // Can only be called on the polling thread. |
+ void PostGamepadChanges(const blink::WebGamepads new_state); |
+ |
+ // Initializes the underlying gamepad data fetcher. |
+ // Can only be called on the polling thread. |
+ void InitializePollingThread(); |
+ |
+ // The delegate instance that all events are dispatched to. |
+ GamepadDelegate* const delegate_; |
+ |
+ // Implements the logic to fetch gamepad information from connected devices. |
+ // Only used by polling thread. |
+ std::unique_ptr<device::GamepadDataFetcher> fetcher_; |
+ |
+ // The current state of gamepad. Only used by polling thread. |
+ blink::WebGamepads state_; |
+ |
+ // The thread on which the polling is executed. |
+ std::unique_ptr<base::Thread> polling_thread_; |
+ |
+ // True if an exosphere window is currently focused. |
+ 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.
|
+ |
+ // Locks internal state |
+ base::Lock lock_; |
+ |
+ // Reference to the task runner of the thread that created this instance. |
+ scoped_refptr<base::SingleThreadTaskRunner> origin_task_runner_; |
+ |
+ 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
|
+ |
+ DISALLOW_COPY_AND_ASSIGN(Gamepad); |
+}; |
+ |
+} // namespace exo |
+ |
+#endif // COMPONENTS_EXO_GAMEPAD_H_ |