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

Issue 2081583002: Migrating majority of gamepad from content/browser/ to device/ (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Fixed Android and Unit tests Created 4 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 "content/browser/gamepad/gamepad_service.h" 5 #include "content/browser/gamepad/gamepad_service.h"
6 6
7 #include <utility> 7 #include <utility>
8 8
9 #include "base/bind.h" 9 #include "base/bind.h"
10 #include "base/logging.h" 10 #include "base/logging.h"
11 #include "base/memory/singleton.h" 11 #include "base/memory/singleton.h"
12 #include "content/browser/gamepad/gamepad_consumer.h" 12 #include "content/browser/gamepad/gamepad_shared_buffer_impl.h"
13 #include "content/browser/gamepad/gamepad_data_fetcher.h"
14 #include "content/browser/gamepad/gamepad_provider.h"
15 #include "content/public/browser/browser_thread.h" 13 #include "content/public/browser/browser_thread.h"
16 #include "content/public/browser/render_process_host.h" 14 #include "content/public/browser/render_process_host.h"
15 #include "device/gamepad/gamepad_consumer.h"
16 #include "device/gamepad/gamepad_data_fetcher.h"
17 #include "device/gamepad/gamepad_provider.h"
17 18
18 namespace content { 19 namespace content {
19 20
20 namespace { 21 namespace {
21 GamepadService* g_gamepad_service = 0; 22 GamepadService* g_gamepad_service = 0;
22 } 23 }
23 24
24 GamepadService::GamepadService() 25 GamepadService::GamepadService()
25 : num_active_consumers_(0), 26 : num_active_consumers_(0),
26 gesture_callback_pending_(false) { 27 gesture_callback_pending_(false) {
27 SetInstance(this); 28 SetInstance(this);
28 } 29 }
29 30
30 GamepadService::GamepadService(std::unique_ptr<GamepadDataFetcher> fetcher) 31 GamepadService::GamepadService(
31 : provider_(new GamepadProvider(std::move(fetcher))), 32 std::unique_ptr<device::GamepadDataFetcher> fetcher)
33 : provider_(new device::GamepadProvider(
34 std::unique_ptr<device::GamepadSharedBuffer>(
piman 2016/06/22 22:52:59 nit: base::MakeUnique<GamepadSharedBufferImpl>() s
35 new GamepadSharedBufferImpl), this, std::move(fetcher))),
32 num_active_consumers_(0), 36 num_active_consumers_(0),
33 gesture_callback_pending_(false) { 37 gesture_callback_pending_(false) {
34 SetInstance(this); 38 SetInstance(this);
35 thread_checker_.DetachFromThread(); 39 thread_checker_.DetachFromThread();
36 } 40 }
37 41
38 GamepadService::~GamepadService() { 42 GamepadService::~GamepadService() {
39 SetInstance(NULL); 43 SetInstance(NULL);
40 } 44 }
41 45
42 void GamepadService::SetInstance(GamepadService* instance) { 46 void GamepadService::SetInstance(GamepadService* instance) {
43 // Unit tests can create multiple instances but only one should exist at any 47 // Unit tests can create multiple instances but only one should exist at any
44 // given time so g_gamepad_service should only go from NULL to non-NULL and 48 // given time so g_gamepad_service should only go from NULL to non-NULL and
45 // vica versa. 49 // vica versa.
46 CHECK(!!instance != !!g_gamepad_service); 50 CHECK(!!instance != !!g_gamepad_service);
47 g_gamepad_service = instance; 51 g_gamepad_service = instance;
48 } 52 }
49 53
50 GamepadService* GamepadService::GetInstance() { 54 GamepadService* GamepadService::GetInstance() {
51 if (!g_gamepad_service) 55 if (!g_gamepad_service)
52 g_gamepad_service = new GamepadService; 56 g_gamepad_service = new GamepadService;
53 return g_gamepad_service; 57 return g_gamepad_service;
54 } 58 }
55 59
56 void GamepadService::ConsumerBecameActive(GamepadConsumer* consumer) { 60 void GamepadService::ConsumerBecameActive(device::GamepadConsumer* consumer) {
57 DCHECK(thread_checker_.CalledOnValidThread()); 61 DCHECK(thread_checker_.CalledOnValidThread());
58 62
59 if (!provider_) 63 if (!provider_)
60 provider_.reset(new GamepadProvider); 64 provider_.reset(new device::GamepadProvider(
65 std::unique_ptr<device::GamepadSharedBuffer>(
piman 2016/06/22 22:52:59 nit: ditto.
66 new GamepadSharedBufferImpl),
67 this));
61 68
62 std::pair<ConsumerSet::iterator, bool> insert_result = 69 std::pair<ConsumerSet::iterator, bool> insert_result =
63 consumers_.insert(consumer); 70 consumers_.insert(consumer);
64 insert_result.first->is_active = true; 71 insert_result.first->is_active = true;
65 if (!insert_result.first->did_observe_user_gesture && 72 if (!insert_result.first->did_observe_user_gesture &&
66 !gesture_callback_pending_) { 73 !gesture_callback_pending_) {
67 gesture_callback_pending_ = true; 74 gesture_callback_pending_ = true;
68 provider_->RegisterForUserGesture( 75 provider_->RegisterForUserGesture(
69 base::Bind(&GamepadService::OnUserGesture, 76 base::Bind(&GamepadService::OnUserGesture,
70 base::Unretained(this))); 77 base::Unretained(this)));
71 } 78 }
72 79
73 if (num_active_consumers_++ == 0) 80 if (num_active_consumers_++ == 0)
74 provider_->Resume(); 81 provider_->Resume();
75 } 82 }
76 83
77 void GamepadService::ConsumerBecameInactive(GamepadConsumer* consumer) { 84 void GamepadService::ConsumerBecameInactive(device::GamepadConsumer* consumer) {
78 DCHECK(provider_); 85 DCHECK(provider_);
79 DCHECK(num_active_consumers_ > 0); 86 DCHECK(num_active_consumers_ > 0);
80 DCHECK(consumers_.count(consumer) > 0); 87 DCHECK(consumers_.count(consumer) > 0);
81 DCHECK(consumers_.find(consumer)->is_active); 88 DCHECK(consumers_.find(consumer)->is_active);
82 89
83 consumers_.find(consumer)->is_active = false; 90 consumers_.find(consumer)->is_active = false;
84 if (--num_active_consumers_ == 0) 91 if (--num_active_consumers_ == 0)
85 provider_->Pause(); 92 provider_->Pause();
86 } 93 }
87 94
88 void GamepadService::RemoveConsumer(GamepadConsumer* consumer) { 95 void GamepadService::RemoveConsumer(device::GamepadConsumer* consumer) {
89 DCHECK(thread_checker_.CalledOnValidThread()); 96 DCHECK(thread_checker_.CalledOnValidThread());
90 97
91 ConsumerSet::iterator it = consumers_.find(consumer); 98 ConsumerSet::iterator it = consumers_.find(consumer);
92 if (it->is_active && --num_active_consumers_ == 0) 99 if (it->is_active && --num_active_consumers_ == 0)
93 provider_->Pause(); 100 provider_->Pause();
94 consumers_.erase(it); 101 consumers_.erase(it);
95 } 102 }
96 103
97 void GamepadService::RegisterForUserGesture(const base::Closure& closure) { 104 void GamepadService::RegisterForUserGesture(const base::Closure& closure) {
98 DCHECK(consumers_.size() > 0); 105 DCHECK(consumers_.size() > 0);
99 DCHECK(thread_checker_.CalledOnValidThread()); 106 DCHECK(thread_checker_.CalledOnValidThread());
100 provider_->RegisterForUserGesture(closure); 107 provider_->RegisterForUserGesture(closure);
101 } 108 }
102 109
103 void GamepadService::Terminate() { 110 void GamepadService::Terminate() {
104 provider_.reset(); 111 provider_.reset();
105 } 112 }
106 113
114 void GamepadService::OnGamepadConnectionChange(bool connected,
115 int index,
116 const blink::WebGamepad& pad) {
117 if (connected) {
118 BrowserThread::PostTask(BrowserThread::IO, FROM_HERE,
119 base::Bind(&GamepadService::OnGamepadConnected,
120 base::Unretained(this), index, pad));
piman 2016/06/22 22:52:59 What makes Unretained safe?
121 } else {
122 BrowserThread::PostTask(BrowserThread::IO, FROM_HERE,
123 base::Bind(&GamepadService::OnGamepadDisconnected,
124 base::Unretained(this), index, pad));
piman 2016/06/22 22:52:59 ditto
125 }
126 }
127
107 void GamepadService::OnGamepadConnected( 128 void GamepadService::OnGamepadConnected(
108 int index, 129 int index,
109 const blink::WebGamepad& pad) { 130 const blink::WebGamepad& pad) {
110 DCHECK(thread_checker_.CalledOnValidThread()); 131 DCHECK(thread_checker_.CalledOnValidThread());
111 132
112 for (ConsumerSet::iterator it = consumers_.begin(); 133 for (ConsumerSet::iterator it = consumers_.begin();
113 it != consumers_.end(); ++it) { 134 it != consumers_.end(); ++it) {
114 if (it->did_observe_user_gesture && it->is_active) 135 if (it->did_observe_user_gesture && it->is_active)
115 it->consumer->OnGamepadConnected(index, pad); 136 it->consumer->OnGamepadConnected(index, pad);
116 } 137 }
(...skipping 36 matching lines...) Expand 10 before | Expand all | Expand 10 after
153 for (unsigned i = 0; i < blink::WebGamepads::itemsLengthCap; ++i) { 174 for (unsigned i = 0; i < blink::WebGamepads::itemsLengthCap; ++i) {
154 const blink::WebGamepad& pad = gamepads.items[i]; 175 const blink::WebGamepad& pad = gamepads.items[i];
155 if (pad.connected) 176 if (pad.connected)
156 info.consumer->OnGamepadConnected(i, pad); 177 info.consumer->OnGamepadConnected(i, pad);
157 } 178 }
158 } 179 }
159 } 180 }
160 } 181 }
161 182
162 } // namespace content 183 } // namespace content
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