 Chromium Code Reviews
 Chromium Code Reviews Issue 2081583002:
  Migrating majority of gamepad from content/browser/ to device/  (Closed) 
  Base URL: https://chromium.googlesource.com/chromium/src.git@master
    
  
    Issue 2081583002:
  Migrating majority of gamepad from content/browser/ to device/  (Closed) 
  Base URL: https://chromium.googlesource.com/chromium/src.git@master| OLD | NEW | 
|---|---|
| 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 Loading... | |
| 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 | 
| OLD | NEW |