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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2011 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 #ifndef DEVICE_GAMEPAD_GAMEPAD_DATA_FETCHER_H_ | 5 #ifndef DEVICE_GAMEPAD_GAMEPAD_DATA_FETCHER_H_ |
6 #define DEVICE_GAMEPAD_GAMEPAD_DATA_FETCHER_H_ | 6 #define DEVICE_GAMEPAD_GAMEPAD_DATA_FETCHER_H_ |
7 | 7 |
8 #include <stdint.h> | 8 #include "device/gamepad/gamepad_data_fetcher_manager.h" |
9 | 9 #include "device/gamepad/gamepad_export.h" |
10 #include <limits> | 10 #include "device/gamepad/gamepad_provider.h" |
11 | |
12 #include "build/build_config.h" | |
13 #include "device/gamepad/gamepad_standard_mappings.h" | |
14 #include "third_party/WebKit/public/platform/WebGamepads.h" | |
15 | 11 |
16 namespace device { | 12 namespace device { |
17 | 13 |
18 // Abstract interface for imlementing platform- (and test-) specific behaviro | 14 // Abstract interface for imlementing platform- (and test-) specific behavior |
19 // for getting the gamepad data. | 15 // for getting the gamepad data. |
20 class GamepadDataFetcher { | 16 class DEVICE_GAMEPAD_EXPORT GamepadDataFetcher { |
21 public: | 17 public: |
18 GamepadDataFetcher(); | |
denniskempin
2016/07/11 22:44:50
Since the GamepadDataFetcher is now constructed on
| |
22 virtual ~GamepadDataFetcher() {} | 19 virtual ~GamepadDataFetcher() {} |
23 virtual void GetGamepadData(blink::WebGamepads* pads, | 20 virtual void GetGamepadData(bool devices_changed_hint) = 0; |
24 bool devices_changed_hint) = 0; | |
25 virtual void PauseHint(bool paused) {} | 21 virtual void PauseHint(bool paused) {} |
26 | 22 |
27 #if !defined(OS_ANDROID) | 23 virtual GamepadSource source() = 0; |
28 struct PadState { | 24 GamepadProvider* provider() { return provider_; } |
29 // Gamepad data, unmapped. | |
30 blink::WebGamepad data; | |
31 | 25 |
32 // Functions to map from device data to standard layout, if available. May | 26 PadState* GetPadState(int source_id) { |
33 // be null if no mapping is available. | 27 if (!provider_) |
34 GamepadStandardMappingFunction mapper; | 28 return nullptr; |
35 | 29 |
36 // Sanitization masks | 30 return provider_->GetPadState(source(), source_id); |
37 // axis_mask and button_mask are bitfields that represent the reset state of | 31 } |
38 // each input. If a button or axis has ever reported 0 in the past the | |
39 // corresponding bit will be set to 1. | |
40 | |
41 // If we ever increase the max axis count this will need to be updated. | |
42 static_assert(blink::WebGamepad::axesLengthCap <= | |
43 std::numeric_limits<uint32_t>::digits, | |
44 "axis_mask is not large enough"); | |
45 uint32_t axis_mask; | |
46 | |
47 // If we ever increase the max button count this will need to be updated. | |
48 static_assert(blink::WebGamepad::buttonsLengthCap <= | |
49 std::numeric_limits<uint32_t>::digits, | |
50 "button_mask is not large enough"); | |
51 uint32_t button_mask; | |
52 }; | |
53 | |
54 void MapAndSanitizeGamepadData(PadState* pad_state, blink::WebGamepad* pad); | |
55 | 32 |
56 protected: | 33 protected: |
57 PadState pad_state_[blink::WebGamepads::itemsLengthCap]; | 34 friend GamepadProvider; |
58 #endif | 35 |
36 // To be called by the GamepadProvider on the polling thread; | |
37 void InitializeProvider(GamepadProvider* provider); | |
38 | |
39 // This call will happen on the gamepad polling thread. Any initialization | |
40 // that needs to happen on that thread should be done here, not in the | |
41 // constructor. | |
42 virtual void OnAddedToProvider(){}; | |
43 | |
44 private: | |
45 GamepadProvider* provider_; | |
46 }; | |
47 | |
48 // Factory class for creating a GamepadDataFetcher. Used by the | |
49 // GamepadDataFetcherManager. | |
50 class DEVICE_GAMEPAD_EXPORT GamepadDataFetcherFactory { | |
51 public: | |
52 GamepadDataFetcherFactory(); | |
53 virtual ~GamepadDataFetcherFactory() {} | |
54 virtual std::unique_ptr<GamepadDataFetcher> CreateDataFetcher() = 0; | |
55 virtual GamepadSource source() = 0; | |
56 }; | |
57 | |
58 // Basic factory implementation for GamepadDataFetchers without a complex | |
59 // constructor. | |
60 template <typename DataFetcherType, GamepadSource DataFetcherSource> | |
61 class GamepadDataFetcherFactoryImpl : public GamepadDataFetcherFactory { | |
62 public: | |
63 ~GamepadDataFetcherFactoryImpl() override {} | |
64 std::unique_ptr<GamepadDataFetcher> CreateDataFetcher() override { | |
65 return std::unique_ptr<GamepadDataFetcher>(new DataFetcherType()); | |
66 } | |
67 GamepadSource source() override { return DataFetcherSource; } | |
68 static GamepadSource static_source() { return DataFetcherSource; } | |
59 }; | 69 }; |
60 | 70 |
61 } // namespace device | 71 } // namespace device |
62 | 72 |
63 #endif // DEVICE_GAMEPAD_GAMEPAD_DATA_FETCHER_H_ | 73 #endif // DEVICE_GAMEPAD_GAMEPAD_DATA_FETCHER_H_ |
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