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Side by Side Diff: third_party/WebKit/Source/modules/gamepad/NavigatorGamepad.cpp

Issue 2388423003: reflow comments in modules/[fetch,indexeddb] (Closed)
Patch Set: rebase Created 4 years, 2 months ago
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1 /* 1 /*
2 * Copyright (C) 2011, Google Inc. All rights reserved. 2 * Copyright (C) 2011, Google Inc. All rights reserved.
3 * 3 *
4 * Redistribution and use in source and binary forms, with or without 4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are met: 5 * modification, are permitted provided that the following conditions are met:
6 * 6 *
7 * 1. Redistributions of source code must retain the above copyright 7 * 1. Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * 2. Redistributions in binary form must reproduce the above copyright 9 * 2. Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
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118 } 118 }
119 return false; 119 return false;
120 } 120 }
121 121
122 void NavigatorGamepad::didUpdateData() { 122 void NavigatorGamepad::didUpdateData() {
123 // We should stop listening once we detached. 123 // We should stop listening once we detached.
124 Document* document = static_cast<Document*>(getExecutionContext()); 124 Document* document = static_cast<Document*>(getExecutionContext());
125 DCHECK(document->frame()); 125 DCHECK(document->frame());
126 DCHECK(document->frame()->domWindow()); 126 DCHECK(document->frame()->domWindow());
127 127
128 // We register to the dispatcher before sampling gamepads so we need to check if we actually have an event listener. 128 // We register to the dispatcher before sampling gamepads so we need to check
129 // if we actually have an event listener.
129 if (!m_hasEventListener) 130 if (!m_hasEventListener)
130 return; 131 return;
131 132
132 if (document->activeDOMObjectsAreStopped() || 133 if (document->activeDOMObjectsAreStopped() ||
133 document->activeDOMObjectsAreSuspended()) 134 document->activeDOMObjectsAreSuspended())
134 return; 135 return;
135 136
136 const GamepadDispatcher::ConnectionChange& change = 137 const GamepadDispatcher::ConnectionChange& change =
137 GamepadDispatcher::instance().latestConnectionChange(); 138 GamepadDispatcher::instance().latestConnectionChange();
138 139
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238 // Inform the embedder whether it needs to provide gamepad data for us. 239 // Inform the embedder whether it needs to provide gamepad data for us.
239 bool visible = page()->isPageVisible(); 240 bool visible = page()->isPageVisible();
240 if (visible && (m_hasEventListener || m_gamepads)) 241 if (visible && (m_hasEventListener || m_gamepads))
241 startUpdatingIfAttached(); 242 startUpdatingIfAttached();
242 else 243 else
243 stopUpdating(); 244 stopUpdating();
244 245
245 if (!visible || !m_hasEventListener) 246 if (!visible || !m_hasEventListener)
246 return; 247 return;
247 248
248 // Tell the page what has changed. m_gamepads contains the state before we bec ame hidden. 249 // Tell the page what has changed. m_gamepads contains the state before we
249 // We create a new snapshot and compare them. 250 // became hidden. We create a new snapshot and compare them.
250 GamepadList* oldGamepads = m_gamepads.release(); 251 GamepadList* oldGamepads = m_gamepads.release();
251 gamepads(); 252 gamepads();
252 GamepadList* newGamepads = m_gamepads.get(); 253 GamepadList* newGamepads = m_gamepads.get();
253 DCHECK(newGamepads); 254 DCHECK(newGamepads);
254 255
255 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) { 256 for (unsigned i = 0; i < WebGamepads::itemsLengthCap; ++i) {
256 Gamepad* oldGamepad = oldGamepads ? oldGamepads->item(i) : 0; 257 Gamepad* oldGamepad = oldGamepads ? oldGamepads->item(i) : 0;
257 Gamepad* newGamepad = newGamepads->item(i); 258 Gamepad* newGamepad = newGamepads->item(i);
258 bool oldWasConnected = oldGamepad && oldGamepad->connected(); 259 bool oldWasConnected = oldGamepad && oldGamepad->connected();
259 bool newIsConnected = newGamepad && newGamepad->connected(); 260 bool newIsConnected = newGamepad && newGamepad->connected();
260 bool connectedGamepadChanged = oldWasConnected && newIsConnected && 261 bool connectedGamepadChanged = oldWasConnected && newIsConnected &&
261 oldGamepad->id() != newGamepad->id(); 262 oldGamepad->id() != newGamepad->id();
262 if (connectedGamepadChanged || (oldWasConnected && !newIsConnected)) { 263 if (connectedGamepadChanged || (oldWasConnected && !newIsConnected)) {
263 oldGamepad->setConnected(false); 264 oldGamepad->setConnected(false);
264 m_pendingEvents.append(oldGamepad); 265 m_pendingEvents.append(oldGamepad);
265 } 266 }
266 if (connectedGamepadChanged || (!oldWasConnected && newIsConnected)) { 267 if (connectedGamepadChanged || (!oldWasConnected && newIsConnected)) {
267 m_pendingEvents.append(newGamepad); 268 m_pendingEvents.append(newGamepad);
268 } 269 }
269 } 270 }
270 271
271 if (!m_pendingEvents.isEmpty()) 272 if (!m_pendingEvents.isEmpty())
272 m_dispatchOneEventRunner->runAsync(); 273 m_dispatchOneEventRunner->runAsync();
273 } 274 }
274 275
275 } // namespace blink 276 } // namespace blink
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