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| 1 // Copyright 2017 The Chromium Authors. All rights reserved. | |
| 2 // Use of this source code is governed by a BSD-style license that can be | |
| 3 // found in the LICENSE file. | |
| 4 | |
| 5 #ifndef UI_EVENTS_OZONE_GAMEPAD_GAMEPAD_PROVIDER_OZONE_H_ | |
| 6 #define UI_EVENTS_OZONE_GAMEPAD_GAMEPAD_PROVIDER_OZONE_H_ | |
| 7 | |
| 8 #include <set> | |
| 9 #include <vector> | |
| 10 #include "base/macros.h" | |
| 11 #include "base/time/time.h" | |
| 12 #include "ui/events/devices/input_device.h" | |
| 13 #include "ui/events/ozone/evdev/events_ozone_evdev_export.h" | |
| 14 #include "ui/events/ozone/gamepad/gamepad_observer.h" | |
| 15 | |
| 16 namespace base { | |
| 17 template <typename T> | |
| 18 struct DefaultSingletonTraits; | |
| 19 } | |
| 20 | |
| 21 namespace ui { | |
| 22 | |
| 23 class EVENTS_OZONE_EVDEV_EXPORT GamepadProviderOzone { | |
| 24 public: | |
| 25 // Get the GamepadProviderOzone instance. | |
| 26 static GamepadProviderOzone* GetInstance(); | |
|
spang
2017/04/21 05:38:47
Can you get this through the existing OzonePlatfor
jkwang
2017/04/25 21:16:41
Will this result in a circular dependency? ui/ozon
| |
| 27 | |
| 28 // Dispatch GamepadDevicesUpdate event when gamepad device is connected or | |
| 29 // disconnected. This function must be called on UI thread. | |
| 30 void DispatchGamepadDevicesUpdated(std::vector<InputDevice> gamepad_devices); | |
| 31 | |
| 32 // Dispatch button event when gamepad event is seen. | |
| 33 // Code is the index of gamepad button or gamepad axis defined in W3C standard | |
| 34 // gamepad. | |
| 35 // This function must be called on UI thread. | |
| 36 void DispatchGamepadEvent(const GamepadEvent& event); | |
| 37 | |
| 38 // Add observer to gamepad provider. This function must be called on UI | |
| 39 // thread. | |
| 40 void AddGamepadObserver(GamepadObserver* observer); | |
| 41 | |
| 42 // Remove observer from gamepad provider. This function must be called on UI | |
| 43 // thread. | |
| 44 void RemoveGamepadObserver(GamepadObserver* observer); | |
| 45 | |
| 46 // Get the list of currently connected gamepad devices. This function must be | |
| 47 // called on UI thread. | |
| 48 std::vector<InputDevice> GetGamepadDevices(); | |
| 49 | |
| 50 private: | |
| 51 GamepadProviderOzone(); | |
| 52 | |
| 53 ~GamepadProviderOzone(); | |
| 54 | |
| 55 // Make SingletonTraits friend to enable singleton. | |
| 56 friend struct base::DefaultSingletonTraits<GamepadProviderOzone>; | |
| 57 | |
| 58 // Registered observers will receive gamepad device update event and gamepad | |
| 59 // event. | |
| 60 std::set<GamepadObserver*> observers_; | |
|
spang
2017/04/21 05:38:47
set is a binary search tree; this is overkill. Jus
jkwang
2017/04/25 21:16:41
Done.
| |
| 61 | |
| 62 // List of current connected gamepad events. | |
| 63 std::vector<InputDevice> gamepad_devices_; | |
| 64 | |
| 65 DISALLOW_COPY_AND_ASSIGN(GamepadProviderOzone); | |
| 66 }; | |
| 67 | |
| 68 } // namespace ui | |
| 69 | |
| 70 #endif // UI_EVENTS_OZONE_GAMEPAD_GAMEPAD_PROVIDER_OZONE_H_ | |
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