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Side by Side Diff: chrome/browser/android/vr_shell/vr_gl_thread.cc

Issue 2833773005: Pause drawing webvr when the App button is pressed (Closed)
Patch Set: make UiBrowserInterface a raw ptr Created 3 years, 7 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved. 1 // Copyright 2016 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 "chrome/browser/android/vr_shell/vr_gl_thread.h" 5 #include "chrome/browser/android/vr_shell/vr_gl_thread.h"
6 6
7 #include <utility> 7 #include <utility>
8 8
9 #include "chrome/browser/android/vr_shell/ui_interface.h"
9 #include "chrome/browser/android/vr_shell/ui_scene.h" 10 #include "chrome/browser/android/vr_shell/ui_scene.h"
10 #include "chrome/browser/android/vr_shell/ui_scene_manager.h" 11 #include "chrome/browser/android/vr_shell/ui_scene_manager.h"
11 #include "chrome/browser/android/vr_shell/vr_input_manager.h" 12 #include "chrome/browser/android/vr_shell/vr_input_manager.h"
12 #include "chrome/browser/android/vr_shell/vr_shell.h" 13 #include "chrome/browser/android/vr_shell/vr_shell.h"
13 #include "chrome/browser/android/vr_shell/vr_shell_gl.h" 14 #include "chrome/browser/android/vr_shell/vr_shell_gl.h"
14 15
15 namespace vr_shell { 16 namespace vr_shell {
16 17
17 VrGLThread::VrGLThread( 18 VrGLThread::VrGLThread(
18 const base::WeakPtr<VrShell>& weak_vr_shell, 19 const base::WeakPtr<VrShell>& weak_vr_shell,
19 scoped_refptr<base::SingleThreadTaskRunner> main_thread_task_runner, 20 scoped_refptr<base::SingleThreadTaskRunner> main_thread_task_runner,
20 gvr_context* gvr_api, 21 gvr_context* gvr_api,
21 bool initially_web_vr, 22 bool initially_web_vr,
22 bool reprojected_rendering) 23 bool reprojected_rendering)
23 : base::Thread("VrShellGL"), 24 : base::Thread("VrShellGL"),
24 weak_vr_shell_(weak_vr_shell), 25 weak_vr_shell_(weak_vr_shell),
25 main_thread_task_runner_(std::move(main_thread_task_runner)), 26 main_thread_task_runner_(std::move(main_thread_task_runner)),
26 gvr_api_(gvr_api), 27 gvr_api_(gvr_api),
27 initially_web_vr_(initially_web_vr), 28 initially_web_vr_(initially_web_vr),
28 reprojected_rendering_(reprojected_rendering) {} 29 reprojected_rendering_(reprojected_rendering) {}
29 30
30 VrGLThread::~VrGLThread() { 31 VrGLThread::~VrGLThread() {
31 Stop(); 32 Stop();
32 } 33 }
33 34
34 void VrGLThread::Init() { 35 void VrGLThread::Init() {
35 scene_ = base::MakeUnique<UiScene>(); 36 scene_ = base::MakeUnique<UiScene>();
36 vr_shell_gl_ = base::MakeUnique<VrShellGl>( 37 vr_shell_gl_ = base::MakeUnique<VrShellGl>(
37 std::move(weak_vr_shell_), std::move(main_thread_task_runner_), gvr_api_, 38 this, gvr_api_, initially_web_vr_, reprojected_rendering_, scene_.get());
38 initially_web_vr_, reprojected_rendering_, scene_.get()); 39 scene_manager_ = base::MakeUnique<UiSceneManager>(this, scene_.get());
39 scene_manager_ = base::MakeUnique<UiSceneManager>(scene_.get());
40 40
41 weak_vr_shell_gl_ = vr_shell_gl_->GetWeakPtr(); 41 weak_vr_shell_gl_ = vr_shell_gl_->GetWeakPtr();
42 weak_scene_manager_ = scene_manager_->GetWeakPtr(); 42 weak_scene_manager_ = scene_manager_->GetWeakPtr();
43 vr_shell_gl_->Initialize(); 43 vr_shell_gl_->Initialize();
44 } 44 }
45 45
46 void VrGLThread::ContentSurfaceChanged(jobject surface) {
47 main_thread_task_runner_->PostTask(
48 FROM_HERE,
49 base::Bind(&VrShell::ContentSurfaceChanged, weak_vr_shell_, surface));
50 }
51
52 void VrGLThread::GvrDelegateReady() {
53 main_thread_task_runner_->PostTask(
54 FROM_HERE, base::Bind(&VrShell::GvrDelegateReady, weak_vr_shell_));
55 }
56
57 void VrGLThread::UpdateGamepadData(device::GvrGamepadData pad) {
58 main_thread_task_runner_->PostTask(
59 FROM_HERE, base::Bind(&VrShell::UpdateGamepadData, weak_vr_shell_, pad));
60 }
61
62 void VrGLThread::AppButtonGesturePerformed(UiInterface::Direction direction) {
63 main_thread_task_runner_->PostTask(
64 FROM_HERE, base::Bind(&VrShell::AppButtonGesturePerformed, weak_vr_shell_,
65 direction));
66 }
67
68 void VrGLThread::OnAppButtonClicked() {
69 weak_vr_shell_gl_->GetTaskRunner()->PostTask(
70 FROM_HERE,
71 base::Bind(&UiSceneManager::OnAppButtonClicked, weak_scene_manager_));
72 }
73
74 void VrGLThread::ProcessContentGesture(
75 std::unique_ptr<blink::WebInputEvent> event) {
76 main_thread_task_runner_->PostTask(
77 FROM_HERE, base::Bind(&VrShell::ProcessContentGesture, weak_vr_shell_,
78 base::Passed(std::move(event))));
79 }
80
81 void VrGLThread::ForceExitVr() {
82 main_thread_task_runner_->PostTask(
83 FROM_HERE, base::Bind(&VrShell::ForceExitVr, weak_vr_shell_));
84 }
85
86 void VrGLThread::RunVRDisplayInfoCallback(
87 const base::Callback<void(device::mojom::VRDisplayInfoPtr)>& callback,
88 device::mojom::VRDisplayInfoPtr* info) {
89 main_thread_task_runner_->PostTask(FROM_HERE,
90 base::Bind(callback, base::Passed(info)));
91 }
92
93 void VrGLThread::OnContentPaused(bool enabled) {
94 main_thread_task_runner_->PostTask(
95 FROM_HERE,
96 base::Bind(&VrShell::OnContentPaused, weak_vr_shell_, enabled));
97 }
98
46 void VrGLThread::CleanUp() { 99 void VrGLThread::CleanUp() {
47 scene_manager_.reset(); 100 scene_manager_.reset();
48 vr_shell_gl_.reset(); 101 vr_shell_gl_.reset();
49 scene_.reset(); 102 scene_.reset();
50 } 103 }
51 104
52 } // namespace vr_shell 105 } // namespace vr_shell
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