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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: refactor 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
18 void RunDisplayInfoCallback(
cjgrant 2017/05/02 18:07:06 This will need a rebase with Michael's change I th
ymalik 2017/05/02 20:28:40 Yes. Rebased.
19 const base::Callback<void(device::mojom::VRDisplayInfoPtr)>& callback,
20 device::mojom::VRDisplayInfoPtr info) {
21 callback.Run(std::move(info));
22 }
23
17 VrGLThread::VrGLThread( 24 VrGLThread::VrGLThread(
18 const base::WeakPtr<VrShell>& weak_vr_shell, 25 const base::WeakPtr<VrShell>& weak_vr_shell,
19 scoped_refptr<base::SingleThreadTaskRunner> main_thread_task_runner, 26 scoped_refptr<base::SingleThreadTaskRunner> main_thread_task_runner,
20 gvr_context* gvr_api, 27 gvr_context* gvr_api,
21 bool initially_web_vr, 28 bool initially_web_vr,
22 bool reprojected_rendering) 29 bool reprojected_rendering)
23 : base::Thread("VrShellGL"), 30 : base::Thread("VrShellGL"),
24 weak_vr_shell_(weak_vr_shell), 31 weak_vr_shell_(weak_vr_shell),
25 main_thread_task_runner_(std::move(main_thread_task_runner)), 32 main_thread_task_runner_(std::move(main_thread_task_runner)),
26 gvr_api_(gvr_api), 33 gvr_api_(gvr_api),
27 initially_web_vr_(initially_web_vr), 34 initially_web_vr_(initially_web_vr),
28 reprojected_rendering_(reprojected_rendering) {} 35 reprojected_rendering_(reprojected_rendering),
36 weak_ptr_factory_(this) {}
29 37
30 VrGLThread::~VrGLThread() { 38 VrGLThread::~VrGLThread() {
31 Stop(); 39 Stop();
32 } 40 }
33 41
34 void VrGLThread::Init() { 42 void VrGLThread::Init() {
35 scene_ = base::MakeUnique<UiScene>(); 43 scene_ = base::MakeUnique<UiScene>();
36 vr_shell_gl_ = base::MakeUnique<VrShellGl>( 44 vr_shell_gl_ = base::MakeUnique<VrShellGl>(
37 std::move(weak_vr_shell_), std::move(main_thread_task_runner_), gvr_api_, 45 weak_ptr_factory_.GetWeakPtr(), gvr_api_, initially_web_vr_,
38 initially_web_vr_, reprojected_rendering_, scene_.get()); 46 reprojected_rendering_, scene_.get());
39 scene_manager_ = base::MakeUnique<UiSceneManager>(scene_.get()); 47 scene_manager_ = base::MakeUnique<UiSceneManager>(
48 weak_ptr_factory_.GetWeakPtr(), scene_.get());
40 49
41 weak_vr_shell_gl_ = vr_shell_gl_->GetWeakPtr(); 50 weak_vr_shell_gl_ = vr_shell_gl_->GetWeakPtr();
42 weak_scene_manager_ = scene_manager_->GetWeakPtr(); 51 weak_scene_manager_ = scene_manager_->GetWeakPtr();
43 vr_shell_gl_->Initialize(); 52 vr_shell_gl_->Initialize();
44 } 53 }
45 54
55 void VrGLThread::ContentSurfaceChanged(jobject surface) {
cjgrant 2017/05/02 18:07:06 This is cool. Thanks for rejigging this to keep t
ymalik 2017/05/02 20:28:40 Acknowledged.
56 main_thread_task_runner_->PostTask(
57 FROM_HERE,
58 base::Bind(&VrShell::ContentSurfaceChanged, weak_vr_shell_, surface));
59 }
60
61 void VrGLThread::GvrDelegateReady() {
62 main_thread_task_runner_->PostTask(
63 FROM_HERE, base::Bind(&VrShell::GvrDelegateReady, weak_vr_shell_));
64 }
65
66 void VrGLThread::UpdateGamepadData(device::GvrGamepadData pad) {
67 main_thread_task_runner_->PostTask(
68 FROM_HERE, base::Bind(&VrShell::UpdateGamepadData, weak_vr_shell_, pad));
69 }
70
71 void VrGLThread::AppButtonGesturePerformed(UiInterface::Direction direction) {
72 main_thread_task_runner_->PostTask(
73 FROM_HERE, base::Bind(&VrShell::AppButtonGesturePerformed, weak_vr_shell_,
74 direction));
75 }
76
77 void VrGLThread::AppButtonPressed() {
78 weak_vr_shell_gl_->GetTaskRunner()->PostTask(
79 FROM_HERE,
80 base::Bind(&UiSceneManager::AppButtonPressed, weak_scene_manager_));
81 }
82
83 void VrGLThread::ProcessContentGesture(
84 std::unique_ptr<blink::WebInputEvent> event) {
85 main_thread_task_runner_->PostTask(
86 FROM_HERE, base::Bind(&VrShell::ProcessContentGesture, weak_vr_shell_,
87 base::Passed(std::move(event))));
88 }
89
90 void VrGLThread::ForceExitVr() {
91 main_thread_task_runner_->PostTask(
92 FROM_HERE, base::Bind(&VrShell::ForceExitVr, weak_vr_shell_));
93 }
94
95 void VrGLThread::RunVRDisplayInfoCallback(
96 const base::Callback<void(device::mojom::VRDisplayInfoPtr)>& callback,
97 device::mojom::VRDisplayInfoPtr* info) {
98 main_thread_task_runner_->PostTask(
99 FROM_HERE,
100 base::Bind(&RunDisplayInfoCallback, callback, base::Passed(info)));
101 }
102
103 void VrGLThread::OnContentPaused(bool enabled) {
104 main_thread_task_runner_->PostTask(
105 FROM_HERE,
106 base::Bind(&VrShell::OnContentPaused, weak_vr_shell_, enabled));
107 }
108
46 void VrGLThread::CleanUp() { 109 void VrGLThread::CleanUp() {
47 scene_manager_.reset(); 110 scene_manager_.reset();
48 vr_shell_gl_.reset(); 111 vr_shell_gl_.reset();
49 scene_.reset(); 112 scene_.reset();
50 } 113 }
51 114
52 } // namespace vr_shell 115 } // namespace vr_shell
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