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Unified 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, 8 months ago
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Index: chrome/browser/android/vr_shell/vr_gl_thread.cc
diff --git a/chrome/browser/android/vr_shell/vr_gl_thread.cc b/chrome/browser/android/vr_shell/vr_gl_thread.cc
index 16d08aa97d14aaf6ae34a176297c3b2525b41239..f1e45ca8db34134fbd534eb43a811a14793df9d4 100644
--- a/chrome/browser/android/vr_shell/vr_gl_thread.cc
+++ b/chrome/browser/android/vr_shell/vr_gl_thread.cc
@@ -6,6 +6,7 @@
#include <utility>
+#include "chrome/browser/android/vr_shell/ui_interface.h"
#include "chrome/browser/android/vr_shell/ui_scene.h"
#include "chrome/browser/android/vr_shell/ui_scene_manager.h"
#include "chrome/browser/android/vr_shell/vr_input_manager.h"
@@ -14,6 +15,12 @@
namespace vr_shell {
+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.
+ const base::Callback<void(device::mojom::VRDisplayInfoPtr)>& callback,
+ device::mojom::VRDisplayInfoPtr info) {
+ callback.Run(std::move(info));
+}
+
VrGLThread::VrGLThread(
const base::WeakPtr<VrShell>& weak_vr_shell,
scoped_refptr<base::SingleThreadTaskRunner> main_thread_task_runner,
@@ -25,7 +32,8 @@ VrGLThread::VrGLThread(
main_thread_task_runner_(std::move(main_thread_task_runner)),
gvr_api_(gvr_api),
initially_web_vr_(initially_web_vr),
- reprojected_rendering_(reprojected_rendering) {}
+ reprojected_rendering_(reprojected_rendering),
+ weak_ptr_factory_(this) {}
VrGLThread::~VrGLThread() {
Stop();
@@ -34,15 +42,70 @@ VrGLThread::~VrGLThread() {
void VrGLThread::Init() {
scene_ = base::MakeUnique<UiScene>();
vr_shell_gl_ = base::MakeUnique<VrShellGl>(
- std::move(weak_vr_shell_), std::move(main_thread_task_runner_), gvr_api_,
- initially_web_vr_, reprojected_rendering_, scene_.get());
- scene_manager_ = base::MakeUnique<UiSceneManager>(scene_.get());
+ weak_ptr_factory_.GetWeakPtr(), gvr_api_, initially_web_vr_,
+ reprojected_rendering_, scene_.get());
+ scene_manager_ = base::MakeUnique<UiSceneManager>(
+ weak_ptr_factory_.GetWeakPtr(), scene_.get());
weak_vr_shell_gl_ = vr_shell_gl_->GetWeakPtr();
weak_scene_manager_ = scene_manager_->GetWeakPtr();
vr_shell_gl_->Initialize();
}
+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.
+ main_thread_task_runner_->PostTask(
+ FROM_HERE,
+ base::Bind(&VrShell::ContentSurfaceChanged, weak_vr_shell_, surface));
+}
+
+void VrGLThread::GvrDelegateReady() {
+ main_thread_task_runner_->PostTask(
+ FROM_HERE, base::Bind(&VrShell::GvrDelegateReady, weak_vr_shell_));
+}
+
+void VrGLThread::UpdateGamepadData(device::GvrGamepadData pad) {
+ main_thread_task_runner_->PostTask(
+ FROM_HERE, base::Bind(&VrShell::UpdateGamepadData, weak_vr_shell_, pad));
+}
+
+void VrGLThread::AppButtonGesturePerformed(UiInterface::Direction direction) {
+ main_thread_task_runner_->PostTask(
+ FROM_HERE, base::Bind(&VrShell::AppButtonGesturePerformed, weak_vr_shell_,
+ direction));
+}
+
+void VrGLThread::AppButtonPressed() {
+ weak_vr_shell_gl_->GetTaskRunner()->PostTask(
+ FROM_HERE,
+ base::Bind(&UiSceneManager::AppButtonPressed, weak_scene_manager_));
+}
+
+void VrGLThread::ProcessContentGesture(
+ std::unique_ptr<blink::WebInputEvent> event) {
+ main_thread_task_runner_->PostTask(
+ FROM_HERE, base::Bind(&VrShell::ProcessContentGesture, weak_vr_shell_,
+ base::Passed(std::move(event))));
+}
+
+void VrGLThread::ForceExitVr() {
+ main_thread_task_runner_->PostTask(
+ FROM_HERE, base::Bind(&VrShell::ForceExitVr, weak_vr_shell_));
+}
+
+void VrGLThread::RunVRDisplayInfoCallback(
+ const base::Callback<void(device::mojom::VRDisplayInfoPtr)>& callback,
+ device::mojom::VRDisplayInfoPtr* info) {
+ main_thread_task_runner_->PostTask(
+ FROM_HERE,
+ base::Bind(&RunDisplayInfoCallback, callback, base::Passed(info)));
+}
+
+void VrGLThread::OnContentPaused(bool enabled) {
+ main_thread_task_runner_->PostTask(
+ FROM_HERE,
+ base::Bind(&VrShell::OnContentPaused, weak_vr_shell_, enabled));
+}
+
void VrGLThread::CleanUp() {
scene_manager_.reset();
vr_shell_gl_.reset();

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