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

Issue 2866853002: VR: Wire VrShell UI-related state to the scene manager. (Closed)
Patch Set: 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_interface.h"
10 #include "chrome/browser/android/vr_shell/ui_scene.h" 10 #include "chrome/browser/android/vr_shell/ui_scene.h"
(...skipping 18 matching lines...) Expand all
29 reprojected_rendering_(reprojected_rendering) {} 29 reprojected_rendering_(reprojected_rendering) {}
30 30
31 VrGLThread::~VrGLThread() { 31 VrGLThread::~VrGLThread() {
32 Stop(); 32 Stop();
33 } 33 }
34 34
35 void VrGLThread::Init() { 35 void VrGLThread::Init() {
36 scene_ = base::MakeUnique<UiScene>(); 36 scene_ = base::MakeUnique<UiScene>();
37 vr_shell_gl_ = base::MakeUnique<VrShellGl>( 37 vr_shell_gl_ = base::MakeUnique<VrShellGl>(
38 this, gvr_api_, initially_web_vr_, reprojected_rendering_, scene_.get()); 38 this, gvr_api_, initially_web_vr_, reprojected_rendering_, scene_.get());
39
39 scene_manager_ = base::MakeUnique<UiSceneManager>(this, scene_.get()); 40 scene_manager_ = base::MakeUnique<UiSceneManager>(this, scene_.get());
41 scene_manager_->SetWebVRMode(initially_web_vr_);
40 42
41 weak_vr_shell_gl_ = vr_shell_gl_->GetWeakPtr(); 43 weak_vr_shell_gl_ = vr_shell_gl_->GetWeakPtr();
42 weak_scene_manager_ = scene_manager_->GetWeakPtr(); 44 weak_scene_manager_ = scene_manager_->GetWeakPtr();
43 vr_shell_gl_->Initialize(); 45 vr_shell_gl_->Initialize();
44 } 46 }
45 47
46 void VrGLThread::ContentSurfaceChanged(jobject surface) { 48 void VrGLThread::ContentSurfaceChanged(jobject surface) {
47 main_thread_task_runner_->PostTask( 49 main_thread_task_runner_->PostTask(
48 FROM_HERE, 50 FROM_HERE,
49 base::Bind(&VrShell::ContentSurfaceChanged, weak_vr_shell_, surface)); 51 base::Bind(&VrShell::ContentSurfaceChanged, weak_vr_shell_, surface));
50 } 52 }
51 53
52 void VrGLThread::GvrDelegateReady() { 54 void VrGLThread::GvrDelegateReady() {
53 main_thread_task_runner_->PostTask( 55 main_thread_task_runner_->PostTask(
54 FROM_HERE, base::Bind(&VrShell::GvrDelegateReady, weak_vr_shell_)); 56 FROM_HERE, base::Bind(&VrShell::GvrDelegateReady, weak_vr_shell_));
55 } 57 }
56 58
57 void VrGLThread::UpdateGamepadData(device::GvrGamepadData pad) { 59 void VrGLThread::UpdateGamepadData(device::GvrGamepadData pad) {
58 main_thread_task_runner_->PostTask( 60 main_thread_task_runner_->PostTask(
59 FROM_HERE, base::Bind(&VrShell::UpdateGamepadData, weak_vr_shell_, pad)); 61 FROM_HERE, base::Bind(&VrShell::UpdateGamepadData, weak_vr_shell_, pad));
60 } 62 }
61 63
62 void VrGLThread::AppButtonGesturePerformed(UiInterface::Direction direction) { 64 void VrGLThread::AppButtonClicked() {
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( 65 weak_vr_shell_gl_->GetTaskRunner()->PostTask(
70 FROM_HERE, 66 FROM_HERE,
71 base::Bind(&UiSceneManager::OnAppButtonClicked, weak_scene_manager_)); 67 base::Bind(&UiSceneManager::OnAppButtonClicked, weak_scene_manager_));
72 } 68 }
73 69
70 void VrGLThread::AppButtonGesturePerformed(UiInterface::Direction direction) {
71 weak_vr_shell_gl_->GetTaskRunner()->PostTask(
mthiesse 2017/05/08 16:04:55 Should this be task_runner()->PostTask()?
cjgrant 2017/05/08 19:17:22 Done. Good call.
72 FROM_HERE, base::Bind(&UiSceneManager::OnAppButtonGesturePerformed,
73 weak_scene_manager_, direction));
74 }
75
74 void VrGLThread::ProcessContentGesture( 76 void VrGLThread::ProcessContentGesture(
75 std::unique_ptr<blink::WebInputEvent> event) { 77 std::unique_ptr<blink::WebInputEvent> event) {
76 main_thread_task_runner_->PostTask( 78 main_thread_task_runner_->PostTask(
77 FROM_HERE, base::Bind(&VrShell::ProcessContentGesture, weak_vr_shell_, 79 FROM_HERE, base::Bind(&VrShell::ProcessContentGesture, weak_vr_shell_,
78 base::Passed(std::move(event)))); 80 base::Passed(std::move(event))));
79 } 81 }
80 82
81 void VrGLThread::ForceExitVr() { 83 void VrGLThread::ForceExitVr() {
82 main_thread_task_runner_->PostTask( 84 main_thread_task_runner_->PostTask(
83 FROM_HERE, base::Bind(&VrShell::ForceExitVr, weak_vr_shell_)); 85 FROM_HERE, base::Bind(&VrShell::ForceExitVr, weak_vr_shell_));
84 } 86 }
85 87
86 void VrGLThread::RunVRDisplayInfoCallback( 88 void VrGLThread::RunVRDisplayInfoCallback(
87 const base::Callback<void(device::mojom::VRDisplayInfoPtr)>& callback, 89 const base::Callback<void(device::mojom::VRDisplayInfoPtr)>& callback,
88 device::mojom::VRDisplayInfoPtr* info) { 90 device::mojom::VRDisplayInfoPtr* info) {
89 main_thread_task_runner_->PostTask(FROM_HERE, 91 main_thread_task_runner_->PostTask(FROM_HERE,
90 base::Bind(callback, base::Passed(info))); 92 base::Bind(callback, base::Passed(info)));
91 } 93 }
92 94
93 void VrGLThread::OnContentPaused(bool enabled) { 95 void VrGLThread::OnContentPaused(bool enabled) {
94 main_thread_task_runner_->PostTask( 96 main_thread_task_runner_->PostTask(
95 FROM_HERE, 97 FROM_HERE,
96 base::Bind(&VrShell::OnContentPaused, weak_vr_shell_, enabled)); 98 base::Bind(&VrShell::OnContentPaused, weak_vr_shell_, enabled));
97 } 99 }
98 100
101 void VrGLThread::SetWebVr(bool enabled) {}
102
103 void VrGLThread::SetURL(const GURL& gurl) {
104 WaitUntilThreadStarted();
105 task_runner()->PostTask(FROM_HERE, base::Bind(&UiSceneManager::SetURL,
106 weak_scene_manager_, gurl));
107 }
108
109 void VrGLThread::SetFullscreen(bool enabled) {
110 WaitUntilThreadStarted();
111 task_runner()->PostTask(FROM_HERE, base::Bind(&UiSceneManager::SetFullscreen,
112 weak_scene_manager_, enabled));
113 }
114
115 void VrGLThread::SetSecurityLevel(int level) {
116 WaitUntilThreadStarted();
117 task_runner()->PostTask(FROM_HERE,
118 base::Bind(&UiSceneManager::SetSecurityLevel,
119 weak_scene_manager_, level));
120 }
121
122 void VrGLThread::SetWebVRSecureOrigin(bool secure) {
123 WaitUntilThreadStarted();
124 task_runner()->PostTask(FROM_HERE,
125 base::Bind(&UiSceneManager::SetWebVRSecureOrigin,
126 weak_scene_manager_, secure));
127 }
128
129 void VrGLThread::SetLoading(bool loading) {
130 WaitUntilThreadStarted();
131 task_runner()->PostTask(FROM_HERE, base::Bind(&UiSceneManager::SetLoading,
132 weak_scene_manager_, loading));
133 }
134
135 void VrGLThread::SetLoadProgress(double progress) {
136 WaitUntilThreadStarted();
137 task_runner()->PostTask(FROM_HERE,
138 base::Bind(&UiSceneManager::SetLoadProgress,
139 weak_scene_manager_, progress));
140 }
141
142 void VrGLThread::SetHistoryButtonsEnabled(bool can_go_back,
143 bool can_go_forward) {
144 WaitUntilThreadStarted();
145 task_runner()->PostTask(
146 FROM_HERE, base::Bind(&UiSceneManager::SetHistoryButtonsEnabled,
147 weak_scene_manager_, can_go_forward, can_go_back));
148 }
149
99 void VrGLThread::CleanUp() { 150 void VrGLThread::CleanUp() {
100 scene_manager_.reset(); 151 scene_manager_.reset();
101 vr_shell_gl_.reset(); 152 vr_shell_gl_.reset();
102 scene_.reset(); 153 scene_.reset();
103 } 154 }
104 155
105 } // namespace vr_shell 156 } // namespace vr_shell
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