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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: Refactoring for cleanup and to address comments. 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 20 matching lines...) Expand all
31 reprojected_rendering_(reprojected_rendering) {} 31 reprojected_rendering_(reprojected_rendering) {}
32 32
33 VrGLThread::~VrGLThread() { 33 VrGLThread::~VrGLThread() {
34 Stop(); 34 Stop();
35 } 35 }
36 36
37 void VrGLThread::Init() { 37 void VrGLThread::Init() {
38 scene_ = base::MakeUnique<UiScene>(); 38 scene_ = base::MakeUnique<UiScene>();
39 vr_shell_gl_ = base::MakeUnique<VrShellGl>( 39 vr_shell_gl_ = base::MakeUnique<VrShellGl>(
40 this, gvr_api_, initially_web_vr_, reprojected_rendering_, scene_.get()); 40 this, gvr_api_, initially_web_vr_, reprojected_rendering_, scene_.get());
41 scene_manager_ = 41 scene_manager_ = base::MakeUnique<UiSceneManager>(this, scene_.get(), in_cct_,
42 base::MakeUnique<UiSceneManager>(this, scene_.get(), in_cct_); 42 initially_web_vr_);
43 43
44 weak_vr_shell_gl_ = vr_shell_gl_->GetWeakPtr(); 44 weak_vr_shell_gl_ = vr_shell_gl_->GetWeakPtr();
45 weak_scene_manager_ = scene_manager_->GetWeakPtr(); 45 weak_scene_manager_ = scene_manager_->GetWeakPtr();
46 vr_shell_gl_->Initialize(); 46 vr_shell_gl_->Initialize();
47 } 47 }
48 48
49 void VrGLThread::ContentSurfaceChanged(jobject surface) { 49 void VrGLThread::ContentSurfaceChanged(jobject surface) {
50 main_thread_task_runner_->PostTask( 50 main_thread_task_runner_->PostTask(
51 FROM_HERE, 51 FROM_HERE,
52 base::Bind(&VrShell::ContentSurfaceChanged, weak_vr_shell_, surface)); 52 base::Bind(&VrShell::ContentSurfaceChanged, weak_vr_shell_, surface));
53 } 53 }
54 54
55 void VrGLThread::GvrDelegateReady() { 55 void VrGLThread::GvrDelegateReady() {
56 main_thread_task_runner_->PostTask( 56 main_thread_task_runner_->PostTask(
57 FROM_HERE, base::Bind(&VrShell::GvrDelegateReady, weak_vr_shell_)); 57 FROM_HERE, base::Bind(&VrShell::GvrDelegateReady, weak_vr_shell_));
58 } 58 }
59 59
60 void VrGLThread::UpdateGamepadData(device::GvrGamepadData pad) { 60 void VrGLThread::UpdateGamepadData(device::GvrGamepadData pad) {
61 main_thread_task_runner_->PostTask( 61 main_thread_task_runner_->PostTask(
62 FROM_HERE, base::Bind(&VrShell::UpdateGamepadData, weak_vr_shell_, pad)); 62 FROM_HERE, base::Bind(&VrShell::UpdateGamepadData, weak_vr_shell_, pad));
63 } 63 }
64 64
65 void VrGLThread::AppButtonGesturePerformed(UiInterface::Direction direction) { 65 void VrGLThread::AppButtonClicked() {
66 main_thread_task_runner_->PostTask( 66 task_runner()->PostTask(
67 FROM_HERE, base::Bind(&VrShell::AppButtonGesturePerformed, weak_vr_shell_, 67 FROM_HERE,
68 direction)); 68 base::Bind(&UiSceneManager::OnAppButtonClicked, weak_scene_manager_));
69 } 69 }
70 70
71 void VrGLThread::OnAppButtonClicked() { 71 void VrGLThread::AppButtonGesturePerformed(UiInterface::Direction direction) {
72 weak_vr_shell_gl_->GetTaskRunner()->PostTask( 72 task_runner()->PostTask(
73 FROM_HERE, 73 FROM_HERE, base::Bind(&UiSceneManager::OnAppButtonGesturePerformed,
74 base::Bind(&UiSceneManager::OnAppButtonClicked, weak_scene_manager_)); 74 weak_scene_manager_, direction));
75 } 75 }
76 76
77 void VrGLThread::ProcessContentGesture( 77 void VrGLThread::ProcessContentGesture(
78 std::unique_ptr<blink::WebInputEvent> event) { 78 std::unique_ptr<blink::WebInputEvent> event) {
79 main_thread_task_runner_->PostTask( 79 main_thread_task_runner_->PostTask(
80 FROM_HERE, base::Bind(&VrShell::ProcessContentGesture, weak_vr_shell_, 80 FROM_HERE, base::Bind(&VrShell::ProcessContentGesture, weak_vr_shell_,
81 base::Passed(std::move(event)))); 81 base::Passed(std::move(event))));
82 } 82 }
83 83
84 void VrGLThread::ForceExitVr() { 84 void VrGLThread::ForceExitVr() {
85 main_thread_task_runner_->PostTask( 85 main_thread_task_runner_->PostTask(
86 FROM_HERE, base::Bind(&VrShell::ForceExitVr, weak_vr_shell_)); 86 FROM_HERE, base::Bind(&VrShell::ForceExitVr, weak_vr_shell_));
87 } 87 }
88 88
89 void VrGLThread::RunVRDisplayInfoCallback( 89 void VrGLThread::RunVRDisplayInfoCallback(
90 const base::Callback<void(device::mojom::VRDisplayInfoPtr)>& callback, 90 const base::Callback<void(device::mojom::VRDisplayInfoPtr)>& callback,
91 device::mojom::VRDisplayInfoPtr* info) { 91 device::mojom::VRDisplayInfoPtr* info) {
92 main_thread_task_runner_->PostTask(FROM_HERE, 92 main_thread_task_runner_->PostTask(FROM_HERE,
93 base::Bind(callback, base::Passed(info))); 93 base::Bind(callback, base::Passed(info)));
94 } 94 }
95 95
96 void VrGLThread::OnContentPaused(bool enabled) { 96 void VrGLThread::OnContentPaused(bool enabled) {
97 main_thread_task_runner_->PostTask( 97 main_thread_task_runner_->PostTask(
98 FROM_HERE, 98 FROM_HERE,
99 base::Bind(&VrShell::OnContentPaused, weak_vr_shell_, enabled)); 99 base::Bind(&VrShell::OnContentPaused, weak_vr_shell_, enabled));
100 } 100 }
101 101
102 void VrGLThread::SetFullscreen(bool enabled) {
103 WaitUntilThreadStarted();
104 task_runner()->PostTask(FROM_HERE, base::Bind(&UiSceneManager::SetFullscreen,
105 weak_scene_manager_, enabled));
106 }
107
108 void VrGLThread::SetHistoryButtonsEnabled(bool can_go_back,
109 bool can_go_forward) {
110 WaitUntilThreadStarted();
111 task_runner()->PostTask(
112 FROM_HERE, base::Bind(&UiSceneManager::SetHistoryButtonsEnabled,
113 weak_scene_manager_, can_go_forward, can_go_back));
114 }
115
116 void VrGLThread::SetLoadProgress(double progress) {
cjgrant 2017/05/08 19:17:22 I alphabetized these as well, to match the interfa
117 WaitUntilThreadStarted();
118 task_runner()->PostTask(FROM_HERE,
119 base::Bind(&UiSceneManager::SetLoadProgress,
120 weak_scene_manager_, progress));
121 }
122
123 void VrGLThread::SetLoading(bool loading) {
124 WaitUntilThreadStarted();
125 task_runner()->PostTask(FROM_HERE, base::Bind(&UiSceneManager::SetLoading,
126 weak_scene_manager_, loading));
127 }
128
129 void VrGLThread::SetSecurityLevel(int level) {
130 WaitUntilThreadStarted();
131 task_runner()->PostTask(FROM_HERE,
132 base::Bind(&UiSceneManager::SetSecurityLevel,
133 weak_scene_manager_, level));
134 }
135
136 void VrGLThread::SetURL(const GURL& gurl) {
137 WaitUntilThreadStarted();
138 task_runner()->PostTask(FROM_HERE, base::Bind(&UiSceneManager::SetURL,
139 weak_scene_manager_, gurl));
140 }
141
142 void VrGLThread::SetWebVrMode(bool enabled) {
143 WaitUntilThreadStarted();
144 task_runner()->PostTask(FROM_HERE, base::Bind(&UiSceneManager::SetWebVrMode,
145 weak_scene_manager_, enabled));
146 }
147
148 void VrGLThread::SetWebVrSecureOrigin(bool secure) {
149 WaitUntilThreadStarted();
150 task_runner()->PostTask(FROM_HERE,
151 base::Bind(&UiSceneManager::SetWebVrSecureOrigin,
152 weak_scene_manager_, secure));
153 }
154
102 void VrGLThread::CleanUp() { 155 void VrGLThread::CleanUp() {
103 scene_manager_.reset(); 156 scene_manager_.reset();
104 vr_shell_gl_.reset(); 157 vr_shell_gl_.reset();
105 scene_.reset(); 158 scene_.reset();
106 } 159 }
107 160
108 } // namespace vr_shell 161 } // namespace vr_shell
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