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Side by Side Diff: components/exo/gaming_seat.cc

Issue 2900773003: Allow gaming_seat to use ozone gamepad as back-end (Closed)
Patch Set: Add gaming_seat_ozone to exo Created 3 years, 6 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 "components/exo/gaming_seat.h" 5 #include "components/exo/gaming_seat.h"
6 6
7 #include <cmath> 7 #include <cmath>
8
reveman 2017/06/08 00:21:44 nit: keep this blank line
9 #include "base/bind.h" 8 #include "base/bind.h"
10 #include "base/location.h"
11 #include "base/single_thread_task_runner.h"
12 #include "base/threading/thread.h"
13 #include "base/threading/thread_task_runner_handle.h"
14 #include "components/exo/gamepad_delegate.h" 9 #include "components/exo/gamepad_delegate.h"
15 #include "components/exo/gaming_seat_delegate.h" 10 #include "components/exo/gaming_seat_delegate.h"
16 #include "components/exo/shell_surface.h" 11 #include "components/exo/shell_surface.h"
17 #include "components/exo/surface.h" 12 #include "components/exo/surface.h"
18 #include "device/gamepad/gamepad_data_fetcher.h" 13 #include "device/gamepad/gamepad_data_fetcher.h"
19 #include "device/gamepad/gamepad_pad_state_provider.h" 14 #include "device/gamepad/gamepad_pad_state_provider.h"
20 #include "device/gamepad/gamepad_platform_data_fetcher_linux.h" 15 #include "device/gamepad/gamepad_platform_data_fetcher_linux.h"
21 #include "ui/aura/window.h" 16 #include "ui/aura/window.h"
22 17
23 namespace exo { 18 namespace exo {
(...skipping 29 matching lines...) Expand all
53 base::Callback<void(int index, const device::Gamepad)>; 48 base::Callback<void(int index, const device::Gamepad)>;
54 49
55 ThreadSafeGamepadChangeFetcher( 50 ThreadSafeGamepadChangeFetcher(
56 const ProcessGamepadChangesCallback& post_gamepad_changes, 51 const ProcessGamepadChangesCallback& post_gamepad_changes,
57 const CreateGamepadDataFetcherCallback& create_fetcher_callback, 52 const CreateGamepadDataFetcherCallback& create_fetcher_callback,
58 base::SingleThreadTaskRunner* task_runner) 53 base::SingleThreadTaskRunner* task_runner)
59 : process_gamepad_changes_(post_gamepad_changes), 54 : process_gamepad_changes_(post_gamepad_changes),
60 create_fetcher_callback_(create_fetcher_callback), 55 create_fetcher_callback_(create_fetcher_callback),
61 polling_task_runner_(task_runner), 56 polling_task_runner_(task_runner),
62 origin_task_runner_(base::ThreadTaskRunnerHandle::Get()) { 57 origin_task_runner_(base::ThreadTaskRunnerHandle::Get()) {
63 thread_checker_.DetachFromThread(); 58 DETACH_FROM_THREAD(thread_checker_);
64 } 59 }
65 60
66 // Enable or disable gamepad polling. Can be called from any thread. 61 // Enable or disable gamepad polling. Can be called from any thread.
67 void EnablePolling(bool enabled) { 62 void EnablePolling(bool enabled) {
68 polling_task_runner_->PostTask( 63 polling_task_runner_->PostTask(
69 FROM_HERE, 64 FROM_HERE,
70 base::Bind( 65 base::Bind(
71 &ThreadSafeGamepadChangeFetcher::EnablePollingOnPollingThread, 66 &ThreadSafeGamepadChangeFetcher::EnablePollingOnPollingThread,
72 make_scoped_refptr(this), enabled)); 67 make_scoped_refptr(this), enabled));
73 } 68 }
74 69
75 private: 70 private:
76 friend class base::RefCountedThreadSafe<ThreadSafeGamepadChangeFetcher>; 71 friend class base::RefCountedThreadSafe<ThreadSafeGamepadChangeFetcher>;
77 72
78 ~ThreadSafeGamepadChangeFetcher() override {} 73 ~ThreadSafeGamepadChangeFetcher() override {}
79 74
80 // Enables or disables polling. 75 // Enables or disables polling.
81 void EnablePollingOnPollingThread(bool enabled) { 76 void EnablePollingOnPollingThread(bool enabled) {
82 DCHECK(thread_checker_.CalledOnValidThread()); 77 DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
83 is_enabled_ = enabled; 78 is_enabled_ = enabled;
84 79
85 if (is_enabled_) { 80 if (is_enabled_) {
86 if (!fetcher_) { 81 if (!fetcher_) {
87 fetcher_ = create_fetcher_callback_.Run(); 82 fetcher_ = create_fetcher_callback_.Run();
88 InitializeDataFetcher(fetcher_.get()); 83 InitializeDataFetcher(fetcher_.get());
89 DCHECK(fetcher_); 84 DCHECK(fetcher_);
90 } 85 }
91 SchedulePollOnPollingThread(); 86 SchedulePollOnPollingThread();
92 } else { 87 } else {
93 fetcher_.reset(); 88 fetcher_.reset();
94 } 89 }
95 } 90 }
96 91
97 // Schedules the next poll on the polling thread. 92 // Schedules the next poll on the polling thread.
98 void SchedulePollOnPollingThread() { 93 void SchedulePollOnPollingThread() {
99 DCHECK(thread_checker_.CalledOnValidThread()); 94 DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
100 DCHECK(fetcher_); 95 DCHECK(fetcher_);
101 96
102 if (!is_enabled_ || has_poll_scheduled_) 97 if (!is_enabled_ || has_poll_scheduled_)
103 return; 98 return;
104 99
105 has_poll_scheduled_ = true; 100 has_poll_scheduled_ = true;
106 polling_task_runner_->PostDelayedTask( 101 polling_task_runner_->PostDelayedTask(
107 FROM_HERE, 102 FROM_HERE,
108 base::Bind(&ThreadSafeGamepadChangeFetcher::PollOnPollingThread, 103 base::Bind(&ThreadSafeGamepadChangeFetcher::PollOnPollingThread,
109 make_scoped_refptr(this)), 104 make_scoped_refptr(this)),
110 base::TimeDelta::FromMilliseconds(kPollingTimeIntervalMs)); 105 base::TimeDelta::FromMilliseconds(kPollingTimeIntervalMs));
111 } 106 }
112 107
113 // Polls devices for new data and posts gamepad changes back to origin thread. 108 // Polls devices for new data and posts gamepad changes back to origin thread.
114 void PollOnPollingThread() { 109 void PollOnPollingThread() {
115 DCHECK(thread_checker_.CalledOnValidThread()); 110 DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
116 111
117 has_poll_scheduled_ = false; 112 has_poll_scheduled_ = false;
118 if (!is_enabled_) 113 if (!is_enabled_)
119 return; 114 return;
120 115
121 DCHECK(fetcher_); 116 DCHECK(fetcher_);
122 117
123 device::Gamepads new_state = state_; 118 device::Gamepads new_state = state_;
124 fetcher_->GetGamepadData( 119 fetcher_->GetGamepadData(
125 false /* No hardware changed notification from the system */); 120 false /* No hardware changed notification from the system */);
(...skipping 47 matching lines...) Expand 10 before | Expand all | Expand 10 after
173 // The current state of all gamepads. 168 // The current state of all gamepads.
174 device::Gamepads state_; 169 device::Gamepads state_;
175 170
176 // True if a poll has been scheduled. 171 // True if a poll has been scheduled.
177 bool has_poll_scheduled_ = false; 172 bool has_poll_scheduled_ = false;
178 173
179 // True if the polling thread is paused. 174 // True if the polling thread is paused.
180 bool is_enabled_ = false; 175 bool is_enabled_ = false;
181 176
182 // ThreadChecker for the polling thread. 177 // ThreadChecker for the polling thread.
183 base::ThreadChecker thread_checker_; 178 THREAD_CHECKER(thread_checker_);
184 179
185 DISALLOW_COPY_AND_ASSIGN(ThreadSafeGamepadChangeFetcher); 180 DISALLOW_COPY_AND_ASSIGN(ThreadSafeGamepadChangeFetcher);
186 }; 181 };
187 182
188 //////////////////////////////////////////////////////////////////////////////// 183 ////////////////////////////////////////////////////////////////////////////////
189 // GamingSeat, public: 184 // GamingSeat, public:
190 185
191 GamingSeat::GamingSeat(GamingSeatDelegate* gaming_seat_delegate, 186 GamingSeat::GamingSeat(GamingSeatDelegate* gaming_seat_delegate,
192 base::SingleThreadTaskRunner* polling_task_runner) 187 base::SingleThreadTaskRunner* polling_task_runner)
193 : GamingSeat(gaming_seat_delegate,
194 polling_task_runner,
195 base::Bind(CreateGamepadPlatformDataFetcher)) {}
196
197 GamingSeat::GamingSeat(GamingSeatDelegate* gaming_seat_delegate,
198 base::SingleThreadTaskRunner* polling_task_runner,
199 CreateGamepadDataFetcherCallback create_fetcher_callback)
200 : delegate_(gaming_seat_delegate), 188 : delegate_(gaming_seat_delegate),
201 gamepad_delegates_{nullptr}, 189 gamepad_delegates_{nullptr},
202 weak_ptr_factory_(this) { 190 weak_ptr_factory_(this) {
203 gamepad_change_fetcher_ = new ThreadSafeGamepadChangeFetcher( 191 gamepad_change_fetcher_ = new ThreadSafeGamepadChangeFetcher(
204 base::Bind(&GamingSeat::ProcessGamepadChanges, 192 base::Bind(&GamingSeat::ProcessGamepadChanges,
205 weak_ptr_factory_.GetWeakPtr()), 193 weak_ptr_factory_.GetWeakPtr()),
206 create_fetcher_callback, polling_task_runner); 194 base::Bind(CreateGamepadPlatformDataFetcher), polling_task_runner);
207 195
208 auto* helper = WMHelper::GetInstance(); 196 auto* helper = WMHelper::GetInstance();
209 helper->AddFocusObserver(this); 197 helper->AddFocusObserver(this);
210 OnWindowFocused(helper->GetFocusedWindow(), nullptr); 198 OnWindowFocused(helper->GetFocusedWindow(), nullptr);
211 } 199 }
212 200
213 GamingSeat::~GamingSeat() { 201 GamingSeat::~GamingSeat() {
214 // Disable polling. Since ThreadSafeGamepadChangeFetcher are reference 202 // Disable polling. Since ThreadSafeGamepadChangeFetcher are reference
215 // counted, we can safely have it shut down after Gamepad has been destroyed. 203 // counted, we can safely have it shut down after Gamepad has been destroyed.
216 gamepad_change_fetcher_->EnablePolling(false); 204 gamepad_change_fetcher_->EnablePolling(false);
217 205
218 delegate_->OnGamingSeatDestroying(this); 206 delegate_->OnGamingSeatDestroying(this);
219 for (size_t i = 0; i < device::Gamepads::kItemsLengthCap; ++i) { 207 for (size_t i = 0; i < device::Gamepads::kItemsLengthCap; ++i) {
220 if (gamepad_delegates_[i]) { 208 if (gamepad_delegates_[i]) {
221 gamepad_delegates_[i]->OnRemoved(); 209 gamepad_delegates_[i]->OnRemoved();
222 } 210 }
223 } 211 }
224 WMHelper::GetInstance()->RemoveFocusObserver(this); 212 WMHelper::GetInstance()->RemoveFocusObserver(this);
225 } 213 }
226 214
227 //////////////////////////////////////////////////////////////////////////////// 215 ////////////////////////////////////////////////////////////////////////////////
228 // aura::client::FocusChangeObserver overrides: 216 // aura::client::FocusChangeObserver overrides:
229 217
230 void GamingSeat::OnWindowFocused(aura::Window* gained_focus, 218 void GamingSeat::OnWindowFocused(aura::Window* gained_focus,
231 aura::Window* lost_focus) { 219 aura::Window* lost_focus) {
232 DCHECK(thread_checker_.CalledOnValidThread()); 220 DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
233 Surface* target = nullptr; 221 Surface* target = nullptr;
234 if (gained_focus) { 222 if (gained_focus) {
235 target = Surface::AsSurface(gained_focus); 223 target = Surface::AsSurface(gained_focus);
236 if (!target) { 224 if (!target) {
237 aura::Window* top_level_window = gained_focus->GetToplevelWindow(); 225 aura::Window* top_level_window = gained_focus->GetToplevelWindow();
238 if (top_level_window) 226 if (top_level_window)
239 target = ShellSurface::GetMainSurface(top_level_window); 227 target = ShellSurface::GetMainSurface(top_level_window);
240 } 228 }
241 } 229 }
242 230
243 bool focused = target && delegate_->CanAcceptGamepadEventsForSurface(target); 231 bool focused = target && delegate_->CanAcceptGamepadEventsForSurface(target);
244 232
245 gamepad_change_fetcher_->EnablePolling(focused); 233 gamepad_change_fetcher_->EnablePolling(focused);
246 } 234 }
247 235
248 //////////////////////////////////////////////////////////////////////////////// 236 ////////////////////////////////////////////////////////////////////////////////
249 // GamingSeat, private: 237 // GamingSeat, private:
250 238
251 void GamingSeat::ProcessGamepadChanges(int index, 239 void GamingSeat::ProcessGamepadChanges(int index,
252 const device::Gamepad new_pad) { 240 const device::Gamepad new_pad) {
253 DCHECK(thread_checker_.CalledOnValidThread()); 241 DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
254 bool send_frame = false; 242 bool send_frame = false;
255 243
256 device::Gamepad& pad_state = pad_state_.items[index]; 244 device::Gamepad& pad_state = pad_state_.items[index];
257 // Update connection state. 245 // Update connection state.
258 GamepadDelegate* delegate = gamepad_delegates_[index]; 246 GamepadDelegate* delegate = gamepad_delegates_[index];
259 if (new_pad.connected != pad_state.connected) { 247 if (new_pad.connected != pad_state.connected) {
260 // New pad is disconnected. 248 // New pad is disconnected.
261 if (!new_pad.connected) { 249 if (!new_pad.connected) {
262 // If gamepad is disconnected now, it should be connected before, then 250 // If gamepad is disconnected now, it should be connected before, then
263 // gamepad_delegate should not be null. 251 // gamepad_delegate should not be null.
(...skipping 35 matching lines...) Expand 10 before | Expand all | Expand 10 after
299 delegate->OnButton(button_id, new_button.pressed, new_button.value); 287 delegate->OnButton(button_id, new_button.pressed, new_button.value);
300 } 288 }
301 } 289 }
302 if (send_frame) 290 if (send_frame)
303 delegate->OnFrame(); 291 delegate->OnFrame();
304 292
305 pad_state = new_pad; 293 pad_state = new_pad;
306 } 294 }
307 295
308 } // namespace exo 296 } // namespace exo
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