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Issue 2900773003: Allow gaming_seat to use ozone gamepad as back-end (Closed)
Patch Set: Allow gaming_seat to use ozone gamepad as backend 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 8
9 #include "base/bind.h" 9 #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" 10 #include "components/exo/gamepad_delegate.h"
15 #include "components/exo/gaming_seat_delegate.h" 11 #include "components/exo/gaming_seat_delegate.h"
16 #include "components/exo/shell_surface.h" 12 #include "components/exo/shell_surface.h"
17 #include "components/exo/surface.h" 13 #include "components/exo/surface.h"
18 #include "device/gamepad/gamepad_data_fetcher.h" 14 #include "device/gamepad/gamepad_data_fetcher.h"
19 #include "device/gamepad/gamepad_pad_state_provider.h" 15 #include "device/gamepad/gamepad_pad_state_provider.h"
20 #include "device/gamepad/gamepad_platform_data_fetcher_linux.h" 16 #include "device/gamepad/gamepad_platform_data_fetcher_linux.h"
21 #include "ui/aura/window.h" 17 #include "ui/aura/window.h"
22 18
23 namespace exo { 19 namespace exo {
(...skipping 29 matching lines...) Expand all
53 base::Callback<void(int index, const device::Gamepad)>; 49 base::Callback<void(int index, const device::Gamepad)>;
54 50
55 ThreadSafeGamepadChangeFetcher( 51 ThreadSafeGamepadChangeFetcher(
56 const ProcessGamepadChangesCallback& post_gamepad_changes, 52 const ProcessGamepadChangesCallback& post_gamepad_changes,
57 const CreateGamepadDataFetcherCallback& create_fetcher_callback, 53 const CreateGamepadDataFetcherCallback& create_fetcher_callback,
58 base::SingleThreadTaskRunner* task_runner) 54 base::SingleThreadTaskRunner* task_runner)
59 : process_gamepad_changes_(post_gamepad_changes), 55 : process_gamepad_changes_(post_gamepad_changes),
60 create_fetcher_callback_(create_fetcher_callback), 56 create_fetcher_callback_(create_fetcher_callback),
61 polling_task_runner_(task_runner), 57 polling_task_runner_(task_runner),
62 origin_task_runner_(base::ThreadTaskRunnerHandle::Get()) { 58 origin_task_runner_(base::ThreadTaskRunnerHandle::Get()) {
63 thread_checker_.DetachFromThread(); 59 DETACH_FROM_THREAD(thread_checker_);
64 } 60 }
65 61
66 // Enable or disable gamepad polling. Can be called from any thread. 62 // Enable or disable gamepad polling. Can be called from any thread.
67 void EnablePolling(bool enabled) { 63 void EnablePolling(bool enabled) {
68 polling_task_runner_->PostTask( 64 polling_task_runner_->PostTask(
69 FROM_HERE, 65 FROM_HERE,
70 base::Bind( 66 base::Bind(
71 &ThreadSafeGamepadChangeFetcher::EnablePollingOnPollingThread, 67 &ThreadSafeGamepadChangeFetcher::EnablePollingOnPollingThread,
72 make_scoped_refptr(this), enabled)); 68 make_scoped_refptr(this), enabled));
73 } 69 }
74 70
75 private: 71 private:
76 friend class base::RefCountedThreadSafe<ThreadSafeGamepadChangeFetcher>; 72 friend class base::RefCountedThreadSafe<ThreadSafeGamepadChangeFetcher>;
77 73
78 ~ThreadSafeGamepadChangeFetcher() override {} 74 ~ThreadSafeGamepadChangeFetcher() override {}
79 75
80 // Enables or disables polling. 76 // Enables or disables polling.
81 void EnablePollingOnPollingThread(bool enabled) { 77 void EnablePollingOnPollingThread(bool enabled) {
82 DCHECK(thread_checker_.CalledOnValidThread()); 78 DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
83 is_enabled_ = enabled; 79 is_enabled_ = enabled;
84 80
85 if (is_enabled_) { 81 if (is_enabled_) {
86 if (!fetcher_) { 82 if (!fetcher_) {
87 fetcher_ = create_fetcher_callback_.Run(); 83 fetcher_ = create_fetcher_callback_.Run();
88 InitializeDataFetcher(fetcher_.get()); 84 InitializeDataFetcher(fetcher_.get());
89 DCHECK(fetcher_); 85 DCHECK(fetcher_);
90 } 86 }
91 SchedulePollOnPollingThread(); 87 SchedulePollOnPollingThread();
92 } else { 88 } else {
93 fetcher_.reset(); 89 fetcher_.reset();
94 } 90 }
95 } 91 }
96 92
97 // Schedules the next poll on the polling thread. 93 // Schedules the next poll on the polling thread.
98 void SchedulePollOnPollingThread() { 94 void SchedulePollOnPollingThread() {
99 DCHECK(thread_checker_.CalledOnValidThread()); 95 DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
100 DCHECK(fetcher_); 96 DCHECK(fetcher_);
101 97
102 if (!is_enabled_ || has_poll_scheduled_) 98 if (!is_enabled_ || has_poll_scheduled_)
103 return; 99 return;
104 100
105 has_poll_scheduled_ = true; 101 has_poll_scheduled_ = true;
106 polling_task_runner_->PostDelayedTask( 102 polling_task_runner_->PostDelayedTask(
107 FROM_HERE, 103 FROM_HERE,
108 base::Bind(&ThreadSafeGamepadChangeFetcher::PollOnPollingThread, 104 base::Bind(&ThreadSafeGamepadChangeFetcher::PollOnPollingThread,
109 make_scoped_refptr(this)), 105 make_scoped_refptr(this)),
110 base::TimeDelta::FromMilliseconds(kPollingTimeIntervalMs)); 106 base::TimeDelta::FromMilliseconds(kPollingTimeIntervalMs));
111 } 107 }
112 108
113 // Polls devices for new data and posts gamepad changes back to origin thread. 109 // Polls devices for new data and posts gamepad changes back to origin thread.
114 void PollOnPollingThread() { 110 void PollOnPollingThread() {
115 DCHECK(thread_checker_.CalledOnValidThread()); 111 DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
116 112
117 has_poll_scheduled_ = false; 113 has_poll_scheduled_ = false;
118 if (!is_enabled_) 114 if (!is_enabled_)
119 return; 115 return;
120 116
121 DCHECK(fetcher_); 117 DCHECK(fetcher_);
122 118
123 device::Gamepads new_state = state_; 119 device::Gamepads new_state = state_;
124 fetcher_->GetGamepadData( 120 fetcher_->GetGamepadData(
125 false /* No hardware changed notification from the system */); 121 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. 169 // The current state of all gamepads.
174 device::Gamepads state_; 170 device::Gamepads state_;
175 171
176 // True if a poll has been scheduled. 172 // True if a poll has been scheduled.
177 bool has_poll_scheduled_ = false; 173 bool has_poll_scheduled_ = false;
178 174
179 // True if the polling thread is paused. 175 // True if the polling thread is paused.
180 bool is_enabled_ = false; 176 bool is_enabled_ = false;
181 177
182 // ThreadChecker for the polling thread. 178 // ThreadChecker for the polling thread.
183 base::ThreadChecker thread_checker_; 179 THREAD_CHECKER(thread_checker_);
184 180
185 DISALLOW_COPY_AND_ASSIGN(ThreadSafeGamepadChangeFetcher); 181 DISALLOW_COPY_AND_ASSIGN(ThreadSafeGamepadChangeFetcher);
186 }; 182 };
187 183
188 //////////////////////////////////////////////////////////////////////////////// 184 ////////////////////////////////////////////////////////////////////////////////
189 // GamingSeat, public: 185 // GamingSeat, public:
190 186
191 GamingSeat::GamingSeat(GamingSeatDelegate* gaming_seat_delegate, 187 GamingSeat::GamingSeat(GamingSeatDelegate* gaming_seat_delegate,
192 base::SingleThreadTaskRunner* polling_task_runner) 188 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), 189 : delegate_(gaming_seat_delegate),
201 gamepad_delegates_{nullptr}, 190 gamepad_delegates_{nullptr},
202 weak_ptr_factory_(this) { 191 weak_ptr_factory_(this) {
203 gamepad_change_fetcher_ = new ThreadSafeGamepadChangeFetcher( 192 gamepad_change_fetcher_ = new ThreadSafeGamepadChangeFetcher(
204 base::Bind(&GamingSeat::ProcessGamepadChanges, 193 base::Bind(&GamingSeat::ProcessGamepadChanges,
205 weak_ptr_factory_.GetWeakPtr()), 194 weak_ptr_factory_.GetWeakPtr()),
206 create_fetcher_callback, polling_task_runner); 195 base::Bind(CreateGamepadPlatformDataFetcher), polling_task_runner);
207 196
208 auto* helper = WMHelper::GetInstance(); 197 auto* helper = WMHelper::GetInstance();
209 helper->AddFocusObserver(this); 198 helper->AddFocusObserver(this);
210 OnWindowFocused(helper->GetFocusedWindow(), nullptr); 199 OnWindowFocused(helper->GetFocusedWindow(), nullptr);
211 } 200 }
212 201
213 GamingSeat::~GamingSeat() { 202 GamingSeat::~GamingSeat() {
214 // Disable polling. Since ThreadSafeGamepadChangeFetcher are reference 203 // Disable polling. Since ThreadSafeGamepadChangeFetcher are reference
215 // counted, we can safely have it shut down after Gamepad has been destroyed. 204 // counted, we can safely have it shut down after Gamepad has been destroyed.
216 gamepad_change_fetcher_->EnablePolling(false); 205 gamepad_change_fetcher_->EnablePolling(false);
217 206
218 delegate_->OnGamingSeatDestroying(this); 207 delegate_->OnGamingSeatDestroying(this);
219 for (size_t i = 0; i < device::Gamepads::kItemsLengthCap; ++i) { 208 for (size_t i = 0; i < device::Gamepads::kItemsLengthCap; ++i) {
220 if (gamepad_delegates_[i]) { 209 if (gamepad_delegates_[i]) {
221 gamepad_delegates_[i]->OnRemoved(); 210 gamepad_delegates_[i]->OnRemoved();
222 } 211 }
223 } 212 }
224 WMHelper::GetInstance()->RemoveFocusObserver(this); 213 WMHelper::GetInstance()->RemoveFocusObserver(this);
225 } 214 }
226 215
227 //////////////////////////////////////////////////////////////////////////////// 216 ////////////////////////////////////////////////////////////////////////////////
228 // aura::client::FocusChangeObserver overrides: 217 // aura::client::FocusChangeObserver overrides:
229 218
230 void GamingSeat::OnWindowFocused(aura::Window* gained_focus, 219 void GamingSeat::OnWindowFocused(aura::Window* gained_focus,
231 aura::Window* lost_focus) { 220 aura::Window* lost_focus) {
232 DCHECK(thread_checker_.CalledOnValidThread()); 221 DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
233 Surface* target = nullptr; 222 Surface* target = nullptr;
234 if (gained_focus) { 223 if (gained_focus) {
235 target = Surface::AsSurface(gained_focus); 224 target = Surface::AsSurface(gained_focus);
236 if (!target) { 225 if (!target) {
237 aura::Window* top_level_window = gained_focus->GetToplevelWindow(); 226 aura::Window* top_level_window = gained_focus->GetToplevelWindow();
238 if (top_level_window) 227 if (top_level_window)
239 target = ShellSurface::GetMainSurface(top_level_window); 228 target = ShellSurface::GetMainSurface(top_level_window);
240 } 229 }
241 } 230 }
242 231
243 bool focused = target && delegate_->CanAcceptGamepadEventsForSurface(target); 232 bool focused = target && delegate_->CanAcceptGamepadEventsForSurface(target);
244 233
245 gamepad_change_fetcher_->EnablePolling(focused); 234 gamepad_change_fetcher_->EnablePolling(focused);
246 } 235 }
247 236
248 //////////////////////////////////////////////////////////////////////////////// 237 ////////////////////////////////////////////////////////////////////////////////
249 // GamingSeat, private: 238 // GamingSeat, private:
250 239
251 void GamingSeat::ProcessGamepadChanges(int index, 240 void GamingSeat::ProcessGamepadChanges(int index,
252 const device::Gamepad new_pad) { 241 const device::Gamepad new_pad) {
253 DCHECK(thread_checker_.CalledOnValidThread()); 242 DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
254 bool send_frame = false; 243 bool send_frame = false;
255 244
256 device::Gamepad& pad_state = pad_state_.items[index]; 245 device::Gamepad& pad_state = pad_state_.items[index];
257 // Update connection state. 246 // Update connection state.
258 GamepadDelegate* delegate = gamepad_delegates_[index]; 247 GamepadDelegate* delegate = gamepad_delegates_[index];
259 if (new_pad.connected != pad_state.connected) { 248 if (new_pad.connected != pad_state.connected) {
260 // New pad is disconnected. 249 // New pad is disconnected.
261 if (!new_pad.connected) { 250 if (!new_pad.connected) {
262 // If gamepad is disconnected now, it should be connected before, then 251 // If gamepad is disconnected now, it should be connected before, then
263 // gamepad_delegate should not be null. 252 // 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); 288 delegate->OnButton(button_id, new_button.pressed, new_button.value);
300 } 289 }
301 } 290 }
302 if (send_frame) 291 if (send_frame)
303 delegate->OnFrame(); 292 delegate->OnFrame();
304 293
305 pad_state = new_pad; 294 pad_state = new_pad;
306 } 295 }
307 296
308 } // namespace exo 297 } // namespace exo
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