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

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 #ifndef COMPONENTS_EXO_GAMING_SEAT_H_ 5 #ifndef COMPONENTS_EXO_GAMING_SEAT_H_
6 #define COMPONENTS_EXO_GAMING_SEAT_H_ 6 #define COMPONENTS_EXO_GAMING_SEAT_H_
7 7
8 #include <memory> 8 #include "components/exo/wm_helper.h"
9 9
10 #include "base/macros.h" 10 namespace base {
11 #include "base/memory/weak_ptr.h" 11 class Thread;
12 #include "base/sequenced_task_runner.h" 12 }
13 #include "base/synchronization/lock.h"
14 #include "base/threading/thread.h"
15 #include "base/threading/thread_task_runner_handle.h"
16 #include "components/exo/wm_helper.h"
17 #include "device/gamepad/gamepad_data_fetcher.h"
18 #include "ui/aura/client/focus_change_observer.h"
19 13
20 namespace exo { 14 namespace exo {
21 class GamingSeatDelegate; 15 class GamingSeatDelegate;
22 class GamepadDelegate;
23 16
24 using CreateGamepadDataFetcherCallback = 17 // TODO(jkwang): Remove this GamingSeat and always use ozone gamepad once ozone
25 base::Callback<std::unique_ptr<device::GamepadDataFetcher>()>; 18 // is default for all chrome os.
26
27 // This class represents one gaming seat, it uses a background thread
28 // for polling gamepad devices and notifies the corresponding GampadDelegate of
29 // any changes.
30 class GamingSeat : public WMHelper::FocusObserver { 19 class GamingSeat : public WMHelper::FocusObserver {
31 public: 20 public:
32 // This class will post tasks to invoke the delegate on the thread runner 21 static base::Thread* CreatePollingThreadIfNeeded();
33 // which is associated with the thread that is creating this instance.
34 GamingSeat(GamingSeatDelegate* gaming_seat_delegate,
35 base::SingleThreadTaskRunner* polling_task_runner);
36 22
37 // Allows test cases to specify a CreateGamepadDataFetcherCallback that 23 static GamingSeat* CreateGamingSeat(GamingSeatDelegate* gaming_seat_delegate,
reveman 2017/05/31 22:42:23 do we need to use a factory pattern if this is now
jkwang 2017/06/01 19:43:15 No..It does not need to be like this, but I would
reveman 2017/06/01 22:24:52 Performance is not a concern of mine. Making the c
38 // overrides the default GamepadPlatformDataFetcher. 24 base::Thread* polling_thread);
39 GamingSeat(GamingSeatDelegate* gaming_seat_delegate,
40 base::SingleThreadTaskRunner* polling_task_runner,
41 CreateGamepadDataFetcherCallback create_fetcher_callback);
42
43 ~GamingSeat() override;
44
45 // Overridden WMHelper::FocusObserver:
46 void OnWindowFocused(aura::Window* gained_focus,
47 aura::Window* lost_focus) override;
48
49 private:
50 class ThreadSafeGamepadChangeFetcher;
51
52 // Processes updates of gamepad data and passes changes on to delegate.
53 void ProcessGamepadChanges(int index, const device::Gamepad new_pad);
54
55 // Private implementation of methods and resources that are used on the
56 // polling thread.
57 scoped_refptr<ThreadSafeGamepadChangeFetcher> gamepad_change_fetcher_;
58
59 // The delegate that handles gamepad_added.
60 GamingSeatDelegate* const delegate_;
61
62 // The delegate instances that all other events are dispatched to.
63 GamepadDelegate* gamepad_delegates_[device::Gamepads::kItemsLengthCap];
64
65 // The current state of the gamepad represented by this instance.
66 device::Gamepads pad_state_;
67
68 // ThreadChecker for the origin thread.
69 base::ThreadChecker thread_checker_;
70
71 base::WeakPtrFactory<GamingSeat> weak_ptr_factory_;
72
73 DISALLOW_COPY_AND_ASSIGN(GamingSeat);
74 }; 25 };
75 26
76 } // namespace exo 27 } // namespace exo
77 28
78 #endif // COMPONENTS_EXO_GAMING_SEAT_H_ 29 #endif // COMPONENTS_EXO_GAMING_SEAT_H_
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