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Unified Diff: components/exo/gaming_seat_ozone.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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Index: components/exo/gaming_seat_ozone.cc
diff --git a/components/exo/gaming_seat_ozone.cc b/components/exo/gaming_seat_ozone.cc
new file mode 100644
index 0000000000000000000000000000000000000000..de1d2357c71b477c2979dd82e120de19bab8c861
--- /dev/null
+++ b/components/exo/gaming_seat_ozone.cc
@@ -0,0 +1,120 @@
+// Copyright 2017 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+#include "components/exo/gamepad_delegate.h"
+#include "components/exo/gaming_seat.h"
+#include "components/exo/gaming_seat_delegate.h"
+#include "components/exo/shell_surface.h"
+#include "components/exo/surface.h"
+#include "ui/events/ozone/gamepad/gamepad_provider_ozone.h"
+
+namespace {
reveman 2017/06/05 22:48:04 nit: blank line after this
jkwang 2017/06/06 20:03:09 Done.
+constexpr int kMaxGamepadCount = 4;
reveman 2017/06/05 22:48:04 nit: s/constexpr/const/ as that's more consistent
jkwang 2017/06/06 20:03:08 Done.
+} // namespace
reveman 2017/06/05 22:48:04 nit: blank line before this
jkwang 2017/06/06 20:03:09 Done.
+
+namespace exo {
+
+base::Thread* GamingSeat::CreatePollingThreadIfNeeded() {
+ return nullptr;
+}
+
+GamingSeat::GamingSeat(GamingSeatDelegate* delegate,
+ base::Thread* polling_thread)
+ : delegate_(delegate),
+ gamepad_provider_(ui::GamepadProviderOzone::GetInstance()) {
+ DCHECK(!polling_thread);
+ auto* helper = WMHelper::GetInstance();
+ helper->AddFocusObserver(this);
+ OnWindowFocused(helper->GetFocusedWindow(), nullptr);
+}
+
+GamingSeat::~GamingSeat() {
+ gamepad_provider_->RemoveGamepadObserver(this);
+ delegate_->OnGamingSeatDestroying(this);
+ // Disconnect all the gamepads.
+ for (auto& entry : gamepads_) {
+ entry.second->OnRemoved();
+ }
+
+ WMHelper::GetInstance()->RemoveFocusObserver(this);
+}
+
+void GamingSeat::OnWindowFocused(aura::Window* gained_focus,
+ aura::Window* lost_focus) {
+ Surface* target = nullptr;
+ if (gained_focus) {
+ target = Surface::AsSurface(gained_focus);
+ if (!target) {
reveman 2017/06/05 22:48:04 hm, why is this scope needed?
jkwang 2017/06/06 20:03:08 To be honest, I don't know. I am reusing the same
+ aura::Window* top_level_window = gained_focus->GetToplevelWindow();
+ if (top_level_window)
+ target = ShellSurface::GetMainSurface(top_level_window);
+ }
+ }
+
+ bool focused = target && delegate_->CanAcceptGamepadEventsForSurface(target);
+ Enable(focused);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// GamingSeat, Override functions for GamepadObserver.
+void GamingSeat::OnGamepadDevicesUpdated() {
+ std::vector<ui::InputDevice> gamepad_devices =
reveman 2017/06/05 22:48:04 hm, would be nice if GetGamepadDevices could retur
jkwang 2017/06/06 20:03:09 Yes, it should! I have added it to my bug. But I w
+ gamepad_provider_->GetGamepadDevices();
+
+ std::map<int, GamepadDelegate*> old_gamepad_map;
reveman 2017/06/05 22:48:04 nit: old_gamepads and I would prefer new_gamepads
jkwang 2017/06/06 20:03:08 Done.
+ old_gamepad_map.swap(gamepads_);
+
+ // Copy the "still connected gamepads".
+ for (auto& device : gamepad_devices) {
+ auto ite = old_gamepad_map.find(device.id);
reveman 2017/06/05 22:48:04 nit: s/ite/it/
jkwang 2017/06/06 20:03:09 Done.
+ if (ite != old_gamepad_map.end()) {
+ gamepads_[device.id] = ite->second;
+ old_gamepad_map.erase(ite);
+ }
+ }
+
+ // Send event for the disconected gamepads.
reveman 2017/06/05 22:48:04 nit: s/Send event for the/Remove each/ nit: s/disc
jkwang 2017/06/06 20:03:09 Done.
+ for (auto& entry : old_gamepad_map) {
reveman 2017/06/05 22:48:04 nit: no need for {}
jkwang 2017/06/06 20:03:07 Done.
+ entry.second->OnRemoved();
+ }
+
+ // Connect new connected gamepads if there is a slot.
+ for (auto& device : gamepad_devices) {
+ if (gamepads_.size() >= kMaxGamepadCount) {
reveman 2017/06/05 22:48:04 nit: no need for {} why do we need this kMaxGamep
jkwang 2017/06/06 20:03:08 /device/gamepad support up to 4 gamepads. So andro
+ break;
+ }
+ if (gamepads_.find(device.id) == gamepads_.end()) {
reveman 2017/06/05 22:48:04 nit: no need for {}
jkwang 2017/06/06 20:03:09 Done.
+ gamepads_[device.id] = delegate_->GamepadAdded();
+ }
+ }
+}
+
+void GamingSeat::OnGamepadEvent(const ui::GamepadEvent& event) {
+ auto ite = gamepads_.find(event.device_id());
reveman 2017/06/05 22:48:04 nit: s/ite/it/
jkwang 2017/06/06 20:03:09 Done.
+ if (ite == gamepads_.end())
reveman 2017/06/05 22:48:04 DCHECK after removing kMaxGamepadCount if possible
jkwang 2017/06/06 20:03:08 Done.
+ return;
+
+ switch (event.type()) {
+ case ui::GamepadEventType::BUTTON:
+ ite->second->OnButton(event.code(), event.value(), event.value());
+ break;
+ case ui::GamepadEventType::AXIS:
+ ite->second->OnAxis(event.code(), event.value());
+ break;
+ case ui::GamepadEventType::FRAME:
+ ite->second->OnFrame();
+ break;
+ }
+}
+
+void GamingSeat::Enable(bool enable) {
reveman 2017/06/05 22:48:04 Do we need this function? Your only calling it fro
jkwang 2017/06/06 20:03:08 Done.
+ if (enable) {
+ gamepad_provider_->AddGamepadObserver(this);
+ OnGamepadDevicesUpdated();
+ } else {
+ gamepad_provider_->RemoveGamepadObserver(this);
+ }
+}
+
+} // namespace exo

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