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// Copyright (c) 2012 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.
#ifndef CONTENT_BROWSER_GAMEPAD_GAMEPAD_PROVIDER_H_
#define CONTENT_BROWSER_GAMEPAD_GAMEPAD_PROVIDER_H_
#include <utility>
#include <vector>
#include "base/callback_forward.h"
#include "base/memory/ref_counted.h"
#include "base/memory/scoped_ptr.h"
#include "base/memory/shared_memory.h"
#include "base/memory/weak_ptr.h"
#include "base/message_loop/message_loop_proxy.h"
#include "base/synchronization/lock.h"
#include "base/system_monitor/system_monitor.h"
#include "content/common/content_export.h"
#include "third_party/WebKit/public/platform/WebGamepads.h"
namespace base {
class MessageLoopProxy;
class Thread;
}
namespace content {
class GamepadDataFetcher;
struct GamepadHardwareBuffer;
class CONTENT_EXPORT GamepadProvider :
public base::SystemMonitor::DevicesChangedObserver {
public:
GamepadProvider();
// Manually specifies the data fetcher. Used for testing.
explicit GamepadProvider(scoped_ptr<GamepadDataFetcher> fetcher);
virtual ~GamepadProvider();
// Returns the shared memory handle of the gamepad data duplicated into the
// given process.
base::SharedMemoryHandle GetSharedMemoryHandleForProcess(
base::ProcessHandle renderer_process);
void GetCurrentGamepadData(blink::WebGamepads* data);
// Pause and resume the background polling thread. Can be called from any
// thread.
void Pause();
void Resume();
// Registers the given closure for calling when the user has interacted with
// the device. This callback will only be issued once.
void RegisterForUserGesture(const base::Closure& closure);
// base::SystemMonitor::DevicesChangedObserver implementation.
virtual void OnDevicesChanged(base::SystemMonitor::DeviceType type) OVERRIDE;
private:
void Initialize(scoped_ptr<GamepadDataFetcher> fetcher);
// Method for setting up the platform-specific data fetcher. Takes ownership
// of |fetcher|.
void DoInitializePollingThread(scoped_ptr<GamepadDataFetcher> fetcher);
// Method for sending pause hints to the low-level data fetcher. Runs on
// polling_thread_.
void SendPauseHint(bool paused);
// Method for polling a GamepadDataFetcher. Runs on the polling_thread_.
void DoPoll();
void ScheduleDoPoll();
void OnGamepadConnectionChange(bool connected,
int index,
const blink::WebGamepad& pad);
void DispatchGamepadConnectionChange(bool connected,
int index,
const blink::WebGamepad& pad);
GamepadHardwareBuffer* SharedMemoryAsHardwareBuffer();
// Checks the gamepad state to see if the user has interacted with it.
void CheckForUserGesture();
enum { kDesiredSamplingIntervalMs = 16 };
// Keeps track of when the background thread is paused. Access to is_paused_
// must be guarded by is_paused_lock_.
base::Lock is_paused_lock_;
bool is_paused_;
// Keep track of when a polling task is schedlued, so as to prevent us from
// accidentally scheduling more than one at any time, when rapidly toggling
// |is_paused_|.
bool have_scheduled_do_poll_;
// Lists all observers registered for user gestures, and the thread which
// to issue the callbacks on. Since we always issue the callback on the
// thread which the registration happened, and this class lives on the I/O
// thread, the message loop proxies will normally just be the I/O thread.
// However, this will be the main thread for unit testing.
base::Lock user_gesture_lock_;
struct ClosureAndThread {
ClosureAndThread(const base::Closure& c,
const scoped_refptr<base::MessageLoopProxy>& m);
~ClosureAndThread();
base::Closure closure;
scoped_refptr<base::MessageLoopProxy> message_loop;
};
typedef std::vector<ClosureAndThread> UserGestureObserverVector;
UserGestureObserverVector user_gesture_observers_;
// Updated based on notification from SystemMonitor when the system devices
// have been updated, and this notification is passed on to the data fetcher
// to enable it to avoid redundant (and possibly expensive) is-connected
// tests. Access to devices_changed_ must be guarded by
// devices_changed_lock_.
base::Lock devices_changed_lock_;
bool devices_changed_;
bool ever_had_user_gesture_;
class PadState {
public:
PadState() {
SetDisconnected();
}
bool Match(const blink::WebGamepad& pad) const;
void SetPad(const blink::WebGamepad& pad);
void SetDisconnected();
void AsWebGamepad(blink::WebGamepad* pad);
bool connected() const { return connected_; }
private:
bool connected_;
unsigned axes_length_;
unsigned buttons_length_;
blink::WebUChar id_[blink::WebGamepad::idLengthCap];
blink::WebUChar mapping_[blink::WebGamepad::mappingLengthCap];
};
// Used to detect connections and disconnections.
scoped_ptr<PadState[]> pad_states_;
// Only used on the polling thread.
scoped_ptr<GamepadDataFetcher> data_fetcher_;
base::Lock shared_memory_lock_;
base::SharedMemory gamepad_shared_memory_;
// Polling is done on this background thread.
scoped_ptr<base::Thread> polling_thread_;
static GamepadProvider* instance_;
DISALLOW_COPY_AND_ASSIGN(GamepadProvider);
};
} // namespace content
#endif // CONTENT_BROWSER_GAMEPAD_GAMEPAD_PROVIDER_H_