| // Copyright 2022 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 DEVICE_GAMEPAD_WGI_GAMEPAD_DEVICE_H_ |
| #define DEVICE_GAMEPAD_WGI_GAMEPAD_DEVICE_H_ |
| |
| #include <Windows.Gaming.Input.h> |
| #include <wrl/client.h> |
| #include <wrl/event.h> |
| |
| #include "base/memory/weak_ptr.h" |
| #include "base/win/core_winrt_util.h" |
| #include "device/gamepad/abstract_haptic_gamepad.h" |
| |
| namespace device { |
| |
| class DEVICE_GAMEPAD_EXPORT WgiGamepadDevice final |
| : public AbstractHapticGamepad { |
| public: |
| explicit WgiGamepadDevice( |
| Microsoft::WRL::ComPtr<ABI::Windows::Gaming::Input::IGamepad> gamepad); |
| WgiGamepadDevice(const WgiGamepadDevice& other) = delete; |
| WgiGamepadDevice& operator=(const WgiGamepadDevice& other) = delete; |
| ~WgiGamepadDevice() override; |
| |
| // AbstractHapticGamepad implementation. |
| void SetVibration(double strong_magnitude, double weak_magnitude) override; |
| base::WeakPtr<AbstractHapticGamepad> GetWeakPtr() override; |
| |
| Microsoft::WRL::ComPtr<ABI::Windows::Gaming::Input::IGamepad> GetGamepad() { |
| return gamepad_; |
| } |
| |
| private: |
| Microsoft::WRL::ComPtr<ABI::Windows::Gaming::Input::IGamepad> gamepad_; |
| |
| base::WeakPtrFactory<WgiGamepadDevice> weak_factory_{this}; |
| }; |
| |
| } // namespace device |
| |
| #endif // DEVICE_GAMEPAD_WGI_GAMEPAD_DEVICE_H_ |