blob: cddcf5d8af039dba34d980ec98c40cb8d5c44187 [file] [log] [blame]
// 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 <stdint.h>
#include <memory>
#include "base/callback.h"
#include "base/files/file_path.h"
#include "base/memory/weak_ptr.h"
#include "base/version.h"
#include "chrome/browser/vr/assets_load_status.h"
#include "chrome/browser/vr/vr_base_export.h"
namespace base {
class DictionaryValue;
class SingleThreadTaskRunner;
class Version;
} // namespace base
namespace vr {
// Major component version we need to support all features.
constexpr uint32_t kTargetMajorVrAssetsComponentVersion = 2;
// Minimum major component version we are able to use with potentially reduced
// set of features.
constexpr uint32_t kMinMajorVrAssetsComponentVersion = 1;
class MetricsHelper;
struct AssetsLoaderSingletonTrait;
struct Assets;
// Manages VR assets such as the environment. Gets updated by the VR assets
// component.
// If not noted otherwise the functions are thread-safe. The reason is that the
// component will be made available on a different thread than the asset load
// request. Internally, the function calls will be posted on the main thread.
// The asset load may be performed on a worker thread.
class VR_BASE_EXPORT AssetsLoader {
typedef base::OnceCallback<void(AssetsLoadStatus status,
std::unique_ptr<Assets> assets,
const base::Version& component_version)>
typedef base::RepeatingCallback<void()> OnComponentReadyCallback;
// Returns the single assets instance and creates it on first call.
static AssetsLoader* GetInstance();
static base::Version MinVersionWithGradients();
static bool AssetsSupported();
// Tells VR assets that a new VR assets component version is ready for use.
void OnComponentReady(const base::Version& version,
const base::FilePath& install_dir,
std::unique_ptr<base::DictionaryValue> manifest);
// Loads asset files and calls |on_loaded| passing the loaded asset files.
// |on_loaded| will be called on the caller's thread. Component must be ready
// when calling this function.
void Load(OnAssetsLoadedCallback on_loaded);
MetricsHelper* GetMetricsHelper();
// Returns true if the component is ready.
// Must be called on the main thread.
bool ComponentReady();
// |on_component_ready| is called on main thread when assets component becomes
// ready to use or got updated. Must be called on the main thread.
void SetOnComponentReadyCallback(
const OnComponentReadyCallback& on_component_ready);
static void LoadAssetsTask(
scoped_refptr<base::SingleThreadTaskRunner> task_runner,
const base::Version& component_version,
const base::FilePath& component_install_dir,
OnAssetsLoadedCallback on_loaded);
void OnComponentReadyInternal(const base::Version& version,
const base::FilePath& install_dir);
void LoadInternal(scoped_refptr<base::SingleThreadTaskRunner> task_runner,
OnAssetsLoadedCallback on_loaded);
bool component_ready_ = false;
base::Version component_version_;
base::FilePath component_install_dir_;
scoped_refptr<base::SingleThreadTaskRunner> main_thread_task_runner_;
std::unique_ptr<MetricsHelper> metrics_helper_;
OnComponentReadyCallback on_component_ready_callback_;
base::WeakPtrFactory<AssetsLoader> weak_ptr_factory_;
friend struct AssetsLoaderSingletonTrait;
} // namespace vr