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// 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 "base/memory/scoped_refptr.h"
#include "base/sequenced_task_runner.h"
#include "base/threading/thread_checker.h"
#include "base/time/time.h"
#include "device/gamepad/gamepad_export.h"
#include "device/gamepad/public/mojom/gamepad.mojom.h"
namespace device {
// AbstractHapticGamepad is a base class for gamepads that support dual-rumble
// vibration effects. To use it, override the SetVibration method so that it
// sets the vibration intensity on the device. Then, calling PlayEffect or
// ResetVibration will call your SetVibration method at the appropriate times
// to produce the desired vibration effect. When the effect is complete, or when
// it has been preempted by another effect, the callback is invoked with a
// result code.
// By default, SetZeroVibration simply calls SetVibration with both parameters
// set to zero. You may optionally override SetZeroVibration if the device has a
// more efficient means of stopping an ongoing effect.
class DEVICE_GAMEPAD_EXPORT AbstractHapticGamepad {
virtual ~AbstractHapticGamepad();
// Start playing a haptic effect of type |type|, described by |params|. When
// the effect is complete, or if it encounters an error, the result code is
// passed back to the caller on its own sequence by calling |callback| using
// |callback_runner|.
void PlayEffect(
mojom::GamepadHapticEffectType type,
mojom::GamepadEffectParametersPtr params,
mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback callback,
scoped_refptr<base::SequencedTaskRunner> callback_runner);
// Reset vibration on the gamepad, perhaps interrupting an ongoing effect. A
// result code is passed back to the caller on its own sequence by calling
// |callback| using |callback_runner|.
void ResetVibration(
mojom::GamepadHapticsManager::ResetVibrationActuatorCallback callback,
scoped_refptr<base::SequencedTaskRunner> callback_runner);
// Stop vibration effects, run callbacks, and release held resources. Must be
// called before the device is destroyed.
void Shutdown();
// Set the vibration magnitude for the strong and weak vibration actuators.
virtual void SetVibration(double strong_magnitude, double weak_magnitude) = 0;
// Set the vibration magnitude for both actuators to zero.
virtual void SetZeroVibration();
// The maximum effect duration supported by this device. Long-running effects
// must be divided into effects of this duration or less.
virtual double GetMaxEffectDurationMillis();
// Override to perform additional shutdown actions after vibration effects
// are halted and callbacks are issued.
virtual void DoShutdown() {}
void PlayDualRumbleEffect(int sequence_id,
double duration,
double start_delay,
double strong_magnitude,
double weak_magnitude);
void StartVibration(int sequence_id,
double duration,
double strong_magnitude,
double weak_magnitude);
void FinishEffect(int sequence_id);
bool is_shut_down_;
int sequence_id_;
scoped_refptr<base::SequencedTaskRunner> callback_runner_;
} // namespace device