| // Copyright 2014 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 "content/shell/test_runner/gamepad_controller.h" |
| |
| #include <string.h> |
| |
| #include "base/macros.h" |
| #include "content/public/common/service_names.mojom.h" |
| #include "content/public/renderer/render_frame.h" |
| #include "content/shell/test_runner/web_test_delegate.h" |
| #include "gin/arguments.h" |
| #include "gin/handle.h" |
| #include "gin/object_template_builder.h" |
| #include "gin/wrappable.h" |
| #include "mojo/public/cpp/system/platform_handle.h" |
| #include "services/service_manager/public/cpp/interface_provider.h" |
| #include "third_party/blink/public/platform/web_gamepad_listener.h" |
| #include "third_party/blink/public/web/blink.h" |
| #include "third_party/blink/public/web/web_local_frame.h" |
| #include "v8/include/v8.h" |
| |
| using device::Gamepad; |
| using device::Gamepads; |
| |
| namespace test_runner { |
| |
| class GamepadControllerBindings |
| : public gin::Wrappable<GamepadControllerBindings> { |
| public: |
| static gin::WrapperInfo kWrapperInfo; |
| |
| static void Install(base::WeakPtr<GamepadController> controller, |
| blink::WebLocalFrame* frame); |
| |
| private: |
| explicit GamepadControllerBindings( |
| base::WeakPtr<GamepadController> controller); |
| ~GamepadControllerBindings() override; |
| |
| // gin::Wrappable. |
| gin::ObjectTemplateBuilder GetObjectTemplateBuilder( |
| v8::Isolate* isolate) override; |
| |
| void Connect(int index); |
| void DispatchConnected(int index); |
| void Disconnect(int index); |
| void SetId(int index, const std::string& src); |
| void SetButtonCount(int index, int buttons); |
| void SetButtonData(int index, int button, double data); |
| void SetAxisCount(int index, int axes); |
| void SetAxisData(int index, int axis, double data); |
| void SetDualRumbleVibrationActuator(int index, bool enabled); |
| |
| base::WeakPtr<GamepadController> controller_; |
| |
| DISALLOW_COPY_AND_ASSIGN(GamepadControllerBindings); |
| }; |
| |
| gin::WrapperInfo GamepadControllerBindings::kWrapperInfo = { |
| gin::kEmbedderNativeGin}; |
| |
| // static |
| void GamepadControllerBindings::Install( |
| base::WeakPtr<GamepadController> controller, |
| blink::WebLocalFrame* frame) { |
| v8::Isolate* isolate = blink::MainThreadIsolate(); |
| v8::HandleScope handle_scope(isolate); |
| v8::Local<v8::Context> context = frame->MainWorldScriptContext(); |
| if (context.IsEmpty()) |
| return; |
| |
| v8::Context::Scope context_scope(context); |
| |
| gin::Handle<GamepadControllerBindings> bindings = |
| gin::CreateHandle(isolate, new GamepadControllerBindings(controller)); |
| if (bindings.IsEmpty()) |
| return; |
| v8::Local<v8::Object> global = context->Global(); |
| global->Set(gin::StringToV8(isolate, "gamepadController"), bindings.ToV8()); |
| } |
| |
| GamepadControllerBindings::GamepadControllerBindings( |
| base::WeakPtr<GamepadController> controller) |
| : controller_(controller) {} |
| |
| GamepadControllerBindings::~GamepadControllerBindings() {} |
| |
| gin::ObjectTemplateBuilder GamepadControllerBindings::GetObjectTemplateBuilder( |
| v8::Isolate* isolate) { |
| return gin::Wrappable<GamepadControllerBindings>::GetObjectTemplateBuilder( |
| isolate) |
| .SetMethod("connect", &GamepadControllerBindings::Connect) |
| .SetMethod("dispatchConnected", |
| &GamepadControllerBindings::DispatchConnected) |
| .SetMethod("disconnect", &GamepadControllerBindings::Disconnect) |
| .SetMethod("setId", &GamepadControllerBindings::SetId) |
| .SetMethod("setButtonCount", &GamepadControllerBindings::SetButtonCount) |
| .SetMethod("setButtonData", &GamepadControllerBindings::SetButtonData) |
| .SetMethod("setAxisCount", &GamepadControllerBindings::SetAxisCount) |
| .SetMethod("setAxisData", &GamepadControllerBindings::SetAxisData) |
| .SetMethod("setDualRumbleVibrationActuator", |
| &GamepadControllerBindings::SetDualRumbleVibrationActuator); |
| } |
| |
| void GamepadControllerBindings::Connect(int index) { |
| if (controller_) |
| controller_->Connect(index); |
| } |
| |
| void GamepadControllerBindings::DispatchConnected(int index) { |
| if (controller_) |
| controller_->DispatchConnected(index); |
| } |
| |
| void GamepadControllerBindings::Disconnect(int index) { |
| if (controller_) |
| controller_->Disconnect(index); |
| } |
| |
| void GamepadControllerBindings::SetId(int index, const std::string& src) { |
| if (controller_) |
| controller_->SetId(index, src); |
| } |
| |
| void GamepadControllerBindings::SetButtonCount(int index, int buttons) { |
| if (controller_) |
| controller_->SetButtonCount(index, buttons); |
| } |
| |
| void GamepadControllerBindings::SetButtonData(int index, |
| int button, |
| double data) { |
| if (controller_) |
| controller_->SetButtonData(index, button, data); |
| } |
| |
| void GamepadControllerBindings::SetAxisCount(int index, int axes) { |
| if (controller_) |
| controller_->SetAxisCount(index, axes); |
| } |
| |
| void GamepadControllerBindings::SetAxisData(int index, int axis, double data) { |
| if (controller_) |
| controller_->SetAxisData(index, axis, data); |
| } |
| |
| void GamepadControllerBindings::SetDualRumbleVibrationActuator(int index, |
| bool enabled) { |
| if (controller_) |
| controller_->SetDualRumbleVibrationActuator(index, enabled); |
| } |
| |
| GamepadController::GamepadController() |
| : observer_(nullptr), binding_(this), weak_factory_(this) { |
| size_t buffer_size = sizeof(device::GamepadHardwareBuffer); |
| // Use mojo to delegate the creation of shared memory to the broker process. |
| mojo::ScopedSharedBufferHandle mojo_buffer = |
| mojo::SharedBufferHandle::Create(buffer_size); |
| base::WritableSharedMemoryRegion writable_region = |
| mojo::UnwrapWritableSharedMemoryRegion(std::move(mojo_buffer)); |
| shared_memory_mapping_ = writable_region.Map(); |
| shared_memory_region_ = base::WritableSharedMemoryRegion::ConvertToReadOnly( |
| std::move(writable_region)); |
| CHECK(shared_memory_region_.IsValid()); |
| CHECK(shared_memory_mapping_.IsValid()); |
| gamepads_ = |
| new (shared_memory_mapping_.memory()) device::GamepadHardwareBuffer(); |
| |
| Reset(); |
| } |
| |
| GamepadController::~GamepadController() {} |
| |
| void GamepadController::Reset() { |
| memset(gamepads_, 0, sizeof(*gamepads_)); |
| missed_dispatches_.reset(); |
| } |
| |
| void GamepadController::Install(blink::WebLocalFrame* frame) { |
| content::RenderFrame* render_frame = |
| content::RenderFrame::FromWebFrame(frame); |
| if (!render_frame) |
| return; |
| |
| service_manager::InterfaceProvider::TestApi connector_test_api( |
| render_frame->GetRemoteInterfaces()); |
| connector_test_api.SetBinderForName( |
| device::mojom::GamepadMonitor::Name_, |
| base::BindRepeating(&GamepadController::OnInterfaceRequest, |
| base::Unretained(this))); |
| GamepadControllerBindings::Install(weak_factory_.GetWeakPtr(), frame); |
| } |
| |
| void GamepadController::OnInterfaceRequest( |
| mojo::ScopedMessagePipeHandle handle) { |
| binding_.Bind(device::mojom::GamepadMonitorRequest(std::move(handle))); |
| observer_ = nullptr; |
| } |
| |
| void GamepadController::GamepadStartPolling( |
| GamepadStartPollingCallback callback) { |
| std::move(callback).Run(shared_memory_region_.Duplicate()); |
| } |
| |
| void GamepadController::GamepadStopPolling( |
| GamepadStopPollingCallback callback) { |
| std::move(callback).Run(); |
| } |
| |
| void GamepadController::SetObserver( |
| device::mojom::GamepadObserverPtr observer) { |
| observer_ = std::move(observer); |
| |
| // Notify the new observer of any GamepadConnected RPCs that it missed because |
| // the SetObserver RPC wasn't processed in time. This happens during layout |
| // tests because SetObserver is async, so the test can continue to the |
| // DispatchConnected call before the SetObserver RPC was processed. This isn't |
| // an issue in the real implementation because the 'gamepadconnected' event |
| // doesn't fire until user input is detected, so even if a GamepadConnected |
| // event is missed, another will be picked up after the next user input. |
| gamepads_->seqlock.WriteBegin(); |
| for (size_t index = 0; index < Gamepads::kItemsLengthCap; index++) { |
| if (missed_dispatches_.test(index)) { |
| observer_->GamepadConnected(index, gamepads_->data.items[index]); |
| } |
| } |
| missed_dispatches_.reset(); |
| gamepads_->seqlock.WriteEnd(); |
| } |
| |
| void GamepadController::Connect(int index) { |
| if (index < 0 || index >= static_cast<int>(Gamepads::kItemsLengthCap)) |
| return; |
| gamepads_->seqlock.WriteBegin(); |
| gamepads_->data.items[index].connected = true; |
| gamepads_->seqlock.WriteEnd(); |
| } |
| |
| void GamepadController::DispatchConnected(int index) { |
| if (index < 0 || index >= static_cast<int>(Gamepads::kItemsLengthCap) || |
| !gamepads_->data.items[index].connected) |
| return; |
| gamepads_->seqlock.WriteBegin(); |
| const Gamepad& pad = gamepads_->data.items[index]; |
| if (observer_) { |
| observer_->GamepadConnected(index, pad); |
| } else { |
| // Record that there wasn't an observer to get the GamepadConnected RPC so |
| // we can send it when SetObserver gets called. |
| missed_dispatches_.set(index); |
| } |
| gamepads_->seqlock.WriteEnd(); |
| } |
| |
| void GamepadController::Disconnect(int index) { |
| if (index < 0 || index >= static_cast<int>(Gamepads::kItemsLengthCap)) |
| return; |
| gamepads_->seqlock.WriteBegin(); |
| Gamepad& pad = gamepads_->data.items[index]; |
| pad.connected = false; |
| if (observer_) |
| observer_->GamepadDisconnected(index, pad); |
| gamepads_->seqlock.WriteEnd(); |
| } |
| |
| void GamepadController::SetId(int index, const std::string& src) { |
| if (index < 0 || index >= static_cast<int>(Gamepads::kItemsLengthCap)) |
| return; |
| const char* p = src.c_str(); |
| gamepads_->seqlock.WriteBegin(); |
| memset(gamepads_->data.items[index].id, 0, |
| sizeof(gamepads_->data.items[index].id)); |
| for (unsigned i = 0; *p && i < Gamepad::kIdLengthCap - 1; ++i) |
| gamepads_->data.items[index].id[i] = *p++; |
| gamepads_->seqlock.WriteEnd(); |
| } |
| |
| void GamepadController::SetButtonCount(int index, int buttons) { |
| if (index < 0 || index >= static_cast<int>(Gamepads::kItemsLengthCap)) |
| return; |
| if (buttons < 0 || buttons >= static_cast<int>(Gamepad::kButtonsLengthCap)) |
| return; |
| gamepads_->seqlock.WriteBegin(); |
| gamepads_->data.items[index].buttons_length = buttons; |
| gamepads_->seqlock.WriteEnd(); |
| } |
| |
| void GamepadController::SetButtonData(int index, int button, double data) { |
| if (index < 0 || index >= static_cast<int>(Gamepads::kItemsLengthCap)) |
| return; |
| if (button < 0 || button >= static_cast<int>(Gamepad::kButtonsLengthCap)) |
| return; |
| gamepads_->seqlock.WriteBegin(); |
| gamepads_->data.items[index].buttons[button].value = data; |
| gamepads_->data.items[index].buttons[button].pressed = data > 0.1f; |
| gamepads_->seqlock.WriteEnd(); |
| } |
| |
| void GamepadController::SetAxisCount(int index, int axes) { |
| if (index < 0 || index >= static_cast<int>(Gamepads::kItemsLengthCap)) |
| return; |
| if (axes < 0 || axes >= static_cast<int>(Gamepad::kAxesLengthCap)) |
| return; |
| gamepads_->seqlock.WriteBegin(); |
| gamepads_->data.items[index].axes_length = axes; |
| gamepads_->seqlock.WriteEnd(); |
| } |
| |
| void GamepadController::SetAxisData(int index, int axis, double data) { |
| if (index < 0 || index >= static_cast<int>(Gamepads::kItemsLengthCap)) |
| return; |
| if (axis < 0 || axis >= static_cast<int>(Gamepad::kAxesLengthCap)) |
| return; |
| gamepads_->seqlock.WriteBegin(); |
| gamepads_->data.items[index].axes[axis] = data; |
| gamepads_->seqlock.WriteEnd(); |
| } |
| |
| void GamepadController::SetDualRumbleVibrationActuator(int index, |
| bool enabled) { |
| if (index < 0 || index >= static_cast<int>(Gamepads::kItemsLengthCap)) |
| return; |
| gamepads_->seqlock.WriteBegin(); |
| gamepads_->data.items[index].vibration_actuator.type = |
| device::GamepadHapticActuatorType::kDualRumble; |
| gamepads_->data.items[index].vibration_actuator.not_null = enabled; |
| gamepads_->seqlock.WriteEnd(); |
| } |
| |
| } // namespace test_runner |