blob: dec99a75a0ce4b49913a2fe9f4593bb25f6957dc [file] [log] [blame]
// Copyright 2018 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 CHROME_BROWSER_VR_UI_INTERFACE_H_
#define CHROME_BROWSER_VR_UI_INTERFACE_H_
#include <memory>
#include <queue>
#include <utility>
#include <vector>
#include "base/memory/weak_ptr.h"
#include "chrome/browser/vr/fov_rectangle.h"
#include "chrome/browser/vr/gl_texture_location.h"
namespace gfx {
class Point3F;
class PointF;
class Transform;
}
namespace vr {
class BrowserUiInterface;
class InputEvent;
class PlatformUiInputDelegate;
class SchedulerUiInterface;
struct ControllerModel;
struct RenderInfo;
struct ReticleModel;
enum class UserFriendlyElementName;
using InputEventList = std::vector<std::unique_ptr<InputEvent>>;
// This interface represents the methods that should be called by its owner, and
// also serves to make all such methods virtual for the sake of separating a UI
// feature module.
class UiInterface {
public:
virtual ~UiInterface() = default;
virtual base::WeakPtr<BrowserUiInterface> GetBrowserUiWeakPtr() = 0;
virtual SchedulerUiInterface* GetSchedulerUiPtr() = 0;
// Textures from 2D UI that are positioned in the 3D scene.
// Content refers to the web contents, as coming from the Chrome compositor.
// Content Overlay refers to UI drawn in the same view hierarchy as the
// contents.
// Platform UI refers to popups, which are rendered in a different window.
virtual void OnGlInitialized(GlTextureLocation textures_location,
unsigned int content_texture_id,
unsigned int content_overlay_texture_id,
unsigned int platform_ui_texture_id) = 0;
virtual void SetAlertDialogEnabled(bool enabled,
PlatformUiInputDelegate* delegate,
float width,
float height) = 0;
virtual void SetContentOverlayAlertDialogEnabled(
bool enabled,
PlatformUiInputDelegate* delegate,
float width_percentage,
float height_percentage) = 0;
virtual void OnPause() = 0;
virtual void OnControllersUpdated(
const std::vector<ControllerModel>& controller_models,
const ReticleModel& reticle_model) = 0;
virtual void OnProjMatrixChanged(const gfx::Transform& proj_matrix) = 0;
virtual void AcceptDoffPromptForTesting() = 0;
virtual gfx::Point3F GetTargetPointForTesting(
UserFriendlyElementName element_name,
const gfx::PointF& position) = 0;
virtual bool GetElementVisibilityForTesting(
UserFriendlyElementName element_name) = 0;
virtual void SetUiInputManagerForTesting(bool enabled) = 0;
virtual bool IsContentVisibleAndOpaque() = 0;
virtual void SetContentUsesQuadLayer(bool uses_quad_buffers) = 0;
virtual gfx::Transform GetContentWorldSpaceTransform() = 0;
virtual bool OnBeginFrame(base::TimeTicks current_time,
const gfx::Transform& head_pose) = 0;
virtual bool SceneHasDirtyTextures() const = 0;
virtual void UpdateSceneTextures() = 0;
virtual void Draw(const RenderInfo& render_info) = 0;
virtual void DrawContent(const float (&uv_transform)[16],
float xborder,
float yborder) = 0;
virtual void DrawWebXr(int texture_data_handle,
const float (&uv_transform)[16]) = 0;
virtual void DrawWebVrOverlayForeground(const RenderInfo&) = 0;
virtual bool HasWebXrOverlayElementsToDraw() = 0;
virtual void HandleInput(base::TimeTicks current_time,
const RenderInfo& render_info,
const ControllerModel& controller_model,
ReticleModel* reticle_model,
InputEventList* input_event_list) = 0;
virtual void HandleMenuButtonEvents(InputEventList* input_event_list) = 0;
// This function calculates the minimal FOV (in degrees) which covers all
// visible overflow elements as if it was viewing from fov_recommended. For
// example, if fov_recommended is {20.f, 20.f, 20.f, 20.f}. And all elements
// appear on screen within a FOV of {-11.f, 19.f, 9.f, 9.f} if we use
// fov_recommended. Ideally, the calculated minimal FOV should be the same. In
// practice, the elements might get clipped near the edge sometimes due to
// float precision. To fix this, we add a small margin (1 degree) to all
// directions. So the |out_fov| set by this function should be {-10.f, 20.f,
// 10.f, 10.f} in the example case.
// Using a smaller FOV could improve the performance a lot while we are
// showing UIs on top of WebVR content.
virtual FovRectangles GetMinimalFovForWebXrOverlayElements(
const gfx::Transform& left_view,
const FovRectangle& fov_recommended_left,
const gfx::Transform& right_view,
const FovRectangle& fov_recommended_right,
float z_near) = 0;
};
} // namespace vr
#endif // CHROME_BROWSER_VR_UI_INTERFACE_H_