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// Copyright (c) 2012 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 <memory>
#include <set>
#include <unordered_map>
#include <vector>
#include "base/callback_forward.h"
#include "base/macros.h"
#include "base/memory/shared_memory.h"
#include "base/memory/singleton.h"
#include "device/gamepad/gamepad_export.h"
#include "device/gamepad/gamepad_provider.h"
#include "device/gamepad/public/mojom/gamepad.mojom.h"
namespace {
class SingleThreadTaskRunner;
namespace content {
class GamepadServiceTestConstructor;
namespace device {
class GamepadConsumer;
class GamepadDataFetcher;
class GamepadProvider;
// Owns the GamepadProvider (the background polling thread) and keeps track of
// the number of consumers currently using the data (and pausing the provider
// when not in use).
class DEVICE_GAMEPAD_EXPORT GamepadService
: public device::GamepadConnectionChangeClient {
// Returns the GamepadService singleton.
static GamepadService* GetInstance();
// Increments the number of users of the provider. The Provider is running
// when there's > 0 users, and is paused when the count drops to 0.
// consumer is registered to listen for gamepad connections. If this is the
// first time it is added to the set of consumers it will be treated
// specially: it will not be informed about connections before a new user
// gesture is observed at which point it will be notified for every connected
// gamepads.
// Must be called on the I/O thread.
void ConsumerBecameActive(device::GamepadConsumer* consumer);
// Decrements the number of users of the provider. consumer will not be
// informed about connections until it's added back via ConsumerBecameActive.
// Must be matched with a ConsumerBecameActive call.
// Must be called on the I/O thread.
void ConsumerBecameInactive(device::GamepadConsumer* consumer);
// Decrements the number of users of the provider and removes consumer from
// the set of consumers. Should be matched with a a ConsumerBecameActive
// call.
// Must be called on the I/O thread.
void RemoveConsumer(device::GamepadConsumer* consumer);
// Registers the given closure for calling when the user has interacted with
// the device. This callback will only be issued once. Should only be called
// while a consumer is active.
void RegisterForUserGesture(const base::Closure& closure);
// Returns a duplicate of the shared memory handle of the gamepad data.
base::SharedMemoryHandle DuplicateSharedMemoryHandle();
// Returns a new mojo::ScopedSharedBuffer handle of the gamepad data.
mojo::ScopedSharedBufferHandle GetSharedBufferHandle();
// Stop/join with the background thread in GamepadProvider |provider_|.
void Terminate();
// Called on IO thread when a gamepad is connected.
void OnGamepadConnected(int index, const Gamepad& pad);
// Called on IO thread when a gamepad is disconnected.
void OnGamepadDisconnected(int index, const Gamepad& pad);
// Request playback of a haptic effect on the specified gamepad. Once effect
// playback is complete or is preempted by a different effect, the callback
// will be called.
void PlayVibrationEffectOnce(
int pad_index,
// Resets the state of the vibration actuator on the specified gamepad. If any
// effects are currently being played, they are preempted and vibration is
// stopped.
void ResetVibrationActuator(
int pad_index,
friend struct base::DefaultSingletonTraits<GamepadService>;
friend class GamepadServiceTestConstructor;
friend class GamepadServiceTest;
// Constructor for testing. This specifies the data fetcher to use for a
// provider, bypassing the default platform one.
GamepadService(std::unique_ptr<device::GamepadDataFetcher> fetcher);
virtual ~GamepadService();
static void SetInstance(GamepadService*);
void OnUserGesture();
void OnGamepadConnectionChange(bool connected,
int index,
const Gamepad& pad) override;
void SetSanitizationEnabled(bool sanitize);
struct ConsumerInfo {
ConsumerInfo(device::GamepadConsumer* consumer)
: consumer(consumer), did_observe_user_gesture(false) {}
bool operator<(const ConsumerInfo& other) const {
return consumer < other.consumer;
device::GamepadConsumer* consumer;
mutable bool is_active;
mutable bool did_observe_user_gesture;
std::unique_ptr<device::GamepadProvider> provider_;
scoped_refptr<base::SingleThreadTaskRunner> main_thread_task_runner_;
typedef std::set<ConsumerInfo> ConsumerSet;
ConsumerSet consumers_;
typedef std::unordered_map<device::GamepadConsumer*, std::vector<bool>>
ConsumerConnectedStateMap inactive_consumer_state_;
int num_active_consumers_;
bool gesture_callback_pending_;
} // namespace device