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// Copyright 2016 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 COMPONENTS_EXO_GAMING_SEAT_H_
#define COMPONENTS_EXO_GAMING_SEAT_H_
#include <memory>
#include "base/containers/flat_map.h"
#include "base/memory/weak_ptr.h"
#include "base/synchronization/lock.h"
#include "base/task/sequenced_task_runner.h"
#include "components/exo/gamepad.h"
#include "components/exo/wm_helper.h"
#include "ui/aura/client/focus_change_observer.h"
#include "ui/events/ozone/gamepad/gamepad_observer.h"
namespace exo {
class GamingSeatDelegate;
class GamepadDelegate;
// This class represents one gaming seat. It uses /device/gamepad or
// ozone/gamepad as backend and notifies corresponding GamepadDelegate of any
// gamepad changes.
class GamingSeat : public aura::client::FocusChangeObserver,
public ui::GamepadObserver {
public:
// This class will monitor gamepad connection changes and manage gamepads.
GamingSeat(GamingSeatDelegate* gaming_seat_delegate);
GamingSeat(const GamingSeat&) = delete;
GamingSeat& operator=(const GamingSeat&) = delete;
~GamingSeat() override;
// Overridden from ui::aura::client::FocusChangeObserver:
void OnWindowFocused(aura::Window* gained_focus,
aura::Window* lost_focus) override;
// Overridden from ui::GamepadObserver:
void OnGamepadDevicesUpdated() override;
void OnGamepadEvent(const ui::GamepadEvent& event) override;
private:
// The delegate that handles gamepad_added.
GamingSeatDelegate* const delegate_;
// Contains the delegate for each gamepad device.
base::flat_map<int, std::unique_ptr<Gamepad>> gamepads_;
// The flag if a valid target for gaming seat is focused. In other words, if
// it's true, this class is observing gamepad events.
bool focused_ = false;
};
} // namespace exo
#endif // COMPONENTS_EXO_GAMING_SEAT_H_