blob: f1991a1fcb0448259b769a10b96e7c37a9db801c [file] [log] [blame]
// 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_GAMEPAD_H_
#define COMPONENTS_EXO_GAMEPAD_H_
#include <memory>
#include "base/macros.h"
#include "base/memory/weak_ptr.h"
#include "base/sequenced_task_runner.h"
#include "base/synchronization/lock.h"
#include "base/threading/thread.h"
#include "base/threading/thread_task_runner_handle.h"
#include "components/exo/wm_helper.h"
#include "device/gamepad/gamepad_data_fetcher.h"
#include "ui/aura/client/focus_change_observer.h"
namespace exo {
class GamepadDelegate;
using CreateGamepadDataFetcherCallback =
base::Callback<std::unique_ptr<device::GamepadDataFetcher>()>;
// This class represents one or more gamepads, it uses a background thread
// for polling gamepad devices and notifies the GamepadDelegate of any
// changes.
class Gamepad : public WMHelper::FocusObserver {
public:
// This class will post tasks to invoke the delegate on the thread runner
// which is associated with the thread that is creating this instance.
Gamepad(GamepadDelegate* delegate,
base::SingleThreadTaskRunner* polling_task_runner);
// Allows test cases to specify a CreateGamepadDataFetcherCallback that
// overrides the default GamepadPlatformDataFetcher.
Gamepad(GamepadDelegate* delegate,
base::SingleThreadTaskRunner* polling_task_runner,
CreateGamepadDataFetcherCallback create_fetcher_callback);
~Gamepad() override;
// Overridden WMHelper::FocusObserver:
void OnWindowFocused(aura::Window* gained_focus,
aura::Window* lost_focus) override;
private:
class ThreadSafeGamepadChangeFetcher;
// Processes updates of gamepad data and passes changes on to delegate.
void ProcessGamepadChanges(const blink::WebGamepad new_pad);
// Private implementation of methods and resources that are used on the
// polling thread.
scoped_refptr<ThreadSafeGamepadChangeFetcher> gamepad_change_fetcher_;
// The delegate instance that all events are dispatched to.
GamepadDelegate* const delegate_;
// The current state of the gamepad represented by this instance.
blink::WebGamepad pad_state_;
// ThreadChecker for the origin thread.
base::ThreadChecker thread_checker_;
base::WeakPtrFactory<Gamepad> weak_factory_;
DISALLOW_COPY_AND_ASSIGN(Gamepad);
};
} // namespace exo
#endif // COMPONENTS_EXO_GAMEPAD_H_