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// Copyright 2014 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef CONTENT_WEB_TEST_RENDERER_GAMEPAD_CONTROLLER_H_
#define CONTENT_WEB_TEST_RENDERER_GAMEPAD_CONTROLLER_H_
#include <bitset>
#include <memory>
#include <set>
#include "base/containers/unique_ptr_adapters.h"
#include "base/memory/raw_ptr.h"
#include "base/memory/read_only_shared_memory_region.h"
#include "base/memory/weak_ptr.h"
#include "device/gamepad/public/cpp/gamepads.h"
#include "device/gamepad/public/mojom/gamepad.mojom.h"
#include "device/gamepad/public/mojom/gamepad_hardware_buffer.h"
#include "mojo/public/cpp/bindings/receiver.h"
#include "mojo/public/cpp/bindings/remote.h"
#include "mojo/public/cpp/system/buffer.h"
namespace content {
class RenderFrame;
class GamepadController final {
public:
GamepadController();
GamepadController(const GamepadController&) = delete;
GamepadController& operator=(const GamepadController&) = delete;
~GamepadController();
void Reset();
void Install(RenderFrame* frame);
private:
class MonitorImpl : public device::mojom::GamepadMonitor {
public:
MonitorImpl(GamepadController* controller,
mojo::PendingReceiver<device::mojom::GamepadMonitor> receiver);
~MonitorImpl() override;
// Returns true if this monitor has a pending connection event for the
// gamepad at |index|. The event will be dispatched once an observer is set.
bool HasPendingConnect(int index);
void Reset();
void DispatchConnected(int index, const device::Gamepad& pad);
void DispatchDisconnected(int index, const device::Gamepad& pad);
// GamepadMonitor implementation.
void GamepadStartPolling(GamepadStartPollingCallback callback) override;
void GamepadStopPolling(GamepadStopPollingCallback callback) override;
void SetObserver(
mojo::PendingRemote<device::mojom::GamepadObserver> observer) override;
private:
raw_ptr<GamepadController> controller_;
mojo::Receiver<device::mojom::GamepadMonitor> receiver_{this};
mojo::Remote<device::mojom::GamepadObserver> observer_remote_;
std::bitset<device::Gamepads::kItemsLengthCap> missed_dispatches_;
};
friend class GamepadControllerBindings;
// TODO(b.kelemen): for historical reasons Connect just initializes the
// object. The 'gamepadconnected' event will be dispatched via
// DispatchConnected. Tests for connected events need to first connect(),
// then set the gamepad data and finally call dispatchConnected().
// We should consider renaming Connect to Init and DispatchConnected to
// Connect and at the same time updating all the gamepad tests.
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);
void SetTriggerRumbleVibrationActuator(int index, bool enabled);
void SetTouchCount(int index, int touches);
void SetTouchData(int index,
int touch,
unsigned int touch_id,
float position_x,
float position_y);
void OnInterfaceRequest(mojo::ScopedMessagePipeHandle handle);
base::ReadOnlySharedMemoryRegion GetSharedMemoryRegion() const;
void OnConnectionError(MonitorImpl* monitor);
// Notifies |monitor| for any gamepad connections that occurred before
// SetObserver was called.
void NotifyForMissedDispatches(MonitorImpl* monitor);
std::set<std::unique_ptr<MonitorImpl>, base::UniquePtrComparator> monitors_;
base::ReadOnlySharedMemoryRegion shared_memory_region_;
base::WritableSharedMemoryMapping shared_memory_mapping_;
raw_ptr<device::GamepadHardwareBuffer> gamepads_ = nullptr;
base::WeakPtrFactory<GamepadController> weak_factory_{this};
};
} // namespace content
#endif // CONTENT_WEB_TEST_RENDERER_GAMEPAD_CONTROLLER_H_
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