// 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. #ifndef DEVICE_GAMEPAD_GAMEPAD_SERVICE_H_ #define DEVICE_GAMEPAD_GAMEPAD_SERVICE_H_ #include #include #include #include #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 { public: // 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, mojom::GamepadHapticEffectType, mojom::GamepadEffectParametersPtr, mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback); // 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, mojom::GamepadHapticsManager::ResetVibrationActuatorCallback); private: friend struct base::DefaultSingletonTraits; friend class GamepadServiceTestConstructor; friend class GamepadServiceTest; GamepadService(); // Constructor for testing. This specifies the data fetcher to use for a // provider, bypassing the default platform one. GamepadService(std::unique_ptr 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 provider_; scoped_refptr main_thread_task_runner_; typedef std::set ConsumerSet; ConsumerSet consumers_; typedef std::unordered_map> ConsumerConnectedStateMap; ConsumerConnectedStateMap inactive_consumer_state_; int num_active_consumers_; bool gesture_callback_pending_; DISALLOW_COPY_AND_ASSIGN(GamepadService); }; } // namespace device #endif // DEVICE_GAMEPAD_GAMEPAD_SERVICE_H_