
crrev.com/c/5298894 rendered it not needed. Remove the definition and all usages. This CL is a no-op. Bug: 40064499 Change-Id: Ief3c6f697040cf704a8fca57ed8d4fd593db60c4 Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/5309774 Owners-Override: Arthur Sonzogni <arthursonzogni@chromium.org> Commit-Queue: Arthur Sonzogni <arthursonzogni@chromium.org> Reviewed-by: Arthur Sonzogni <arthursonzogni@chromium.org> Cr-Commit-Position: refs/heads/main@{#1262758}
114 lines
4.1 KiB
C++
114 lines
4.1 KiB
C++
// Copyright 2014 The Chromium Authors
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef CONTENT_WEB_TEST_RENDERER_GAMEPAD_CONTROLLER_H_
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#define CONTENT_WEB_TEST_RENDERER_GAMEPAD_CONTROLLER_H_
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#include <bitset>
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#include <memory>
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#include <set>
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#include "base/containers/unique_ptr_adapters.h"
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#include "base/memory/raw_ptr.h"
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#include "base/memory/read_only_shared_memory_region.h"
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#include "base/memory/weak_ptr.h"
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#include "device/gamepad/public/cpp/gamepads.h"
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#include "device/gamepad/public/mojom/gamepad.mojom.h"
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#include "device/gamepad/public/mojom/gamepad_hardware_buffer.h"
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#include "mojo/public/cpp/bindings/receiver.h"
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#include "mojo/public/cpp/bindings/remote.h"
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#include "mojo/public/cpp/system/buffer.h"
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namespace content {
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class RenderFrame;
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class GamepadController final {
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public:
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GamepadController();
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GamepadController(const GamepadController&) = delete;
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GamepadController& operator=(const GamepadController&) = delete;
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~GamepadController();
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void Reset();
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void Install(RenderFrame* frame);
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private:
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class MonitorImpl : public device::mojom::GamepadMonitor {
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public:
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MonitorImpl(GamepadController* controller,
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mojo::PendingReceiver<device::mojom::GamepadMonitor> receiver);
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~MonitorImpl() override;
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// Returns true if this monitor has a pending connection event for the
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// gamepad at |index|. The event will be dispatched once an observer is set.
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bool HasPendingConnect(int index);
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void Reset();
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void DispatchConnected(int index, const device::Gamepad& pad);
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void DispatchDisconnected(int index, const device::Gamepad& pad);
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// GamepadMonitor implementation.
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void GamepadStartPolling(GamepadStartPollingCallback callback) override;
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void GamepadStopPolling(GamepadStopPollingCallback callback) override;
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void SetObserver(
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mojo::PendingRemote<device::mojom::GamepadObserver> observer) override;
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private:
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raw_ptr<GamepadController> controller_;
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mojo::Receiver<device::mojom::GamepadMonitor> receiver_{this};
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mojo::Remote<device::mojom::GamepadObserver> observer_remote_;
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std::bitset<device::Gamepads::kItemsLengthCap> missed_dispatches_;
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};
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friend class GamepadControllerBindings;
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// TODO(b.kelemen): for historical reasons Connect just initializes the
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// object. The 'gamepadconnected' event will be dispatched via
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// DispatchConnected. Tests for connected events need to first connect(),
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// then set the gamepad data and finally call dispatchConnected().
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// We should consider renaming Connect to Init and DispatchConnected to
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// Connect and at the same time updating all the gamepad tests.
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void Connect(int index);
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void DispatchConnected(int index);
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void Disconnect(int index);
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void SetId(int index, const std::string& src);
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void SetButtonCount(int index, int buttons);
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void SetButtonData(int index, int button, double data);
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void SetAxisCount(int index, int axes);
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void SetAxisData(int index, int axis, double data);
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void SetDualRumbleVibrationActuator(int index, bool enabled);
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void SetTriggerRumbleVibrationActuator(int index, bool enabled);
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void SetTouchCount(int index, int touches);
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void SetTouchData(int index,
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int touch,
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unsigned int touch_id,
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float position_x,
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float position_y);
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void OnInterfaceRequest(mojo::ScopedMessagePipeHandle handle);
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base::ReadOnlySharedMemoryRegion GetSharedMemoryRegion() const;
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void OnConnectionError(MonitorImpl* monitor);
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// Notifies |monitor| for any gamepad connections that occurred before
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// SetObserver was called.
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void NotifyForMissedDispatches(MonitorImpl* monitor);
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std::set<std::unique_ptr<MonitorImpl>, base::UniquePtrComparator> monitors_;
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base::ReadOnlySharedMemoryRegion shared_memory_region_;
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base::WritableSharedMemoryMapping shared_memory_mapping_;
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raw_ptr<device::GamepadHardwareBuffer> gamepads_ = nullptr;
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base::WeakPtrFactory<GamepadController> weak_factory_{this};
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};
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} // namespace content
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#endif // CONTENT_WEB_TEST_RENDERER_GAMEPAD_CONTROLLER_H_
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