forked from chromium/chromium
-
Notifications
You must be signed in to change notification settings - Fork 0
/
abstract_haptic_gamepad.cc
162 lines (140 loc) · 6.34 KB
/
abstract_haptic_gamepad.cc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
// Copyright 2017 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.
#include "device/gamepad/abstract_haptic_gamepad.h"
#include "base/bind.h"
#include "device/gamepad/gamepad_data_fetcher.h"
namespace device {
namespace {
constexpr double kMaxDurationMillis = 5000.0; // 5 seconds
} // namespace
AbstractHapticGamepad::AbstractHapticGamepad()
: is_shut_down_(false), sequence_id_(0), weak_factory_(this) {}
AbstractHapticGamepad::~AbstractHapticGamepad() {
DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
// Shutdown() must be called to allow the device a chance to stop vibration
// and release held resources.
DCHECK(is_shut_down_);
}
void AbstractHapticGamepad::Shutdown() {
DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
if (playing_effect_callback_) {
sequence_id_++;
SetZeroVibration();
GamepadDataFetcher::RunVibrationCallback(
std::move(playing_effect_callback_), std::move(callback_runner_),
mojom::GamepadHapticsResult::GamepadHapticsResultPreempted);
}
DoShutdown();
is_shut_down_ = true;
}
void AbstractHapticGamepad::SetZeroVibration() {
DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
SetVibration(0.0, 0.0);
}
double AbstractHapticGamepad::GetMaxEffectDurationMillis() {
return kMaxDurationMillis;
}
void AbstractHapticGamepad::PlayEffect(
mojom::GamepadHapticEffectType type,
mojom::GamepadEffectParametersPtr params,
mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback callback,
scoped_refptr<base::SequencedTaskRunner> callback_runner) {
DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
DCHECK(!is_shut_down_);
if (type !=
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble) {
// Only dual-rumble effects are supported.
GamepadDataFetcher::RunVibrationCallback(
std::move(callback), std::move(callback_runner),
mojom::GamepadHapticsResult::GamepadHapticsResultNotSupported);
return;
}
int sequence_id = ++sequence_id_;
if (playing_effect_callback_) {
// An effect is already playing on this device and will be preempted in
// order to start the new effect. Finish the playing effect by calling its
// callback with a "preempted" result code. Use the |callback_runner_| that
// was provided with the playing effect as it may post tasks to a different
// sequence than the |callback_runner| for the current effect.
GamepadDataFetcher::RunVibrationCallback(
std::move(playing_effect_callback_), std::move(callback_runner_),
mojom::GamepadHapticsResult::GamepadHapticsResultPreempted);
}
if (params->start_delay > 0.0)
SetZeroVibration();
playing_effect_callback_ = std::move(callback);
callback_runner_ = std::move(callback_runner);
PlayDualRumbleEffect(sequence_id, params->duration, params->start_delay,
params->strong_magnitude, params->weak_magnitude);
}
void AbstractHapticGamepad::ResetVibration(
mojom::GamepadHapticsManager::ResetVibrationActuatorCallback callback,
scoped_refptr<base::SequencedTaskRunner> callback_runner) {
DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
DCHECK(!is_shut_down_);
sequence_id_++;
SetZeroVibration();
if (playing_effect_callback_) {
// An effect is already playing on this device and will be preempted in
// order to reset vibration. Finish the playing effect by calling its
// callback with a "preempted" result code. Use the |callback_runner_| that
// was provided with the playing effect as it may post tasks to a different
// sequence than the |callback_runner| for the reset.
GamepadDataFetcher::RunVibrationCallback(
std::move(playing_effect_callback_), std::move(callback_runner_),
mojom::GamepadHapticsResult::GamepadHapticsResultPreempted);
}
GamepadDataFetcher::RunVibrationCallback(
std::move(callback), std::move(callback_runner),
mojom::GamepadHapticsResult::GamepadHapticsResultComplete);
}
void AbstractHapticGamepad::PlayDualRumbleEffect(int sequence_id,
double duration,
double start_delay,
double strong_magnitude,
double weak_magnitude) {
DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
base::ThreadTaskRunnerHandle::Get()->PostDelayedTask(
FROM_HERE,
base::BindOnce(&AbstractHapticGamepad::StartVibration,
weak_factory_.GetWeakPtr(), sequence_id, duration,
strong_magnitude, weak_magnitude),
base::TimeDelta::FromMillisecondsD(start_delay));
}
void AbstractHapticGamepad::StartVibration(int sequence_id,
double duration,
double strong_magnitude,
double weak_magnitude) {
DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
if (is_shut_down_ || sequence_id != sequence_id_)
return;
SetVibration(strong_magnitude, weak_magnitude);
const double max_duration = GetMaxEffectDurationMillis();
if (duration > max_duration) {
// The device does not support effects this long. Issue periodic vibration
// commands until the effect is complete.
double remaining_duration = duration - max_duration;
base::ThreadTaskRunnerHandle::Get()->PostDelayedTask(
FROM_HERE,
base::BindOnce(&AbstractHapticGamepad::StartVibration,
weak_factory_.GetWeakPtr(), sequence_id,
remaining_duration, strong_magnitude, weak_magnitude),
base::TimeDelta::FromMillisecondsD(max_duration));
} else {
base::ThreadTaskRunnerHandle::Get()->PostDelayedTask(
FROM_HERE,
base::BindOnce(&AbstractHapticGamepad::FinishEffect,
weak_factory_.GetWeakPtr(), sequence_id),
base::TimeDelta::FromMillisecondsD(duration));
}
}
void AbstractHapticGamepad::FinishEffect(int sequence_id) {
DCHECK_CALLED_ON_VALID_THREAD(thread_checker_);
if (is_shut_down_ || sequence_id != sequence_id_)
return;
GamepadDataFetcher::RunVibrationCallback(
std::move(playing_effect_callback_), std::move(callback_runner_),
mojom::GamepadHapticsResult::GamepadHapticsResultComplete);
}
} // namespace device