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gamepad_service.cc
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gamepad_service.cc
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// 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.
#include "device/gamepad/gamepad_service.h"
#include <utility>
#include "base/bind.h"
#include "base/logging.h"
#include "base/memory/ptr_util.h"
#include "base/memory/singleton.h"
#include "base/single_thread_task_runner.h"
#include "base/threading/thread_task_runner_handle.h"
#include "device/gamepad/gamepad_consumer.h"
#include "device/gamepad/gamepad_data_fetcher.h"
#include "device/gamepad/gamepad_provider.h"
#include "services/service_manager/public/cpp/connector.h"
namespace device {
namespace {
GamepadService* g_gamepad_service = 0;
}
GamepadService::GamepadService()
: main_thread_task_runner_(base::ThreadTaskRunnerHandle::Get()),
num_active_consumers_(0),
gesture_callback_pending_(false) {
SetInstance(this);
}
GamepadService::GamepadService(
std::unique_ptr<device::GamepadDataFetcher> fetcher)
: provider_(new device::GamepadProvider(this, std::move(fetcher))),
main_thread_task_runner_(base::ThreadTaskRunnerHandle::Get()),
num_active_consumers_(0),
gesture_callback_pending_(false) {
SetInstance(this);
}
GamepadService::~GamepadService() {
SetInstance(NULL);
}
void GamepadService::SetInstance(GamepadService* instance) {
// Unit tests can create multiple instances but only one should exist at any
// given time so g_gamepad_service should only go from NULL to non-NULL and
// vica versa.
CHECK(!!instance != !!g_gamepad_service);
g_gamepad_service = instance;
}
GamepadService* GamepadService::GetInstance() {
if (!g_gamepad_service)
g_gamepad_service = new GamepadService;
return g_gamepad_service;
}
void GamepadService::StartUp(
std::unique_ptr<service_manager::Connector> service_manager_connector) {
service_manager_connector_ = std::move(service_manager_connector);
}
service_manager::Connector* GamepadService::GetConnector() {
return service_manager_connector_.get();
}
void GamepadService::ConsumerBecameActive(device::GamepadConsumer* consumer) {
DCHECK(main_thread_task_runner_->BelongsToCurrentThread());
if (!provider_)
provider_.reset(new device::GamepadProvider(this));
std::pair<ConsumerSet::iterator, bool> insert_result =
consumers_.insert(consumer);
const ConsumerInfo& info = *insert_result.first;
info.is_active = true;
if (info.did_observe_user_gesture) {
auto consumer_state_it = inactive_consumer_state_.find(consumer);
if (consumer_state_it != inactive_consumer_state_.end()) {
const std::vector<bool>& old_connected_state = consumer_state_it->second;
Gamepads gamepads;
provider_->GetCurrentGamepadData(&gamepads);
for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i) {
const Gamepad& gamepad = gamepads.items[i];
if (gamepad.connected) {
info.consumer->OnGamepadConnected(i, gamepad);
} else if (old_connected_state[i] && !gamepad.connected) {
info.consumer->OnGamepadDisconnected(i, gamepad);
}
}
inactive_consumer_state_.erase(consumer_state_it);
}
} else if (!gesture_callback_pending_) {
gesture_callback_pending_ = true;
provider_->RegisterForUserGesture(
base::Bind(&GamepadService::OnUserGesture, base::Unretained(this)));
}
if (num_active_consumers_++ == 0)
provider_->Resume();
}
void GamepadService::ConsumerBecameInactive(device::GamepadConsumer* consumer) {
DCHECK(provider_);
DCHECK(num_active_consumers_ > 0);
auto consumer_it = consumers_.find(consumer);
DCHECK(consumer_it != consumers_.end());
const ConsumerInfo& info = *consumer_it;
DCHECK(info.is_active);
info.is_active = false;
if (--num_active_consumers_ == 0)
provider_->Pause();
// Save the current state of connected gamepads.
if (info.did_observe_user_gesture) {
Gamepads gamepads;
provider_->GetCurrentGamepadData(&gamepads);
std::vector<bool> connected_state(Gamepads::kItemsLengthCap);
for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i)
connected_state[i] = gamepads.items[i].connected;
inactive_consumer_state_[consumer] = connected_state;
}
}
void GamepadService::RemoveConsumer(device::GamepadConsumer* consumer) {
DCHECK(main_thread_task_runner_->BelongsToCurrentThread());
auto it = consumers_.find(consumer);
if (it->is_active && --num_active_consumers_ == 0)
provider_->Pause();
consumers_.erase(it);
inactive_consumer_state_.erase(consumer);
}
void GamepadService::RegisterForUserGesture(const base::Closure& closure) {
DCHECK(consumers_.size() > 0);
DCHECK(main_thread_task_runner_->BelongsToCurrentThread());
provider_->RegisterForUserGesture(closure);
}
void GamepadService::Terminate() {
provider_.reset();
}
void GamepadService::OnGamepadConnectionChange(bool connected,
uint32_t index,
const Gamepad& pad) {
if (connected) {
main_thread_task_runner_->PostTask(
FROM_HERE, base::BindOnce(&GamepadService::OnGamepadConnected,
base::Unretained(this), index, pad));
} else {
main_thread_task_runner_->PostTask(
FROM_HERE, base::BindOnce(&GamepadService::OnGamepadDisconnected,
base::Unretained(this), index, pad));
}
}
void GamepadService::OnGamepadConnected(uint32_t index, const Gamepad& pad) {
DCHECK(main_thread_task_runner_->BelongsToCurrentThread());
for (auto it = consumers_.begin(); it != consumers_.end(); ++it) {
if (it->did_observe_user_gesture && it->is_active)
it->consumer->OnGamepadConnected(index, pad);
}
}
void GamepadService::OnGamepadDisconnected(uint32_t index, const Gamepad& pad) {
DCHECK(main_thread_task_runner_->BelongsToCurrentThread());
for (auto it = consumers_.begin(); it != consumers_.end(); ++it) {
if (it->did_observe_user_gesture && it->is_active)
it->consumer->OnGamepadDisconnected(index, pad);
}
}
void GamepadService::PlayVibrationEffectOnce(
uint32_t pad_index,
mojom::GamepadHapticEffectType type,
mojom::GamepadEffectParametersPtr params,
mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback callback) {
if (!provider_) {
std::move(callback).Run(
mojom::GamepadHapticsResult::GamepadHapticsResultError);
return;
}
provider_->PlayVibrationEffectOnce(pad_index, type, std::move(params),
std::move(callback));
}
void GamepadService::ResetVibrationActuator(
uint32_t pad_index,
mojom::GamepadHapticsManager::ResetVibrationActuatorCallback callback) {
if (!provider_) {
std::move(callback).Run(
mojom::GamepadHapticsResult::GamepadHapticsResultError);
return;
}
provider_->ResetVibrationActuator(pad_index, std::move(callback));
}
base::ReadOnlySharedMemoryRegion GamepadService::DuplicateSharedMemoryRegion() {
DCHECK(main_thread_task_runner_->BelongsToCurrentThread());
return provider_->DuplicateSharedMemoryRegion();
}
void GamepadService::OnUserGesture() {
DCHECK(main_thread_task_runner_->BelongsToCurrentThread());
gesture_callback_pending_ = false;
if (!provider_ || num_active_consumers_ == 0)
return;
for (auto it = consumers_.begin(); it != consumers_.end(); ++it) {
if (!it->did_observe_user_gesture && it->is_active) {
const ConsumerInfo& info = *it;
info.did_observe_user_gesture = true;
Gamepads gamepads;
provider_->GetCurrentGamepadData(&gamepads);
for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i) {
const Gamepad& pad = gamepads.items[i];
if (pad.connected)
info.consumer->OnGamepadConnected(i, pad);
}
}
}
}
void GamepadService::SetSanitizationEnabled(bool sanitize) {
provider_->SetSanitizationEnabled(sanitize);
}
} // namespace device