1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #ifndef CONTENT_BROWSER_GAMEPAD_GAMEPAD_SERVICE_H
6 #define CONTENT_BROWSER_GAMEPAD_GAMEPAD_SERVICE_H
10 #include "base/basictypes.h"
11 #include "base/callback_forward.h"
12 #include "base/memory/scoped_ptr.h"
13 #include "base/memory/shared_memory.h"
14 #include "base/memory/singleton.h"
15 #include "base/threading/thread_checker.h"
16 #include "content/common/content_export.h"
24 class GamepadConsumer
;
25 class GamepadDataFetcher
;
26 class GamepadProvider
;
27 class GamepadServiceTestConstructor
;
28 class RenderProcessHost
;
30 // Owns the GamepadProvider (the background polling thread) and keeps track of
31 // the number of consumers currently using the data (and pausing the provider
33 class CONTENT_EXPORT GamepadService
{
35 // Returns the GamepadService singleton.
36 static GamepadService
* GetInstance();
38 // Increments the number of users of the provider. The Provider is running
39 // when there's > 0 users, and is paused when the count drops to 0.
40 // consumer is registered to listen for gamepad connections. If this is the
41 // first time it is added to the set of consumers it will be treated
42 // specially: it will not be informed about connections before a new user
43 // gesture is observed at which point it will be notified for every connected
46 // Must be called on the I/O thread.
47 void ConsumerBecameActive(GamepadConsumer
* consumer
);
49 // Decrements the number of users of the provider. consumer will not be
50 // informed about connections until it's added back via ConsumerBecameActive.
51 // Must be matched with a ConsumerBecameActive call.
53 // Must be called on the I/O thread.
54 void ConsumerBecameInactive(GamepadConsumer
* consumer
);
56 // Decrements the number of users of the provider and removes consumer from
57 // the set of consumers. Should be matched with a a ConsumerBecameActive
60 // Must be called on the I/O thread.
61 void RemoveConsumer(GamepadConsumer
* consumer
);
63 // Registers the given closure for calling when the user has interacted with
64 // the device. This callback will only be issued once. Should only be called
65 // while a consumer is active.
66 void RegisterForUserGesture(const base::Closure
& closure
);
68 // Returns the shared memory handle of the gamepad data duplicated into the
70 base::SharedMemoryHandle
GetSharedMemoryHandleForProcess(
71 base::ProcessHandle handle
);
73 // Stop/join with the background thread in GamepadProvider |provider_|.
76 // Called on IO thread when a gamepad is connected.
77 void OnGamepadConnected(int index
, const blink::WebGamepad
& pad
);
79 // Called on IO thread when a gamepad is disconnected.
80 void OnGamepadDisconnected(int index
, const blink::WebGamepad
& pad
);
83 friend struct DefaultSingletonTraits
<GamepadService
>;
84 friend class GamepadServiceTestConstructor
;
85 friend class GamepadServiceTest
;
89 // Constructor for testing. This specifies the data fetcher to use for a
90 // provider, bypassing the default platform one.
91 GamepadService(scoped_ptr
<GamepadDataFetcher
> fetcher
);
93 virtual ~GamepadService();
95 static void SetInstance(GamepadService
*);
100 ConsumerInfo(GamepadConsumer
* consumer
)
101 : consumer(consumer
),
102 did_observe_user_gesture(false) {
105 bool operator<(const ConsumerInfo
& other
) const {
106 return consumer
< other
.consumer
;
109 GamepadConsumer
* consumer
;
110 mutable bool is_active
;
111 mutable bool did_observe_user_gesture
;
114 scoped_ptr
<GamepadProvider
> provider_
;
116 base::ThreadChecker thread_checker_
;
118 typedef std::set
<ConsumerInfo
> ConsumerSet
;
119 ConsumerSet consumers_
;
121 int num_active_consumers_
;
123 bool gesture_callback_pending_
;
125 DISALLOW_COPY_AND_ASSIGN(GamepadService
);
128 } // namespace content
130 #endif // CONTENT_BROWSER_GAMEPAD_GAMEPAD_SERVICE_H_