// 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 CONTENT_BROWSER_GAMEPAD_GAMEPAD_SERVICE_H #define CONTENT_BROWSER_GAMEPAD_GAMEPAD_SERVICE_H #include <set> #include "base/basictypes.h" #include "base/callback_forward.h" #include "base/memory/scoped_ptr.h" #include "base/memory/shared_memory.h" #include "base/memory/singleton.h" #include "base/threading/thread_checker.h" #include "content/common/content_export.h" namespace blink { class WebGamepad; } namespace content { class GamepadConsumer; class GamepadDataFetcher; class GamepadProvider; class GamepadServiceTestConstructor; class RenderProcessHost; // 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 CONTENT_EXPORT GamepadService { 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(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(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(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 the shared memory handle of the gamepad data duplicated into the // given process. base::SharedMemoryHandle GetSharedMemoryHandleForProcess( base::ProcessHandle handle); // 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 blink::WebGamepad& pad); // Called on IO thread when a gamepad is disconnected. void OnGamepadDisconnected(int index, const blink::WebGamepad& pad); private: friend struct DefaultSingletonTraits<GamepadService>; 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(scoped_ptr<GamepadDataFetcher> fetcher); virtual ~GamepadService(); static void SetInstance(GamepadService*); void OnUserGesture(); struct ConsumerInfo { ConsumerInfo(GamepadConsumer* consumer) : consumer(consumer), did_observe_user_gesture(false) { } bool operator<(const ConsumerInfo& other) const { return consumer < other.consumer; } GamepadConsumer* consumer; mutable bool is_active; mutable bool did_observe_user_gesture; }; scoped_ptr<GamepadProvider> provider_; base::ThreadChecker thread_checker_; typedef std::set<ConsumerInfo> ConsumerSet; ConsumerSet consumers_; int num_active_consumers_; bool gesture_callback_pending_; DISALLOW_COPY_AND_ASSIGN(GamepadService); }; } // namespace content #endif // CONTENT_BROWSER_GAMEPAD_GAMEPAD_SERVICE_H_