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- // Copyright 2016 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 COMPONENTS_EXO_GAMING_SEAT_H_
- #define COMPONENTS_EXO_GAMING_SEAT_H_
- #include <memory>
- #include "base/containers/flat_map.h"
- #include "base/memory/weak_ptr.h"
- #include "base/synchronization/lock.h"
- #include "base/task/sequenced_task_runner.h"
- #include "components/exo/gamepad.h"
- #include "components/exo/wm_helper.h"
- #include "ui/aura/client/focus_change_observer.h"
- #include "ui/events/ozone/gamepad/gamepad_observer.h"
- namespace exo {
- class GamingSeatDelegate;
- class GamepadDelegate;
- // This class represents one gaming seat. It uses /device/gamepad or
- // ozone/gamepad as backend and notifies corresponding GamepadDelegate of any
- // gamepad changes.
- class GamingSeat : public aura::client::FocusChangeObserver,
- public ui::GamepadObserver {
- public:
- // This class will monitor gamepad connection changes and manage gamepads.
- GamingSeat(GamingSeatDelegate* gaming_seat_delegate);
- GamingSeat(const GamingSeat&) = delete;
- GamingSeat& operator=(const GamingSeat&) = delete;
- ~GamingSeat() override;
- // Overridden from ui::aura::client::FocusChangeObserver:
- void OnWindowFocused(aura::Window* gained_focus,
- aura::Window* lost_focus) override;
- // Overridden from ui::GamepadObserver:
- void OnGamepadDevicesUpdated() override;
- void OnGamepadEvent(const ui::GamepadEvent& event) override;
- private:
- // The delegate that handles gamepad_added.
- GamingSeatDelegate* const delegate_;
- // Contains the delegate for each gamepad device.
- base::flat_map<int, std::unique_ptr<Gamepad>> gamepads_;
- // The flag if a valid target for gaming seat is focused. In other words, if
- // it's true, this class is observing gamepad events.
- bool focused_ = false;
- };
- } // namespace exo
- #endif // COMPONENTS_EXO_GAMING_SEAT_H_
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