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      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.
      4 
      5 #ifndef PPAPI_PROXY_GAMEPAD_RESOURCE_H_
      6 #define PPAPI_PROXY_GAMEPAD_RESOURCE_H_
      7 
      8 #include "base/basictypes.h"
      9 #include "base/compiler_specific.h"
     10 #include "base/memory/scoped_ptr.h"
     11 #include "base/memory/shared_memory.h"
     12 #include "ppapi/c/ppb_gamepad.h"
     13 #include "ppapi/proxy/plugin_resource.h"
     14 #include "ppapi/proxy/ppapi_proxy_export.h"
     15 #include "ppapi/shared_impl/ppb_gamepad_shared.h"
     16 #include "ppapi/thunk/ppb_gamepad_api.h"
     17 
     18 struct PP_GamepadsSampleData;
     19 
     20 namespace base {
     21 class SharedMemory;
     22 }
     23 
     24 namespace ppapi {
     25 namespace proxy {
     26 
     27 // This class is a bit weird. It isn't a true resource from the plugin's
     28 // perspective. But we need to make requests to the browser and get replies.
     29 // It's more convenient to do this as a resource, so the instance just
     30 // maintains an internal lazily instantiated copy of this resource.
     31 class PPAPI_PROXY_EXPORT GamepadResource
     32       : public PluginResource,
     33         public thunk::PPB_Gamepad_API {
     34  public:
     35   GamepadResource(Connection connection, PP_Instance instance);
     36   virtual ~GamepadResource();
     37 
     38   // Resource implementation.
     39   virtual thunk::PPB_Gamepad_API* AsPPB_Gamepad_API() OVERRIDE;
     40 
     41   // PPB_Gamepad_API.
     42   virtual void Sample(PP_Instance instance,
     43                       PP_GamepadsSampleData* data) OVERRIDE;
     44 
     45  private:
     46   void OnPluginMsgSendMemory(const ResourceMessageReplyParams& params);
     47 
     48   scoped_ptr<base::SharedMemory> shared_memory_;
     49   const ContentGamepadHardwareBuffer* buffer_;
     50 
     51   // Last data returned so we can use this in the event of a read failure.
     52   PP_GamepadsSampleData last_read_;
     53 
     54   DISALLOW_COPY_AND_ASSIGN(GamepadResource);
     55 };
     56 
     57 }  // namespace proxy
     58 }  // namespace ppapi
     59 
     60 #endif  // PPAPI_PROXY_GAMEPAD_RESOURCE_H_
     61