// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef PPAPI_PROXY_GAMEPAD_RESOURCE_H_
#define PPAPI_PROXY_GAMEPAD_RESOURCE_H_
#include "base/compiler_specific.h"
#include "base/memory/shared_memory_mapping.h"
#include "device/gamepad/public/mojom/gamepad_hardware_buffer.h"
#include "ppapi/c/ppb_gamepad.h"
#include "ppapi/proxy/plugin_resource.h"
#include "ppapi/proxy/ppapi_proxy_export.h"
#include "ppapi/thunk/ppb_gamepad_api.h"
struct PP_GamepadsSampleData;
namespace ppapi {
namespace proxy {
// This class is a bit weird. It isn't a true resource from the plugin's
// perspective. But we need to make requests to the browser and get replies.
// It's more convenient to do this as a resource, so the instance just
// maintains an internal lazily instantiated copy of this resource.
class PPAPI_PROXY_EXPORT GamepadResource
: public PluginResource,
public thunk::PPB_Gamepad_API {
public:
GamepadResource(Connection connection, PP_Instance instance);
GamepadResource(const GamepadResource&) = delete;
GamepadResource& operator=(const GamepadResource&) = delete;
~GamepadResource() override;
// Resource implementation.
thunk::PPB_Gamepad_API* AsPPB_Gamepad_API() override;
// PPB_Gamepad_API.
void Sample(PP_Instance instance, PP_GamepadsSampleData* data) override;
private:
void OnPluginMsgSendMemory(const ResourceMessageReplyParams& params);
base::ReadOnlySharedMemoryMapping shared_memory_mapping_;
const device::GamepadHardwareBuffer* buffer_;
// Last data returned so we can use this in the event of a read failure.
PP_GamepadsSampleData last_read_;
};
} // namespace proxy
} // namespace ppapi
#endif // PPAPI_PROXY_GAMEPAD_RESOURCE_H_