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media / base / renderer_factory_selector.h [blame]
// Copyright 2017 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef MEDIA_BASE_RENDERER_FACTORY_SELECTOR_H_
#define MEDIA_BASE_RENDERER_FACTORY_SELECTOR_H_
#include <map>
#include <optional>
#include "base/functional/callback.h"
#include "build/build_config.h"
#include "media/base/media_export.h"
#include "media/base/media_status.h"
#include "media/base/renderer.h"
#include "media/base/renderer_factory.h"
namespace media {
// RendererFactorySelector owns RendererFactory instances used within WMPI.
// Its purpose is to aggregate the signals and centralize the logic behind
// choosing which RendererFactory should be used when creating a new Renderer.
//
// There are 3 categories of factories: base, conditional and other, which can
// be added by AddBaseFactory(), AddConditionalFactory() and AddFactory()
// respectively.
//
// The current factory is selected as:
// - If a conditional factory exists and the condition is met, use the
// conditional factory.
// - Else use the base factory.
//
// Notes:
// - One and at most one base factory must be set.
// - The base factory can be changed by calling SetBaseRendererType().
// - Multiple conditional factories are supported but there should be at most
// one conditional factory for any factory type. If multiple conditions are
// met, it's up to the implementation detail which factory will be returned.
class MEDIA_EXPORT RendererFactorySelector {
public:
using ConditionalFactoryCB = base::RepeatingCallback<bool()>;
RendererFactorySelector();
RendererFactorySelector(const RendererFactorySelector&) = delete;
RendererFactorySelector& operator=(const RendererFactorySelector&) = delete;
virtual ~RendererFactorySelector();
// See file level comments above.
void AddBaseFactory(RendererType type,
std::unique_ptr<RendererFactory> factory);
void AddConditionalFactory(RendererType type,
std::unique_ptr<RendererFactory> factory,
ConditionalFactoryCB callback);
void AddFactory(RendererType type, std::unique_ptr<RendererFactory> factory);
// Sets the base factory to be returned, when there are no signals telling us
// to select any specific factory.
void SetBaseRendererType(RendererType type);
// Returns the type of the Renderer for what GetCurrentFactory() would return.
// NOTE: SetBaseRendererType() must be called before calling this method.
virtual RendererType GetCurrentRendererType();
// Updates |current_factory_| if necessary, and returns its value.
// NOTE: SetBaseRendererType() must be called before calling this method.
virtual RendererFactory* GetCurrentFactory();
#if BUILDFLAG(IS_ANDROID)
// Starts a request to receive a RemotePlayStateChangeCB, to be fulfilled
// later by passing a request via SetRemotePlayStateChangeCB().
// NOTE: There should be no pending request (this new one would overwrite it).
void StartRequestRemotePlayStateCB(
RequestRemotePlayStateChangeCB callback_request);
// Fulfills a request initiated by StartRequestRemotePlayStateCB().
// NOTE: There must be a pending request.
void SetRemotePlayStateChangeCB(RemotePlayStateChangeCB callback);
#endif
private:
std::optional<RendererType> base_renderer_type_;
// Use a map to avoid duplicate entries for the same RendererType.
std::map<RendererType, ConditionalFactoryCB> conditional_factories_;
RequestRemotePlayStateChangeCB remote_play_state_change_cb_request_;
std::map<RendererType, std::unique_ptr<RendererFactory>> factories_;
};
} // namespace media
#endif // MEDIA_BASE_RENDERER_FACTORY_SELECTOR_H_