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* Standardize usage of virtual/override/final specifiers.dcheng2014-10-281-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The Google C++ style guide states: Explicitly annotate overrides of virtual functions or virtual destructors with an override or (less frequently) final specifier. Older (pre-C++11) code will use the virtual keyword as an inferior alternative annotation. For clarity, use exactly one of override, final, or virtual when declaring an override. To better conform to these guidelines, the following constructs have been rewritten: - if a base class has a virtual destructor, then: virtual ~Foo(); -> ~Foo() override; - virtual void Foo() override; -> void Foo() override; - virtual void Foo() override final; -> void Foo() final; This patch was automatically generated. The clang plugin can generate fixit hints, which are suggested edits when it is 100% sure it knows how to fix a problem. The hints from the clang plugin were applied to the source tree using the tool in https://codereview.chromium.org/598073004. BUG=417463 R=nasko@chromium.org Review URL: https://codereview.chromium.org/678073006 Cr-Commit-Position: refs/heads/master@{#301534}
* Standardize usage of virtual/override/final in content/browser/dcheng2014-10-211-6/+4
| | | | | | | | | | | | This patch was automatically generated by applying clang fixit hints generated by the plugin to the source tree. BUG=417463 TBR=sky@chromium.org Review URL: https://codereview.chromium.org/667943003 Cr-Commit-Position: refs/heads/master@{#300469}
* Replacing the OVERRIDE with override and FINAL with final in ↵mohan.reddy2014-10-071-4/+4
| | | | | | | | | | | | | content/browser/[dom_storage|gamepad|gpu|net] This step is a giant search and replace for OVERRIDE and FINAL to replace them with their lowercase versions. BUG=417463 Review URL: https://codereview.chromium.org/633843002 Cr-Commit-Position: refs/heads/master@{#298386}
* Gamepad: don't notify about connected pads twiceb.kelemen@samsung.com2014-07-021-0/+132
Currently the first time we observe user gesture we call GamepadConsumer::OnGamepadConnected once because of the gesture and once because of the state change of the pad. This CL fixes that by reordering the gesture check and the state tests in GamepadProvider the state change will be ignored by GamepadService because did_observe_user_gesture is still false for the consumer. Also it seems like I forget to set gesture_callback_pending_ to true when appropriate in my former CL's, fixed it. Added unit test for connections and made some refactoring related to unittests. BUG=344556 R=bajones@chromium.org,scottmg@chromium.org TBR=dmichael@chromium.org Review URL: https://codereview.chromium.org/362123002 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@281098 0039d316-1c4b-4281-b951-d872f2087c98