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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this file,
 * You can obtain one at http://mozilla.org/MPL/2.0/. */

#ifndef mozilla_dom_GamepadServiceTest_h_
#define mozilla_dom_GamepadServiceTest_h_

#include "mozilla/DOMEventTargetHelper.h"
#include "mozilla/dom/GamepadBinding.h"
#include "mozilla/dom/GamepadHandle.h"
#include "mozilla/dom/TypedArray.h"
#include "mozilla/WeakPtr.h"

namespace mozilla {
namespace dom {

class GamepadChangeEvent;
class GamepadManager;
class GamepadTestChannelChild;
class Promise;

// Service for testing purposes
class GamepadServiceTest final : public DOMEventTargetHelper,
                                 public SupportsWeakPtr {
 public:
  NS_DECL_ISUPPORTS_INHERITED
  NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(GamepadServiceTest,
                                           DOMEventTargetHelper)

  GamepadMappingType NoMapping() const { return GamepadMappingType::_empty; }
  GamepadMappingType StandardMapping() const {
    return GamepadMappingType::Standard;
  }
  GamepadHand NoHand() const { return GamepadHand::_empty; }
  GamepadHand LeftHand() const { return GamepadHand::Left; }
  GamepadHand RightHand() const { return GamepadHand::Right; }

  already_AddRefed<Promise> AddGamepad(
      const nsAString& aID, GamepadMappingType aMapping, GamepadHand aHand,
      uint32_t aNumButtons, uint32_t aNumAxes, uint32_t aNumHaptics,
      uint32_t aNumLightIndicator, uint32_t aNumTouchEvents, ErrorResult& aRv);
  void ReplyGamepadHandle(uint32_t aPromiseId, const GamepadHandle& aHandle);

  void RemoveGamepad(uint32_t aHandleSlot);
  void NewButtonEvent(uint32_t aHandleSlot, uint32_t aButton, bool aPressed,
                      bool aTouched);
  void NewButtonValueEvent(uint32_t aHandleSlot, uint32_t aButton,
                           bool aPressed, bool aTouched, double aValue);
  void NewAxisMoveEvent(uint32_t aHandleSlot, uint32_t aAxis, double aValue);
  void NewPoseMove(uint32_t aHandleSlot, const Nullable<Float32Array>& aOrient,
                   const Nullable<Float32Array>& aPos,
                   const Nullable<Float32Array>& aAngVelocity,
                   const Nullable<Float32Array>& aAngAcceleration,
                   const Nullable<Float32Array>& aLinVelocity,
                   const Nullable<Float32Array>& aLinAcceleration);
  void NewTouch(uint32_t aHandleSlot, uint32_t aTouchArrayIndex,
                uint32_t aTouchId, uint8_t aSurfaceId, const Float32Array& aPos,
                const Nullable<Float32Array>& aSurfDim);
  void Shutdown();

  static already_AddRefed<GamepadServiceTest> CreateTestService(
      nsPIDOMWindowInner* aWindow);
  nsPIDOMWindowInner* GetParentObject() const { return mWindow; }
  JSObject* WrapObject(JSContext* aCx, JS::HandleObject aGivenProto) override;

 private:
  // Hold a reference to the gamepad service so we don't have to worry about
  // execution order in tests.
  RefPtr<GamepadManager> mService;
  nsCOMPtr<nsPIDOMWindowInner> mWindow;
  uint32_t mEventNumber;
  bool mShuttingDown;

  // IPDL Channel for us to send test events to GamepadPlatformService, it
  // will only be used in this singleton class and deleted during the IPDL
  // shutdown chain
  RefPtr<GamepadTestChannelChild> mChild;
  nsTArray<GamepadHandle> mGamepadHandles;

  nsRefPtrHashtable<nsUint32HashKey, dom::Promise> mPromiseList;

  explicit GamepadServiceTest(nsPIDOMWindowInner* aWindow);
  ~GamepadServiceTest();
  void InitPBackgroundActor();
  void DestroyPBackgroundActor();

  uint32_t AddGamepadHandle(GamepadHandle aHandle);
  void RemoveGamepadHandle(uint32_t aHandleSlot);
  GamepadHandle GetHandleInSlot(uint32_t aHandleSlot) const;
};

}  // namespace dom
}  // namespace mozilla

#endif