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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
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