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<!-- Any copyright is dedicated to the Public Domain.
   - http://creativecommons.org/publicdomain/zero/1.0/ -->
<!DOCTYPE HTML>
<html>
<head>
  <title>Test hidden frames</title>
  <link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css" />
</head>
<body>
<script type="text/javascript" src="mock_gamepad.js"></script>
<script class="testbody" type="text/javascript">
let ok = window.parent.ok;
let is = window.parent.is;
let SimpleTest = window.parent.SimpleTest;
let SpecialPowers = window.parent.SpecialPowers;

 // Add a gamepad
var index;

var frames_loaded = 0;
async function startTest() {
  frames_loaded++;
  if (frames_loaded != 2) return;
  index = await GamepadService.addGamepad("test gamepad", // id
                              GamepadService.standardMapping,
                              GamepadService.noHand,
                              4, // buttons
                              2,
                              0,
                              0,
                              0);
  await gamepad_loaded();
}
var f1, f2;
async function gamepad_loaded() {
  f1 = document.getElementById('f1');
  f2 = document.getElementById('f2');
  let w1 = f1.contentWindow;
  let w2 = f2.contentWindow;
  w1.addEventListener("gamepadbuttonup", () => {
                       ok(!f1.contentWindow.gamepad.buttons[0].pressed,
                          "frame 1 no button pressed");
                       ok(!f1.contentWindow.gamepad.buttons[0].touched,
                          "frame 1 no button touched");
                      });
  w2.addEventListener("gamepadbuttonup", () => {
                      ok(!f2.contentWindow.gamepad.buttons[0].pressed,
                         "frame 2 no button pressed");
                      ok(!f2.contentWindow.gamepad.buttons[0].touched,
                         "frame 2 no button touched");
                      })
  // Now press the button, but don't release it.
  await GamepadService.newButtonEvent(index, 0, true, true);
}

window.addEventListener("gamepadbuttondown", function() {
  // Wait to ensure that all frames received the button press as well.
 SpecialPowers.executeSoon(tests[testNum++]);
});

var testNum = 0;
var tests = [
  check_button_pressed,
];

async function check_button_pressed() {
  // At this point the both frames should see the button as pressed.
  ok(f1.contentWindow.gamepad.buttons[0].pressed, "frame 1 sees button pressed");
  ok(f1.contentWindow.gamepad.buttons[0].touched, "frame 1 sees button touched");
  ok(f2.contentWindow.gamepad.buttons[0].pressed, "frame 2 sees button pressed");
  ok(f2.contentWindow.gamepad.buttons[0].touched, "frame 2 sees button touched");

  // Now release the button, then hide the second frame.
  await GamepadService.newButtonEvent(index, 0, false, false);

  SpecialPowers.executeSoon(async function() {
    // cleanup
    await GamepadService.removeGamepad(index);
    SimpleTest.finish();
  });
}

</script>
<iframe id="f1" src="gamepad_frame_state.html" onload="runGamepadTest(startTest)"></iframe>
<iframe id="f2" src="gamepad_frame_state.html" onload="runGamepadTest(startTest)"></iframe>
</body>
</html>