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-rw-r--r--dom/gamepad/GamepadServiceTest.cpp392
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diff --git a/dom/gamepad/GamepadServiceTest.cpp b/dom/gamepad/GamepadServiceTest.cpp
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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/. */
+
+#include "GamepadServiceTest.h"
+
+#include "mozilla/ErrorResult.h"
+#include "mozilla/Unused.h"
+
+#include "mozilla/dom/GamepadManager.h"
+#include "mozilla/dom/GamepadPlatformService.h"
+#include "mozilla/dom/GamepadServiceTestBinding.h"
+#include "mozilla/dom/GamepadTestChannelChild.h"
+
+#include "mozilla/ipc/BackgroundChild.h"
+#include "mozilla/ipc/PBackgroundChild.h"
+
+namespace mozilla::dom {
+
+/*
+ * Implementation of the test service. This is just to provide a simple binding
+ * of the GamepadService to JavaScript via WebIDL so that we can write
+ * Mochitests that add and remove fake gamepads, avoiding the platform-specific
+ * backends.
+ */
+
+NS_IMPL_CYCLE_COLLECTION_INHERITED(GamepadServiceTest, DOMEventTargetHelper,
+ mWindow)
+
+NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(GamepadServiceTest)
+NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper)
+
+NS_IMPL_ADDREF_INHERITED(GamepadServiceTest, DOMEventTargetHelper)
+NS_IMPL_RELEASE_INHERITED(GamepadServiceTest, DOMEventTargetHelper)
+
+// static
+already_AddRefed<GamepadServiceTest> GamepadServiceTest::CreateTestService(
+ nsPIDOMWindowInner* aWindow) {
+ MOZ_ASSERT(aWindow);
+ RefPtr<GamepadServiceTest> service = new GamepadServiceTest(aWindow);
+ service->InitPBackgroundActor();
+ return service.forget();
+}
+
+void GamepadServiceTest::Shutdown() {
+ MOZ_ASSERT(!mShuttingDown);
+ mShuttingDown = true;
+ DestroyPBackgroundActor();
+ mWindow = nullptr;
+}
+
+GamepadServiceTest::GamepadServiceTest(nsPIDOMWindowInner* aWindow)
+ : mService(GamepadManager::GetService()),
+ mWindow(aWindow),
+ mEventNumber(0),
+ mShuttingDown(false),
+ mChild(nullptr) {}
+
+GamepadServiceTest::~GamepadServiceTest() {
+ MOZ_ASSERT(mPromiseList.IsEmpty());
+}
+
+void GamepadServiceTest::InitPBackgroundActor() {
+ MOZ_ASSERT(!mChild);
+
+ ::mozilla::ipc::PBackgroundChild* actor =
+ ::mozilla::ipc::BackgroundChild::GetOrCreateForCurrentThread();
+ if (NS_WARN_IF(!actor)) {
+ MOZ_CRASH("Failed to create a PBackgroundChild actor!");
+ }
+
+ mChild = GamepadTestChannelChild::Create(this);
+ PGamepadTestChannelChild* initedChild =
+ actor->SendPGamepadTestChannelConstructor(mChild.get());
+ if (NS_WARN_IF(!initedChild)) {
+ MOZ_CRASH("Failed to create a PBackgroundChild actor!");
+ }
+}
+
+void GamepadServiceTest::ReplyGamepadHandle(uint32_t aPromiseId,
+ const GamepadHandle& aHandle) {
+ uint32_t handleSlot = AddGamepadHandle(aHandle);
+
+ RefPtr<Promise> p;
+ if (!mPromiseList.Get(aPromiseId, getter_AddRefs(p))) {
+ MOZ_CRASH("We should always have a promise.");
+ }
+
+ p->MaybeResolve(handleSlot);
+ mPromiseList.Remove(aPromiseId);
+}
+
+void GamepadServiceTest::DestroyPBackgroundActor() {
+ MOZ_ASSERT(mChild);
+ PGamepadTestChannelChild::Send__delete__(mChild);
+ mChild = nullptr;
+}
+
+already_AddRefed<Promise> GamepadServiceTest::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) {
+ if (mShuttingDown) {
+ aRv.ThrowInvalidStateError("Shutting down");
+ return nullptr;
+ }
+
+ // The values here are ignored, the value just can't be zero to avoid an
+ // assertion
+ GamepadHandle gamepadHandle{1, GamepadHandleKind::GamepadPlatformManager};
+
+ // Only VR controllers has displayID, we give 0 to the general gamepads.
+ GamepadAdded a(nsString(aID), aMapping, aHand, 0, aNumButtons, aNumAxes,
+ aNumHaptics, aNumLightIndicator, aNumTouchEvents);
+ GamepadChangeEventBody body(a);
+ GamepadChangeEvent e(gamepadHandle, body);
+
+ RefPtr<Promise> p = Promise::Create(mWindow->AsGlobal(), aRv);
+ if (aRv.Failed()) {
+ return nullptr;
+ }
+
+ uint32_t id = ++mEventNumber;
+
+ MOZ_ASSERT(!mPromiseList.Contains(id));
+ mPromiseList.InsertOrUpdate(id, RefPtr{p});
+
+ mChild->SendGamepadTestEvent(id, e);
+
+ return p.forget();
+}
+
+already_AddRefed<Promise> GamepadServiceTest::RemoveGamepad(
+ uint32_t aHandleSlot, ErrorResult& aRv) {
+ if (mShuttingDown) {
+ aRv.ThrowInvalidStateError("Shutting down");
+ return nullptr;
+ }
+
+ GamepadHandle gamepadHandle = GetHandleInSlot(aHandleSlot);
+
+ GamepadRemoved a;
+ GamepadChangeEventBody body(a);
+ GamepadChangeEvent e(gamepadHandle, body);
+
+ uint32_t id = ++mEventNumber;
+
+ RefPtr<Promise> p = Promise::Create(mWindow->AsGlobal(), aRv);
+ if (aRv.Failed()) {
+ return nullptr;
+ }
+
+ MOZ_ASSERT(!mPromiseList.Contains(id));
+ mPromiseList.InsertOrUpdate(id, RefPtr{p});
+
+ mChild->SendGamepadTestEvent(id, e);
+ return p.forget();
+}
+
+already_AddRefed<Promise> GamepadServiceTest::NewButtonEvent(
+ uint32_t aHandleSlot, uint32_t aButton, bool aPressed, bool aTouched,
+ ErrorResult& aRv) {
+ if (mShuttingDown) {
+ aRv.ThrowInvalidStateError("Shutting down");
+ return nullptr;
+ }
+
+ GamepadHandle gamepadHandle = GetHandleInSlot(aHandleSlot);
+
+ GamepadButtonInformation a(aButton, aPressed ? 1.0 : 0, aPressed, aTouched);
+ GamepadChangeEventBody body(a);
+ GamepadChangeEvent e(gamepadHandle, body);
+
+ uint32_t id = ++mEventNumber;
+ RefPtr<Promise> p = Promise::Create(mWindow->AsGlobal(), aRv);
+ if (aRv.Failed()) {
+ return nullptr;
+ }
+
+ MOZ_ASSERT(!mPromiseList.Contains(id));
+ mPromiseList.InsertOrUpdate(id, RefPtr{p});
+ mChild->SendGamepadTestEvent(id, e);
+ return p.forget();
+}
+
+already_AddRefed<Promise> GamepadServiceTest::NewButtonValueEvent(
+ uint32_t aHandleSlot, uint32_t aButton, bool aPressed, bool aTouched,
+ double aValue, ErrorResult& aRv) {
+ if (mShuttingDown) {
+ aRv.ThrowInvalidStateError("Shutting down");
+ return nullptr;
+ }
+
+ GamepadHandle gamepadHandle = GetHandleInSlot(aHandleSlot);
+
+ GamepadButtonInformation a(aButton, aValue, aPressed, aTouched);
+ GamepadChangeEventBody body(a);
+ GamepadChangeEvent e(gamepadHandle, body);
+
+ uint32_t id = ++mEventNumber;
+ RefPtr<Promise> p = Promise::Create(mWindow->AsGlobal(), aRv);
+ if (aRv.Failed()) {
+ return nullptr;
+ }
+
+ MOZ_ASSERT(!mPromiseList.Contains(id));
+ mPromiseList.InsertOrUpdate(id, RefPtr{p});
+ mChild->SendGamepadTestEvent(id, e);
+ return p.forget();
+}
+
+already_AddRefed<Promise> GamepadServiceTest::NewAxisMoveEvent(
+ uint32_t aHandleSlot, uint32_t aAxis, double aValue, ErrorResult& aRv) {
+ if (mShuttingDown) {
+ aRv.ThrowInvalidStateError("Shutting down");
+ return nullptr;
+ }
+
+ GamepadHandle gamepadHandle = GetHandleInSlot(aHandleSlot);
+
+ GamepadAxisInformation a(aAxis, aValue);
+ GamepadChangeEventBody body(a);
+ GamepadChangeEvent e(gamepadHandle, body);
+
+ uint32_t id = ++mEventNumber;
+ RefPtr<Promise> p = Promise::Create(mWindow->AsGlobal(), aRv);
+ if (aRv.Failed()) {
+ return nullptr;
+ }
+
+ MOZ_ASSERT(!mPromiseList.Contains(id));
+ mPromiseList.InsertOrUpdate(id, RefPtr{p});
+ mChild->SendGamepadTestEvent(id, e);
+ return p.forget();
+}
+
+already_AddRefed<Promise> GamepadServiceTest::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, ErrorResult& aRv) {
+ if (mShuttingDown) {
+ aRv.ThrowInvalidStateError("Shutting down");
+ return nullptr;
+ }
+
+ GamepadHandle gamepadHandle = GetHandleInSlot(aHandleSlot);
+
+ GamepadPoseState poseState;
+ poseState.flags = GamepadCapabilityFlags::Cap_Orientation |
+ GamepadCapabilityFlags::Cap_Position |
+ GamepadCapabilityFlags::Cap_AngularAcceleration |
+ GamepadCapabilityFlags::Cap_LinearAcceleration;
+ if (!aOrient.IsNull()) {
+ const Float32Array& value = aOrient.Value();
+ value.ComputeState();
+ MOZ_ASSERT(value.Length() == 4);
+ poseState.orientation[0] = value.Data()[0];
+ poseState.orientation[1] = value.Data()[1];
+ poseState.orientation[2] = value.Data()[2];
+ poseState.orientation[3] = value.Data()[3];
+ poseState.isOrientationValid = true;
+ }
+ if (!aPos.IsNull()) {
+ const Float32Array& value = aPos.Value();
+ value.ComputeState();
+ MOZ_ASSERT(value.Length() == 3);
+ poseState.position[0] = value.Data()[0];
+ poseState.position[1] = value.Data()[1];
+ poseState.position[2] = value.Data()[2];
+ poseState.isPositionValid = true;
+ }
+ if (!aAngVelocity.IsNull()) {
+ const Float32Array& value = aAngVelocity.Value();
+ value.ComputeState();
+ MOZ_ASSERT(value.Length() == 3);
+ poseState.angularVelocity[0] = value.Data()[0];
+ poseState.angularVelocity[1] = value.Data()[1];
+ poseState.angularVelocity[2] = value.Data()[2];
+ }
+ if (!aAngAcceleration.IsNull()) {
+ const Float32Array& value = aAngAcceleration.Value();
+ value.ComputeState();
+ MOZ_ASSERT(value.Length() == 3);
+ poseState.angularAcceleration[0] = value.Data()[0];
+ poseState.angularAcceleration[1] = value.Data()[1];
+ poseState.angularAcceleration[2] = value.Data()[2];
+ }
+ if (!aLinVelocity.IsNull()) {
+ const Float32Array& value = aLinVelocity.Value();
+ value.ComputeState();
+ MOZ_ASSERT(value.Length() == 3);
+ poseState.linearVelocity[0] = value.Data()[0];
+ poseState.linearVelocity[1] = value.Data()[1];
+ poseState.linearVelocity[2] = value.Data()[2];
+ }
+ if (!aLinAcceleration.IsNull()) {
+ const Float32Array& value = aLinAcceleration.Value();
+ value.ComputeState();
+ MOZ_ASSERT(value.Length() == 3);
+ poseState.linearAcceleration[0] = value.Data()[0];
+ poseState.linearAcceleration[1] = value.Data()[1];
+ poseState.linearAcceleration[2] = value.Data()[2];
+ }
+
+ GamepadPoseInformation a(poseState);
+ GamepadChangeEventBody body(a);
+ GamepadChangeEvent e(gamepadHandle, body);
+
+ uint32_t id = ++mEventNumber;
+ RefPtr<Promise> p = Promise::Create(mWindow->AsGlobal(), aRv);
+ if (aRv.Failed()) {
+ return nullptr;
+ }
+
+ MOZ_ASSERT(!mPromiseList.Contains(id));
+ mPromiseList.InsertOrUpdate(id, RefPtr{p});
+ mChild->SendGamepadTestEvent(id, e);
+ return p.forget();
+}
+
+already_AddRefed<Promise> GamepadServiceTest::NewTouch(
+ uint32_t aHandleSlot, uint32_t aTouchArrayIndex, uint32_t aTouchId,
+ uint8_t aSurfaceId, const Float32Array& aPos,
+ const Nullable<Float32Array>& aSurfDim, ErrorResult& aRv) {
+ if (mShuttingDown) {
+ aRv.ThrowInvalidStateError("Shutting down");
+ return nullptr;
+ }
+
+ GamepadHandle gamepadHandle = GetHandleInSlot(aHandleSlot);
+
+ GamepadTouchState touchState;
+ touchState.touchId = aTouchId;
+ touchState.surfaceId = aSurfaceId;
+ const Float32Array& value = aPos;
+ value.ComputeState();
+ MOZ_ASSERT(value.Length() == 2);
+ touchState.position[0] = value.Data()[0];
+ touchState.position[1] = value.Data()[1];
+
+ if (!aSurfDim.IsNull()) {
+ const Float32Array& value = aSurfDim.Value();
+ value.ComputeState();
+ MOZ_ASSERT(value.Length() == 2);
+ touchState.surfaceDimensions[0] = value.Data()[0];
+ touchState.surfaceDimensions[1] = value.Data()[1];
+ touchState.isSurfaceDimensionsValid = true;
+ }
+
+ GamepadTouchInformation a(aTouchArrayIndex, touchState);
+ GamepadChangeEventBody body(a);
+ GamepadChangeEvent e(gamepadHandle, body);
+
+ uint32_t id = ++mEventNumber;
+ RefPtr<Promise> p = Promise::Create(mWindow->AsGlobal(), aRv);
+ if (aRv.Failed()) {
+ return nullptr;
+ }
+
+ MOZ_ASSERT(!mPromiseList.Contains(id));
+ mPromiseList.InsertOrUpdate(id, RefPtr{p});
+ mChild->SendGamepadTestEvent(id, e);
+ return p.forget();
+}
+
+JSObject* GamepadServiceTest::WrapObject(JSContext* aCx,
+ JS::Handle<JSObject*> aGivenProto) {
+ return GamepadServiceTest_Binding::Wrap(aCx, this, aGivenProto);
+}
+
+uint32_t GamepadServiceTest::AddGamepadHandle(GamepadHandle aHandle) {
+ uint32_t handleSlot = mGamepadHandles.Length();
+ mGamepadHandles.AppendElement(aHandle);
+ return handleSlot;
+}
+
+void GamepadServiceTest::RemoveGamepadHandle(uint32_t aHandleSlot) {
+ MOZ_ASSERT(aHandleSlot < mGamepadHandles.Length());
+ return mGamepadHandles.RemoveElementAt(aHandleSlot);
+}
+
+GamepadHandle GamepadServiceTest::GetHandleInSlot(uint32_t aHandleSlot) const {
+ MOZ_ASSERT(aHandleSlot < mGamepadHandles.Length());
+ return mGamepadHandles.ElementAt(aHandleSlot);
+}
+
+} // namespace mozilla::dom