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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;
function setFrameVisible(f, visible) {
SpecialPowers.wrap(f.contentWindow).browsingContext.isActive = visible;
}
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");
setFrameVisible(f2, false);
SpecialPowers.executeSoon(async function() {
await GamepadService.newButtonEvent(index, 0, true, true);
});
})
// 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,
check_second_frame_no_button_press,
];
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);
}
async function check_second_frame_no_button_press () {
/*
* At this point the first frame should see the button as pressed,
* but the second frame should not, since it's hidden.
*/
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 should not see button pressed");
ok(!f2.contentWindow.gamepad.buttons[0].touched, "frame 2 should not see button touched");
// Now unhide the second frame.
setFrameVisible(f2, true);
SpecialPowers.executeSoon(async function() {
// Now that the frame is visible again, it should see the button
// that was pressed.
ok(f2.contentWindow.gamepad.buttons[0].pressed, "frame 2 sees button pressed");
ok(f2.contentWindow.gamepad.buttons[0].touched, "frame 2 sees button touched");
// 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>
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