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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /dom/tests/mochitest/gamepad | |
parent | Initial commit. (diff) | |
download | firefox-esr-upstream.tar.xz firefox-esr-upstream.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'dom/tests/mochitest/gamepad')
20 files changed, 1225 insertions, 0 deletions
diff --git a/dom/tests/mochitest/gamepad/gamepad_frame.html b/dom/tests/mochitest/gamepad/gamepad_frame.html new file mode 100644 index 0000000000..dae1e92b1b --- /dev/null +++ b/dom/tests/mochitest/gamepad/gamepad_frame.html @@ -0,0 +1,22 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>frame</title> + <script type="text/javascript"> + var connectedEvents = 0; + var buttonPresses = 0; + var idlConnected = 0; + window.addEventListener("gamepadconnected", function() { + connectedEvents++; + }); + window.addEventListener("gamepadbuttondown", function() { + buttonPresses++; + }); + window.ongamepadconnected = () => ++idlConnected; + </script> +</head> +<body> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/gamepad_frame_state.html b/dom/tests/mochitest/gamepad/gamepad_frame_state.html new file mode 100644 index 0000000000..a53b91b2cb --- /dev/null +++ b/dom/tests/mochitest/gamepad/gamepad_frame_state.html @@ -0,0 +1,16 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>frame</title> + <script type="text/javascript"> + var gamepad; + window.addEventListener("gamepadconnected", function(e) { + gamepad = e.gamepad; + }); + </script> +</head> +<body> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/mochitest.ini b/dom/tests/mochitest/gamepad/mochitest.ini new file mode 100644 index 0000000000..63aecbc623 --- /dev/null +++ b/dom/tests/mochitest/gamepad/mochitest.ini @@ -0,0 +1,23 @@ +[DEFAULT] +scheme = https +support-files = + gamepad_frame.html + gamepad_frame_state.html + mock_gamepad.js + +[test_check_timestamp.html] +support-files = test_check_timestamp_iframe.html +[test_gamepad.html] +support-files = test_gamepad_iframe.html +[test_gamepad_connect_events.html] +support-files = test_gamepad_connect_events_iframe.html +[test_gamepad_extensions.html] +support-files = test_gamepad_extensions_iframe.html +[test_gamepad_frame_state_sync.html] +support-files = test_gamepad_frame_state_sync_iframe.html +[test_gamepad_hidden_frame.html] +support-files = test_gamepad_hidden_frame_iframe.html +[test_gamepad_multitouch_crossorigin.html] +support-files = test_gamepad_multitouch_crossorigin_iframe.html +[test_navigator_gamepads.html] +support-files = test_navigator_gamepads_iframe.html diff --git a/dom/tests/mochitest/gamepad/mock_gamepad.js b/dom/tests/mochitest/gamepad/mock_gamepad.js new file mode 100644 index 0000000000..778035ef10 --- /dev/null +++ b/dom/tests/mochitest/gamepad/mock_gamepad.js @@ -0,0 +1,19 @@ +/* Any copyright is dedicated to the Public Domain. + * http://creativecommons.org/publicdomain/zero/1.0/ */ + +var GamepadService; + +async function setGamepadPreferenceAndCreateIframe(iframeSrc) { + await SpecialPowers.pushPrefEnv({ + set: [["dom.gamepad.test.enabled", true]], + }); + + let iframe = document.createElement("iframe"); + iframe.src = iframeSrc; + document.body.appendChild(iframe); +} + +function runGamepadTest(callback) { + GamepadService = navigator.requestGamepadServiceTest(); + callback(); +} diff --git a/dom/tests/mochitest/gamepad/test_check_timestamp.html b/dom/tests/mochitest/gamepad/test_check_timestamp.html new file mode 100644 index 0000000000..04fc8dc9d8 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_check_timestamp.html @@ -0,0 +1,20 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test Gamepad.timestamp</title> + <script src="/tests/SimpleTest/SimpleTest.js"></script> + <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"> +// This test loads in an iframe, to ensure that the navigator instance is +// loaded with the correct value of the preference. +SimpleTest.waitForExplicitFinish(); +setGamepadPreferenceAndCreateIframe("test_check_timestamp_iframe.html"); + +</script> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_check_timestamp_iframe.html b/dom/tests/mochitest/gamepad/test_check_timestamp_iframe.html new file mode 100644 index 0000000000..ca99c26746 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_check_timestamp_iframe.html @@ -0,0 +1,71 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test Gamepad.timestamp</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; + +window.addEventListener("gamepadbuttondown", buttonpresshandler); + +var index; +var timea=0; +var firstPress = true; +var testOver = false; + +runGamepadTest(checkTimestamp); + +async function checkTimestamp(){ + const index = await GamepadService.addGamepad("test gamepad 1", + GamepadService.standardMapping, + GamepadService.noHand, + 4, + 2, + 0, + 0, + 0); + + // Press a button to make the gamepad visible + // to the page. + await GamepadService.newButtonEvent(index, 0, true, true); + await GamepadService.newButtonEvent(index, 0, true, true); + ok(true, "test"); +} + +function cleanup(){ + SpecialPowers.executeSoon(async function() { + await GamepadService.removeGamepad(index); + SimpleTest.finish(); + }); +} + +async function buttonpresshandler(e) { + if (testOver) { + return; + } + if (timea == 0){ + timea = e.gamepad.timestamp; + } else { + ok(timea <= e.gamepad.timestamp, "Timestamp less than last timestamp"); + } + await GamepadService.newButtonEvent(index, 0, false, false); + if (!firstPress) { + testOver = true; + SpecialPowers.executeSoon(cleanup); + } else { + firstPress = false; + } +} + +</script> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_gamepad.html b/dom/tests/mochitest/gamepad/test_gamepad.html new file mode 100644 index 0000000000..4e7c9a32bc --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad.html @@ -0,0 +1,20 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test gamepad</title> + <script src="/tests/SimpleTest/SimpleTest.js"></script> + <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"> +// This test loads in an iframe, to ensure that the navigator instance is +// loaded with the correct value of the preference. +SimpleTest.waitForExplicitFinish(); +setGamepadPreferenceAndCreateIframe("test_gamepad_iframe.html"); + +</script> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_gamepad_connect_events.html b/dom/tests/mochitest/gamepad/test_gamepad_connect_events.html new file mode 100644 index 0000000000..f505ceb9d9 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_connect_events.html @@ -0,0 +1,22 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!-- bug 893785 - Test that sending a gamepadconnected event to a new window + doesn't result in a gamepadconnected event being sent to existing + windows that have already received it. --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test hidden frames</title> + <script src="/tests/SimpleTest/SimpleTest.js"></script> + <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"> +// This test loads in an iframe, to ensure that the navigator instance is +// loaded with the correct value of the preference. +SimpleTest.waitForExplicitFinish(); +setGamepadPreferenceAndCreateIframe("test_gamepad_connect_events_iframe.html"); +</script> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_gamepad_connect_events_iframe.html b/dom/tests/mochitest/gamepad/test_gamepad_connect_events_iframe.html new file mode 100644 index 0000000000..278e6796c0 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_connect_events_iframe.html @@ -0,0 +1,83 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!-- bug 893785 - Test that sending a gamepadconnected event to a new window + doesn't result in a gamepadconnected event being sent to existing + windows that have already received it. --> +<!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; + +var gamepad_index; + +async function pressButton() { + await GamepadService.newButtonEvent(gamepad_index, 0, true, true); + await GamepadService.newButtonEvent(gamepad_index, 0, false, false); +} + + // Add a gamepad +async function startTests() { + window.addEventListener("gamepadbuttondown", function() { + // Wait to ensure that all frames received the button press as well. + SpecialPowers.executeSoon(tests[testNum++]); + }); + + gamepad_index = await GamepadService.addGamepad("test gamepad", // id + GamepadService.standardMapping, + GamepadService.noHand, + 4, // buttons + 2, + 0, + 0, + 0) + + await gamepad_connected(); +} + +var f1, f2; +async function gamepad_connected() { + f1 = document.getElementById('f1'); + await pressButton(); +} + +var testNum = 0; +var tests = [ + test1, + test2, +]; + +function test1() { + is(f1.contentWindow.connectedEvents, 1, "right number of connection events in frame 1"); + + // Now add another frame. + f2 = document.createElement("iframe"); + f2.addEventListener("load", async () => { + // When the frame is loaded, press a button again. + await pressButton(); + }); + f2.src = "gamepad_frame.html"; + document.body.appendChild(f2); +} + +async function test2() { + is(f1.contentWindow.connectedEvents, 1, "right number of connection events in frame 1"); + is(f2.contentWindow.connectedEvents, 1, "right number of connection events in frame 2"); + is(f1.contentWindow.idlConnected, 1, "right number of IDL connection events in frame 1"); + is(f2.contentWindow.idlConnected, 1, "right number of IDL connection events in frame 2"); + await GamepadService.removeGamepad(gamepad_index); + SimpleTest.finish(); +} + +</script> +<iframe id="f1" src="gamepad_frame.html" onload="runGamepadTest(startTests)"></iframe> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_gamepad_extensions.html b/dom/tests/mochitest/gamepad/test_gamepad_extensions.html new file mode 100644 index 0000000000..364ad540fe --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_extensions.html @@ -0,0 +1,19 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test gamepad</title> + <script src="/tests/SimpleTest/SimpleTest.js"></script> + <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"> +// This test loads in an iframe, to ensure that the navigator instance is +// loaded with the correct value of the preference. +SimpleTest.waitForExplicitFinish(); +setGamepadPreferenceAndCreateIframe("test_gamepad_extensions_iframe.html"); +</script> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_gamepad_extensions_iframe.html b/dom/tests/mochitest/gamepad/test_gamepad_extensions_iframe.html new file mode 100644 index 0000000000..6db4b85bb6 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_extensions_iframe.html @@ -0,0 +1,179 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test gamepad</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; + +var tests = [ + poseadd, + posecheck, + touchadd, + touchcheck, + haptictest // Keep haptictest at the last because it will test removing gamepad from the service. +]; +var gamepad_index = 0; +var testNum = 0; +var poseOrient = new Float32Array([-0.203, -0.235, 0.740, -0.596]); +var posePos = new Float32Array([-0.0233, -0.707, -0.763]); +var poseAngVel = new Float32Array([-0.0008, 0.00147, 0.001]); +var poseAngAcc = new Float32Array([-0.494, 0.476, -0.241]); +var poseLinVel = new Float32Array([0.003,0.024,-0.068]); +var poseLinAcc = new Float32Array([-1.211,21.427,-2.348]); +var touchData = [{touchId: 0, surfaceId: 0, pos: new Float32Array([-0.5, 0.5]), surf: new Float32Array([100, 100])}, + {touchId: 1, surfaceId: 0, pos: new Float32Array([-0.1, 1.0]), surf: new Float32Array([100, 100])}]; + +window.addEventListener("gamepadconnected", connecthandler); +window.addEventListener("gamepadbuttondown", function() { + // Wait to ensure that all frames received the button press as well. + SpecialPowers.executeSoon(async ()=> { + await tests[testNum++]() + }); +}); + +async function pressButton() { + await GamepadService.newButtonEvent(gamepad_index, 0, true, true); + await GamepadService.newButtonEvent(gamepad_index, 0, false, false); +} + +async function startTest() { + await SpecialPowers.pushPrefEnv({ "set": [ + ["dom.gamepad.extensions.enabled", true], + ["dom.gamepad.extensions.lightindicator", true], + ["dom.gamepad.extensions.multitouch", true]] }); + // Add a gamepad + gamepad_index = await GamepadService.addGamepad("test gamepad", // id + GamepadService.standardMapping, + GamepadService.leftHand, + 4, + 2, + 1, + 1, + 2); + + // Simulate button events on the gamepad we added + await pressButton(); + +} + +function connecthandler(e) { + ok(e.gamepad.timestamp <= performance.now(), + "gamepad.timestamp should less than or equal to performance.now()"); + is(e.gamepad.index, 0, "correct gamepad index"); + is(e.gamepad.id, "test gamepad", "correct gamepad name"); + is(e.gamepad.mapping, "standard", "standard mapping"); + is(e.gamepad.hand, "left", "left hand"); + is(e.gamepad.buttons.length, 4, "correct number of buttons"); + is(e.gamepad.axes.length, 2, "correct number of axes"); + is(e.gamepad.hapticActuators.length, 1, "correct number of haptics"); + is(e.gamepad.lightIndicators.length, 1, "correct number of light indicators"); + is(e.gamepad.touchEvents.length, 2, "correct number of touches"); +} + +function checkValueInFloat32Array(array1, array2) { + if (array1.length != array2.length) { + return false; + } + var index = 0; + while (index < array2.length) { + if (array1[index] != array2[index]) { + return false; + } + ++index; + } + return true; +} + +async function poseadd() { + await GamepadService.newPoseMove(gamepad_index, poseOrient, + posePos, poseAngVel, poseAngAcc, + poseLinVel, poseLinAcc); + await pressButton(); +} + +async function posecheck() { + var gamepads = navigator.getGamepads(); + var pose = gamepads[0].pose; + is(gamepads[0].pose.hasOrientation, true, + "correct gamepadPose hasOrientation"); + is(gamepads[0].pose.hasPosition, true, + "correct gamepadPose hasPosition"); + is(checkValueInFloat32Array(pose.orientation, poseOrient), true, + "correct gamepadPose orientation"); + is(checkValueInFloat32Array(pose.position, posePos), true, + "correct gamepadPose position"); + is(checkValueInFloat32Array(pose.angularVelocity, poseAngVel), true, + "correct gamepadPose angularVelocity"); + is(checkValueInFloat32Array(pose.angularAcceleration, poseAngAcc), true, + "correct gamepadPose angularAcceleration"); + is(checkValueInFloat32Array(pose.linearVelocity, poseLinVel), true, + "correct gamepadPose linearVelocity"); + is(checkValueInFloat32Array(pose.linearAcceleration, poseLinAcc), true, + "correct gamepadPose linearAcceleration"); + await pressButton(); +} + +function setFrameVisible(f, visible) { + SpecialPowers.wrap(f.contentWindow).browsingContext.isActive = visible; +} + +function haptictest() { + var gamepads = navigator.getGamepads(); + var hapticActuators = gamepads[0].hapticActuators[0]; + hapticActuators.pulse(1, 100).then(async function(result) { + is(result, true, "gamepad hapticActuators test success."); + await GamepadService.removeGamepad(gamepad_index); + SimpleTest.finish(); + }); + // When page is background, we should stop our haptics and still + // can get the promise. + var f1 = document.getElementById('f1'); + setFrameVisible(f1, false); +} + +async function touchadd() { + for(var count = 0; count < touchData.length; count++) { + const touch = touchData[count]; + await GamepadService.newTouch(gamepad_index, count, touch.touchId, + touch.surfaceId, touch.pos, + touch.surf); + } + await pressButton(); +} + +async function touchcheck() { + var gamepads = navigator.getGamepads(); + var touches = gamepads[0].touchEvents; + + is(touches.length, 2, " number of touches"); + + var count = 0; + touches.forEach(function(touch) { + is(touch.touchId, touchData[count].touchId, + "correct GamepadTouch touchId"); + is(touch.surfaceId, touchData[count].surfaceId, + "correct GamepadTouch surfaceId"); + is(checkValueInFloat32Array(touch.position, touchData[count].pos), true, + "correct touch position"); + is(checkValueInFloat32Array(touch.surfaceDimensions, touchData[count].surf), true, + "correct touch surfaceDimensions"); + + ++count; + }); + + await pressButton(); +} + +</script> +<iframe id="f1" src="gamepad_frame_state.html" onload="runGamepadTest(startTest)"></iframe> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_gamepad_frame_state_sync.html b/dom/tests/mochitest/gamepad/test_gamepad_frame_state_sync.html new file mode 100644 index 0000000000..927a4e54bb --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_frame_state_sync.html @@ -0,0 +1,19 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test hidden frames</title> + <script src="/tests/SimpleTest/SimpleTest.js"></script> + <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"> +// This test loads in an iframe, to ensure that the navigator instance is +// loaded with the correct value of the preference. +SimpleTest.waitForExplicitFinish(); +setGamepadPreferenceAndCreateIframe("test_gamepad_frame_state_sync_iframe.html"); +</script> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_gamepad_frame_state_sync_iframe.html b/dom/tests/mochitest/gamepad/test_gamepad_frame_state_sync_iframe.html new file mode 100644 index 0000000000..d64197dce0 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_frame_state_sync_iframe.html @@ -0,0 +1,113 @@ +<!-- 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> diff --git a/dom/tests/mochitest/gamepad/test_gamepad_hidden_frame.html b/dom/tests/mochitest/gamepad/test_gamepad_hidden_frame.html new file mode 100644 index 0000000000..985f001ca4 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_hidden_frame.html @@ -0,0 +1,19 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test hidden frames</title> + <script src="/tests/SimpleTest/SimpleTest.js"></script> + <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"> +// This test loads in an iframe, to ensure that the navigator instance is +// loaded with the correct value of the preference. +SimpleTest.waitForExplicitFinish(); +setGamepadPreferenceAndCreateIframe("test_gamepad_hidden_frame_iframe.html"); +</script> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_gamepad_hidden_frame_iframe.html b/dom/tests/mochitest/gamepad/test_gamepad_hidden_frame_iframe.html new file mode 100644 index 0000000000..60ad2edd01 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_hidden_frame_iframe.html @@ -0,0 +1,81 @@ +<!-- 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; + +window.addEventListener("gamepadbuttondown", function() { + // Wait to ensure that all frames received the button press as well. + SpecialPowers.executeSoon(tests[testNum++]); +}); + +async function pressButton() { + await GamepadService.newButtonEvent(index, 0, true, true); + await GamepadService.newButtonEvent(index, 0, false, false); +} + +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'); + await pressButton(); +} + + + +var testNum = 0; +var tests = [ + test1, + test2, +]; + +function test1() { + is(f1.contentWindow.buttonPresses, 1, "right number of button presses in frame 1"); + is(f2.contentWindow.buttonPresses, 1, "right number of button presses in frame 2"); + + // Now hide the second frame and send another button press. + setFrameVisible(f2, false); + SpecialPowers.executeSoon( async () => { await pressButton(); }); +} + +async function test2() { + is(f1.contentWindow.buttonPresses, 2, "right number of button presses in frame 1"); + is(f2.contentWindow.buttonPresses, 1, "right number of button presses in frame 2"); + await GamepadService.removeGamepad(index); + SimpleTest.finish(); +} + +</script> +<iframe id="f1" src="gamepad_frame.html" onload="runGamepadTest(startTest)"></iframe> +<iframe id="f2" src="gamepad_frame.html" onload="runGamepadTest(startTest)"></iframe> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_gamepad_iframe.html b/dom/tests/mochitest/gamepad/test_gamepad_iframe.html new file mode 100644 index 0000000000..f7e29c1761 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_iframe.html @@ -0,0 +1,81 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test gamepad</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; + +// This should be held for the entire time the testing API is being used to +// ensure monitoring has been started and that a single GamepadPlatformService +// instance is used for the entire test +var GamepadsKungFuDeathGrip = navigator.getGamepads(); + +// Due to gamepad being a polling API instead of event driven, test ordering +// ends up being a little weird in order to deal with e10s. Calls to +// GamepadService are async across processes, so we'll need to make sure +// we account for timing before checking values. +window.addEventListener("gamepadconnected", connecthandler); +var index; +var testNum = 0; + +window.addEventListener("gamepadbuttondown", () => { + SpecialPowers.executeSoon(buttontest1); +}); + +window.addEventListener("gamepadbuttonup", () => { + SpecialPowers.executeSoon(buttontest2); +}); + +runGamepadTest(startTest); + +async function startTest() { + // Add a gamepad + index = await GamepadService.addGamepad("test gamepad", // id + GamepadService.standardMapping, + GamepadService.noHand, + 4, + 2, + 0, + 0, + 0); + await GamepadService.newButtonEvent(index, 0, true, true); +} + +function connecthandler(e) { + ok(e.gamepad.timestamp <= performance.now(), + "gamepad.timestamp should less than or equal to performance.now()"); + is(e.gamepad.index, 0, "correct gamepad index"); + is(e.gamepad.id, "test gamepad", "correct gamepad name"); + is(e.gamepad.mapping, "standard", "standard mapping"); + is(e.gamepad.buttons.length, 4, "correct number of buttons"); + is(e.gamepad.axes.length, 2, "correct number of axes"); +} + +async function buttontest1() { + var gamepads = navigator.getGamepads(); + is(gamepads[0].buttons[0].pressed, true, "gamepad button should register as pressed"); + is(gamepads[0].buttons[0].touched, true, "gamepad button should register as touched"); + await GamepadService.newButtonValueEvent(index, 1, true, true, 0.5); +} + +async function buttontest2() { + var gamepads = navigator.getGamepads(); + is(gamepads[0].buttons[1].pressed, true, "gamepad button should register as pressed"); + is(gamepads[0].buttons[1].touched, true, "gamepad button should register as touched"); + is(gamepads[0].buttons[1].value, 0.5, "gamepad button value should be 0.5"); + await GamepadService.removeGamepad(index); + SimpleTest.finish(); +} + +</script> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_gamepad_multitouch_crossorigin.html b/dom/tests/mochitest/gamepad/test_gamepad_multitouch_crossorigin.html new file mode 100644 index 0000000000..244b2f18dc --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_multitouch_crossorigin.html @@ -0,0 +1,20 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> + <!DOCTYPE HTML> + <html> + <head> + <title>Test hidden frames</title> + <script src="/tests/SimpleTest/SimpleTest.js"></script> + <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"> + // This test loads in an iframe, to ensure that the navigator instance is + // loaded with the correct value of the preference. + SimpleTest.waitForExplicitFinish(); + setGamepadPreferenceAndCreateIframe("test_gamepad_multitouch_crossorigin_iframe.html"); + </script> + </body> + </html> +
\ No newline at end of file diff --git a/dom/tests/mochitest/gamepad/test_gamepad_multitouch_crossorigin_iframe.html b/dom/tests/mochitest/gamepad/test_gamepad_multitouch_crossorigin_iframe.html new file mode 100644 index 0000000000..de551fac06 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_gamepad_multitouch_crossorigin_iframe.html @@ -0,0 +1,256 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test gamepad</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; + +let tests = [ + touchAdd, + touchcheck1, + touchAdd, + touchcheck2, + touchAdd, + touchcheck3 +]; + +let gamepad_index; +let testNum = 0; +let touchData1 = [{touchId: 0, surfaceId: 0, pos: new Float32Array([-0.5, 0.5]), surf: new Float32Array([100, 100])}, + {touchId: 1, surfaceId: 0, pos: new Float32Array([-0.1, 1.0]), surf: new Float32Array([100, 100])}]; +let touchData2 = [{touchId: 2, surfaceId: 0, pos: new Float32Array([-0.2, 0.3]), surf: new Float32Array([120, 200])}, + {touchId: 3, surfaceId: 0, pos: new Float32Array([-0.4, 0.7]), surf: new Float32Array([120, 200])}]; +let touchData3 = [{touchId: 4, surfaceId: 0, pos: new Float32Array([-0.5, 0.6]), surf: new Float32Array([150, 100])}, + {touchId: 5, surfaceId: 0, pos: new Float32Array([-0.3, 0.8]), surf: new Float32Array([150, 100])}]; + +let data = [ + touchData1, + touchData2, + touchData3 +]; +let dataNum = 0; + +window.addEventListener("gamepadconnected", connecthandler); +window.addEventListener("gamepadbuttondown", function() { + // Wait to ensure that all frames received the button press as well. + ok(true, "gamepadbuttondown"); + SpecialPowers.executeSoon(tests[testNum++]); +}); + +async function pressButton() { + await GamepadService.newButtonEvent(gamepad_index, 0, true, true); + await GamepadService.newButtonEvent(gamepad_index, 0, false, false); +} + +let frames_loaded = 0; +async function startTest() { + frames_loaded++; + let promise = SpecialPowers.pushPrefEnv({ "set": [ + ["dom.gamepad.extensions.enabled", true], + ["dom.gamepad.extensions.lightindicator", true], + ["dom.gamepad.extensions.multitouch", true]] }); + if (frames_loaded == 2) { + await promise; + // Add a gamepad + gamepad_index = await GamepadService.addGamepad("test gamepad", // id + GamepadService.standardMapping, + GamepadService.leftHand, + 4, + 2, + 1, + 1, + 2) + await gamepad_loaded(); + } +} + +let f1, f2; +async function gamepad_loaded() { + f1 = document.getElementById('f1'); + f2 = document.getElementById('f2'); + await GamepadService.newButtonEvent(gamepad_index, 0, true, true); +} + +function connecthandler(e) { + ok(e.gamepad.timestamp <= performance.now(), + "gamepad.timestamp should less than or equal to performance.now()"); + is(e.gamepad.index, 0, "correct gamepad index"); + is(e.gamepad.id, "test gamepad", "correct gamepad name"); + is(e.gamepad.mapping, "standard", "standard mapping"); + is(e.gamepad.hand, "left", "left hand"); + is(e.gamepad.buttons.length, 4, "correct number of buttons"); + is(e.gamepad.axes.length, 2, "correct number of axes"); + is(e.gamepad.hapticActuators.length, 1, "correct number of haptics"); + is(e.gamepad.lightIndicators.length, 1, "correct number of light indicators"); + is(e.gamepad.touchEvents.length, 2, "correct number of touches"); +} + +function checkValueInFloat32Array(array1, array2) { + if (array1.length != array2.length) { + return false; + } + let index = 0; + while (index < array2.length) { + if (array1[index] != array2[index]) { + return false; + } + ++index; + } + return true; +} + +function setFrameVisible(f, visible) { + SpecialPowers.wrap(f.contentWindow).browsingContext.isActive = visible; +} + +async function touchAdd() { + for(let count = 0; count < data[dataNum].length; count++) { + const touch = data[dataNum][count]; + await GamepadService.newTouch(gamepad_index, count, touch.touchId, + touch.surfaceId, touch.pos, + touch.surf); + } + ++dataNum; + await pressButton(); +} + +async function touchcheck1() { + let touches = f1.contentWindow.gamepad.touchEvents; + is(touches.length, touchData1.length, "f1 number of touches"); + + let count = 0; + touches.forEach(function(touch) { + is(touch.touchId, data[0][count].touchId, + "correct GamepadTouch touchId"); + is(touch.surfaceId, data[0][count].surfaceId, + "correct GamepadTouch surfaceId"); + is(checkValueInFloat32Array(touch.position, data[0][count].pos), true, + "correct touch position"); + is(checkValueInFloat32Array(touch.surfaceDimensions, data[0][count].surf), true, + "correct touch surfaceDimensions"); + + ++count; + }); + + touches = f2.contentWindow.gamepad.touchEvents; + is(touches.length, data[0].length,"f2 number of touches"); + + count = 0; + touches.forEach(function(touch) { + is(touch.touchId, data[0][count].touchId, + "correct GamepadTouch touchId"); + is(touch.surfaceId, data[0][count].surfaceId, + "correct GamepadTouch surfaceId"); + is(checkValueInFloat32Array(touch.position, data[0][count].pos), true, + "correct touch position"); + is(checkValueInFloat32Array(touch.surfaceDimensions, data[0][count].surf), true, + "correct touch surfaceDimensions"); + + ++count; + }); + + // Making f2 to be at the background. + setFrameVisible(f2, false); + pressButton(); +} + +async function touchcheck2() { + let touches = f1.contentWindow.gamepad.touchEvents; + is(touches.length, data[1].length, "f1 number of touches"); + + let count = 0; + touches.forEach(function(touch) { + is(touch.touchId, data[1][count].touchId, + "correct GamepadTouch touchId"); + is(touch.surfaceId, data[1][count].surfaceId, + "correct GamepadTouch surfaceId"); + is(checkValueInFloat32Array(touch.position, data[1][count].pos), true, + "correct touch position"); + is(checkValueInFloat32Array(touch.surfaceDimensions, data[1][count].surf), true, + "correct touch surfaceDimensions"); + + ++count; + }); + + touches = f2.contentWindow.gamepad.touchEvents; + is(touches.length, touchData1.length,"f2 number of touches"); + + // When f2 is at the background, it will use the previous status. + count = 0; + touches.forEach(function(touch) { + is(touch.touchId, data[0][count].touchId, + "correct GamepadTouch touchId"); + is(touch.surfaceId, data[0][count].surfaceId, + "correct GamepadTouch surfaceId"); + is(checkValueInFloat32Array(touch.position, data[0][count].pos), true, + "correct touch position"); + is(checkValueInFloat32Array(touch.surfaceDimensions, data[0][count].surf), true, + "correct touch surfaceDimensions"); + + ++count; + }); + + setFrameVisible(f2, true); + pressButton(); +} + +async function touchcheck3() { + let touches = f1.contentWindow.gamepad.touchEvents; + is(touches.length, touchData3.length, "f1 number of touches"); + + let count = 0; + touches.forEach(function(touch) { + is(touch.touchId, data[2][count].touchId, + "correct GamepadTouch touchId"); + is(touch.surfaceId, data[2][count].surfaceId, + "correct GamepadTouch surfaceId"); + is(checkValueInFloat32Array(touch.position, data[2][count].pos), true, + "correct touch position"); + is(checkValueInFloat32Array(touch.surfaceDimensions, data[2][count].surf), true, + "correct touch surfaceDimensions"); + + ++count; + }); + + touches = f2.contentWindow.gamepad.touchEvents; + is(touches.length, touchData3.length,"f2 number of touches"); + + count = 0; + touches.forEach(function(touch) { + // f2 was at the background so doesn't add touch events from data[1]. + is(touch.touchId, data[2][count].touchId - data[1].length, + "correct GamepadTouch touchId"); + is(touch.surfaceId, data[2][count].surfaceId, + "correct GamepadTouch surfaceId"); + is(checkValueInFloat32Array(touch.position, data[2][count].pos), true, + "correct touch position"); + is(checkValueInFloat32Array(touch.surfaceDimensions, data[2][count].surf), true, + "correct touch surfaceDimensions"); + + ++count; + }); + + SpecialPowers.executeSoon(cleanup); +} + +function cleanup(){ + SpecialPowers.executeSoon(async function() { + await GamepadService.removeGamepad(gamepad_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> diff --git a/dom/tests/mochitest/gamepad/test_navigator_gamepads.html b/dom/tests/mochitest/gamepad/test_navigator_gamepads.html new file mode 100644 index 0000000000..06dc214a45 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_navigator_gamepads.html @@ -0,0 +1,19 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test gamepad</title> + <script src="/tests/SimpleTest/SimpleTest.js"></script> + <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"> +// This test loads in an iframe, to ensure that the navigator instance is +// loaded with the correct value of the preference. +SimpleTest.waitForExplicitFinish(); +setGamepadPreferenceAndCreateIframe("test_navigator_gamepads_iframe.html"); +</script> +</body> +</html> diff --git a/dom/tests/mochitest/gamepad/test_navigator_gamepads_iframe.html b/dom/tests/mochitest/gamepad/test_navigator_gamepads_iframe.html new file mode 100644 index 0000000000..9c98bac2d3 --- /dev/null +++ b/dom/tests/mochitest/gamepad/test_navigator_gamepads_iframe.html @@ -0,0 +1,123 @@ +<!-- Any copyright is dedicated to the Public Domain. + - http://creativecommons.org/publicdomain/zero/1.0/ --> +<!DOCTYPE HTML> +<html> +<head> + <title>Test gamepad</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 isnot = window.parent.isnot; +let SimpleTest = window.parent.SimpleTest; +let SpecialPowers = window.parent.SpecialPowers; + +var content_index1 = 0; +var internal_index2; +var content_index2 = 1; + +var testNum = 0; +var tests = [ + check_first_gamepad, + check_second_gamepad, + check_gamepad_hole, + check_no_gamepads, +]; + +function run_next_test(event) { + SpecialPowers.executeSoon(async function() { + await tests[testNum++](event); + }); +} + +function buttonhandler(e) { + run_next_test(e); +} + +function disconnecthandler(e) { + run_next_test(e); +} +window.addEventListener("gamepadbuttondown", buttonhandler); +window.addEventListener("gamepaddisconnected", disconnecthandler); + +runGamepadTest(startTest) + +async function startTest() { + // gamepads should be empty first + is(navigator.getGamepads().length, 0, "should be zero gamepads exposed"); + // Add a gamepad + internal_index1 = await GamepadService.addGamepad("test gamepad 1", // id + GamepadService.standardMapping, + GamepadService.noHand, + 4, // buttons + 2, + 0, + 0, + 0); + + // Press a button to make the gamepad visible to the page. + await GamepadService.newButtonEvent(internal_index1, 0, true, true); +} + +async function check_first_gamepad(e) { + ok(true, "Checking first gamepad"); + // First gamepad gets added. + is(e.gamepad.id, "test gamepad 1", "correct gamepad name"); + var gamepads = navigator.getGamepads(); + is(gamepads.length, 1, "should have one gamepad exposed"); + is(gamepads[e.gamepad.index], e.gamepad, "right gamepad exposed at index"); + is(gamepads[content_index1], e.gamepad, "gamepad counter working correctly"); + // Add a second gamepad, should automatically show up. + internal_index2 = await GamepadService.addGamepad("test gamepad 2", // id + GamepadService.standardMapping, + GamepadService.noHand, + 4, // buttons + 2, + 0, + 0, + 0); + + await GamepadService.newButtonEvent(internal_index2, 0, true, true); + + ok(true, "Done checking first gamepad"); +} + +async function check_second_gamepad(e) { + ok(true, "Checking second gamepad"); + // Second gamepad gets added. + is(e.gamepad.index, 1, "gamepad index should be 1") + is(e.gamepad.id, "test gamepad 2", "correct gamepad name"); + var gamepads = navigator.getGamepads(); + is(gamepads.length, 2, "should have two gamepads exposed"); + is(gamepads[e.gamepad.index], e.gamepad, "right gamepad exposed at index"); + is(gamepads[content_index2], e.gamepad, "gamepad counter working correctly"); + // Now remove the first one. + await GamepadService.removeGamepad(internal_index1); + ok(true, "Done checking second gamepad"); +} + +async function check_gamepad_hole(e) { + ok(true, "Checking gamepad hole"); + // First gamepad gets removed. + var gamepads = navigator.getGamepads(); + is(gamepads.length, 2, "gamepads should have two entries"); + is(gamepads[content_index1], null, "should be a hole in the gamepad list"); + isnot(gamepads[content_index2], null, "second gamepad should exist"); + // Now remove the second one. + await GamepadService.removeGamepad(internal_index2); + ok(true, "Done checking gamepad hole"); +} + +function check_no_gamepads(e) { + ok(true, "Checking no gamepads"); + // Second gamepad gets removed. + var gamepads = navigator.getGamepads(); + is(gamepads.length, 0, "gamepads should be empty"); + SimpleTest.finish(); +} +</script> +</body> +</html> |