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Diffstat (limited to 'dom/tests/mochitest/gamepad/test_gamepad_iframe.html')
-rw-r--r-- | dom/tests/mochitest/gamepad/test_gamepad_iframe.html | 81 |
1 files changed, 81 insertions, 0 deletions
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> |