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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 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>