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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 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>