gecko-dev/dom/gamepad/GamepadServiceTest.cpp

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Исходник Обычный вид История

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "GamepadServiceTest.h"
#include "mozilla/ErrorResult.h"
#include "mozilla/Unused.h"
#include "mozilla/dom/GamepadManager.h"
#include "mozilla/dom/GamepadPlatformService.h"
#include "mozilla/dom/GamepadServiceTestBinding.h"
#include "mozilla/dom/GamepadTestChannelChild.h"
#include "mozilla/ipc/BackgroundChild.h"
#include "mozilla/ipc/PBackgroundChild.h"
#include "mozilla/Unused.h"
#include "nsIObserver.h"
#include "nsIObserverService.h"
namespace mozilla {
namespace dom {
/*
* Implementation of the test service. This is just to provide a simple binding
* of the GamepadService to JavaScript via WebIDL so that we can write Mochitests
* that add and remove fake gamepads, avoiding the platform-specific backends.
*/
NS_IMPL_CYCLE_COLLECTION_CLASS(GamepadServiceTest)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN_INHERITED(GamepadServiceTest,
DOMEventTargetHelper)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE(mWindow)
NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN_INHERITED(GamepadServiceTest,
DOMEventTargetHelper)
NS_IMPL_CYCLE_COLLECTION_UNLINK(mWindow)
NS_IMPL_CYCLE_COLLECTION_UNLINK_END
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION_INHERITED(GamepadServiceTest)
NS_INTERFACE_MAP_ENTRY(nsIIPCBackgroundChildCreateCallback)
NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper)
NS_IMPL_ADDREF_INHERITED(GamepadServiceTest, DOMEventTargetHelper)
NS_IMPL_RELEASE_INHERITED(GamepadServiceTest, DOMEventTargetHelper)
// static
already_AddRefed<GamepadServiceTest>
GamepadServiceTest::CreateTestService(nsPIDOMWindowInner* aWindow)
{
MOZ_ASSERT(aWindow);
RefPtr<GamepadServiceTest> service = new GamepadServiceTest(aWindow);
service->InitPBackgroundActor();
return service.forget();
}
void
GamepadServiceTest::Shutdown()
{
MOZ_ASSERT(!mShuttingDown);
mShuttingDown = true;
DestroyPBackgroundActor();
mWindow = nullptr;
}
GamepadServiceTest::GamepadServiceTest(nsPIDOMWindowInner* aWindow)
: mService(GamepadManager::GetService()),
mWindow(aWindow),
mEventNumber(0),
mShuttingDown(false),
mChild(nullptr)
{}
GamepadServiceTest::~GamepadServiceTest() {}
void
GamepadServiceTest::InitPBackgroundActor()
{
MOZ_ASSERT(!mChild);
PBackgroundChild *actor = BackgroundChild::GetForCurrentThread();
//Try to get the PBackground Child actor
if (actor) {
ActorCreated(actor);
} else {
Unused << BackgroundChild::GetOrCreateForCurrentThread(this);
}
}
void
GamepadServiceTest::DestroyPBackgroundActor()
{
if (mChild) {
// If mChild exists, which means that IPDL channel
// has been created, our pending operations should
// be empty.
MOZ_ASSERT(mPendingOperations.IsEmpty());
mChild->SendShutdownChannel();
mChild = nullptr;
} else {
// If the IPDL channel has not been created and we
// want to destroy it now, just cancel all pending
// operations.
mPendingOperations.Clear();
}
}
already_AddRefed<Promise>
GamepadServiceTest::AddGamepad(const nsAString& aID,
GamepadMappingType aMapping,
GamepadHand aHand,
uint32_t aNumButtons,
uint32_t aNumAxes,
uint32_t aNumHaptics,
ErrorResult& aRv)
{
if (mShuttingDown) {
return nullptr;
}
GamepadAdded a(nsString(aID), 0,
aMapping, aHand,
GamepadServiceType::Standard,
aNumButtons, aNumAxes, aNumHaptics);
GamepadChangeEvent e(a);
nsCOMPtr<nsIGlobalObject> go = do_QueryInterface(mWindow);
RefPtr<Promise> p = Promise::Create(go, aRv);
if (aRv.Failed()) {
return nullptr;
}
uint32_t id = ++mEventNumber;
if (mChild) {
mChild->AddPromise(id, p);
mChild->SendGamepadTestEvent(id, e);
} else {
PendingOperation op(id, e, p);
mPendingOperations.AppendElement(op);
}
return p.forget();
}
void
GamepadServiceTest::RemoveGamepad(uint32_t aIndex)
{
if (mShuttingDown) {
return;
}
GamepadRemoved a(aIndex, GamepadServiceType::Standard);
GamepadChangeEvent e(a);
uint32_t id = ++mEventNumber;
if (mChild) {
mChild->SendGamepadTestEvent(id, e);
} else {
PendingOperation op(id, e);
mPendingOperations.AppendElement(op);
}
}
void
GamepadServiceTest::NewButtonEvent(uint32_t aIndex,
uint32_t aButton,
bool aTouched,
bool aPressed)
{
if (mShuttingDown) {
return;
}
GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
aButton, aPressed ? 1.0 : 0, aPressed, aTouched);
GamepadChangeEvent e(a);
uint32_t id = ++mEventNumber;
if (mChild) {
mChild->SendGamepadTestEvent(id, e);
} else {
PendingOperation op(id, e);
mPendingOperations.AppendElement(op);
}
}
void
GamepadServiceTest::NewButtonValueEvent(uint32_t aIndex,
uint32_t aButton,
bool aPressed,
bool aTouched,
double aValue)
{
if (mShuttingDown) {
return;
}
GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
aButton, aValue, aPressed, aTouched);
GamepadChangeEvent e(a);
uint32_t id = ++mEventNumber;
if (mChild) {
mChild->SendGamepadTestEvent(id, e);
} else {
PendingOperation op(id, e);
mPendingOperations.AppendElement(op);
}
}
void
GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex,
uint32_t aAxis,
double aValue)
{
if (mShuttingDown) {
return;
}
GamepadAxisInformation a(aIndex, GamepadServiceType::Standard,
aAxis, aValue);
GamepadChangeEvent e(a);
uint32_t id = ++mEventNumber;
if (mChild) {
mChild->SendGamepadTestEvent(id, e);
} else {
PendingOperation op(id, e);
mPendingOperations.AppendElement(op);
}
}
void
GamepadServiceTest::NewPoseMove(uint32_t aIndex,
const Nullable<Float32Array>& aOrient,
const Nullable<Float32Array>& aPos,
const Nullable<Float32Array>& aAngVelocity,
const Nullable<Float32Array>& aAngAcceleration,
const Nullable<Float32Array>& aLinVelocity,
const Nullable<Float32Array>& aLinAcceleration)
{
if (mShuttingDown) {
return;
}
GamepadPoseState poseState;
poseState.flags = GamepadCapabilityFlags::Cap_Orientation |
GamepadCapabilityFlags::Cap_Position |
GamepadCapabilityFlags::Cap_AngularAcceleration |
GamepadCapabilityFlags::Cap_LinearAcceleration;
if (!aOrient.IsNull()) {
const Float32Array& value = aOrient.Value();
value.ComputeLengthAndData();
MOZ_ASSERT(value.Length() == 4);
poseState.orientation[0] = value.Data()[0];
poseState.orientation[1] = value.Data()[1];
poseState.orientation[2] = value.Data()[2];
poseState.orientation[3] = value.Data()[3];
}
if (!aPos.IsNull()) {
const Float32Array& value = aPos.Value();
value.ComputeLengthAndData();
MOZ_ASSERT(value.Length() == 3);
poseState.position[0] = value.Data()[0];
poseState.position[1] = value.Data()[1];
poseState.position[2] = value.Data()[2];
}
if (!aAngVelocity.IsNull()) {
const Float32Array& value = aAngVelocity.Value();
value.ComputeLengthAndData();
MOZ_ASSERT(value.Length() == 3);
poseState.angularVelocity[0] = value.Data()[0];
poseState.angularVelocity[1] = value.Data()[1];
poseState.angularVelocity[2] = value.Data()[2];
}
if (!aAngAcceleration.IsNull()) {
const Float32Array& value = aAngAcceleration.Value();
value.ComputeLengthAndData();
MOZ_ASSERT(value.Length() == 3);
poseState.angularAcceleration[0] = value.Data()[0];
poseState.angularAcceleration[1] = value.Data()[1];
poseState.angularAcceleration[2] = value.Data()[2];
}
if (!aLinVelocity.IsNull()) {
const Float32Array& value = aLinVelocity.Value();
value.ComputeLengthAndData();
MOZ_ASSERT(value.Length() == 3);
poseState.linearVelocity[0] = value.Data()[0];
poseState.linearVelocity[1] = value.Data()[1];
poseState.linearVelocity[2] = value.Data()[2];
}
if (!aLinAcceleration.IsNull()) {
const Float32Array& value = aLinAcceleration.Value();
value.ComputeLengthAndData();
MOZ_ASSERT(value.Length() == 3);
poseState.linearAcceleration[0] = value.Data()[0];
poseState.linearAcceleration[1] = value.Data()[1];
poseState.linearAcceleration[2] = value.Data()[2];
}
GamepadPoseInformation a(aIndex, GamepadServiceType::Standard,
poseState);
GamepadChangeEvent e(a);
uint32_t id = ++mEventNumber;
if (mChild) {
mChild->SendGamepadTestEvent(id, e);
} else {
PendingOperation op(id, e);
mPendingOperations.AppendElement(op);
}
}
void
GamepadServiceTest::FlushPendingOperations()
{
for (uint32_t i=0; i < mPendingOperations.Length(); ++i) {
PendingOperation op = mPendingOperations[i];
if (op.mPromise) {
mChild->AddPromise(op.mID, op.mPromise);
}
mChild->SendGamepadTestEvent(op.mID, op.mEvent);
}
mPendingOperations.Clear();
}
void
GamepadServiceTest::ActorCreated(PBackgroundChild* aActor)
{
MOZ_ASSERT(aActor);
// If we are shutting down, we don't need to create the
// IPDL child/parent pair anymore.
if (mShuttingDown) {
// mPendingOperations should be cleared in
// DestroyPBackgroundActor()
MOZ_ASSERT(mPendingOperations.IsEmpty());
return;
}
mChild = new GamepadTestChannelChild();
PGamepadTestChannelChild* initedChild =
aActor->SendPGamepadTestChannelConstructor(mChild);
if (NS_WARN_IF(!initedChild)) {
ActorFailed();
return;
}
FlushPendingOperations();
}
void
GamepadServiceTest::ActorFailed()
{
MOZ_CRASH("Failed to create background child actor!");
}
JSObject*
GamepadServiceTest::WrapObject(JSContext* aCx, JS::HandleObject aGivenProto)
{
return GamepadServiceTestBinding::Wrap(aCx, this, aGivenProto);
}
} // dom
} // mozilla