2015-05-03 22:32:37 +03:00
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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2015-04-24 01:05:29 +03:00
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this file,
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* You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "GamepadServiceTest.h"
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2016-06-28 01:26:00 +03:00
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#include "mozilla/ErrorResult.h"
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2016-08-23 07:09:32 +03:00
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#include "mozilla/Unused.h"
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2016-06-28 01:26:00 +03:00
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2016-06-28 01:25:00 +03:00
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#include "mozilla/dom/GamepadManager.h"
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#include "mozilla/dom/GamepadPlatformService.h"
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2016-06-28 01:26:00 +03:00
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#include "mozilla/dom/GamepadServiceTestBinding.h"
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#include "mozilla/dom/GamepadTestChannelChild.h"
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#include "mozilla/ipc/BackgroundChild.h"
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#include "mozilla/ipc/PBackgroundChild.h"
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2016-08-23 07:09:32 +03:00
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#include "mozilla/Unused.h"
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2015-04-24 01:05:29 +03:00
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2016-06-28 01:26:00 +03:00
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#include "nsIObserver.h"
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#include "nsIObserverService.h"
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namespace mozilla {
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namespace dom {
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2015-04-24 01:05:29 +03:00
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/*
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* Implementation of the test service. This is just to provide a simple binding
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2016-06-28 01:26:00 +03:00
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* of the GamepadService to JavaScript via WebIDL so that we can write Mochitests
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2015-04-24 01:05:29 +03:00
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* that add and remove fake gamepads, avoiding the platform-specific backends.
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*/
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2016-06-28 01:26:00 +03:00
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NS_IMPL_CYCLE_COLLECTION_CLASS(GamepadServiceTest)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN_INHERITED(GamepadServiceTest,
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DOMEventTargetHelper)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE(mWindow)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
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NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN_INHERITED(GamepadServiceTest,
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DOMEventTargetHelper)
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NS_IMPL_CYCLE_COLLECTION_UNLINK(mWindow)
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NS_IMPL_CYCLE_COLLECTION_UNLINK_END
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION_INHERITED(GamepadServiceTest)
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NS_INTERFACE_MAP_ENTRY(nsIIPCBackgroundChildCreateCallback)
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NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper)
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NS_IMPL_ADDREF_INHERITED(GamepadServiceTest, DOMEventTargetHelper)
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NS_IMPL_RELEASE_INHERITED(GamepadServiceTest, DOMEventTargetHelper)
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2015-04-24 01:05:29 +03:00
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// static
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already_AddRefed<GamepadServiceTest>
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2016-06-28 01:26:00 +03:00
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GamepadServiceTest::CreateTestService(nsPIDOMWindowInner* aWindow)
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2015-04-24 01:05:29 +03:00
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{
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2016-06-28 01:26:00 +03:00
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MOZ_ASSERT(aWindow);
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RefPtr<GamepadServiceTest> service = new GamepadServiceTest(aWindow);
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service->InitPBackgroundActor();
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2015-04-24 01:05:29 +03:00
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return service.forget();
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}
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2016-06-28 01:26:00 +03:00
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void
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GamepadServiceTest::Shutdown()
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{
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MOZ_ASSERT(!mShuttingDown);
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mShuttingDown = true;
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DestroyPBackgroundActor();
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mWindow = nullptr;
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}
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GamepadServiceTest::GamepadServiceTest(nsPIDOMWindowInner* aWindow)
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: mService(GamepadManager::GetService()),
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mWindow(aWindow),
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mEventNumber(0),
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mShuttingDown(false),
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mChild(nullptr)
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{}
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GamepadServiceTest::~GamepadServiceTest() {}
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void
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GamepadServiceTest::InitPBackgroundActor()
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2015-04-24 01:05:29 +03:00
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{
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2016-06-28 01:26:00 +03:00
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MOZ_ASSERT(!mChild);
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PBackgroundChild *actor = BackgroundChild::GetForCurrentThread();
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//Try to get the PBackground Child actor
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if (actor) {
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ActorCreated(actor);
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} else {
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Unused << BackgroundChild::GetOrCreateForCurrentThread(this);
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}
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2015-04-24 01:05:29 +03:00
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}
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2016-06-28 01:26:00 +03:00
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void
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GamepadServiceTest::DestroyPBackgroundActor()
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2015-04-24 01:05:29 +03:00
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{
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2016-06-28 01:26:00 +03:00
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if (mChild) {
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// If mChild exists, which means that IPDL channel
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// has been created, our pending operations should
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// be empty.
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MOZ_ASSERT(mPendingOperations.IsEmpty());
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mChild->SendShutdownChannel();
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mChild = nullptr;
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} else {
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// If the IPDL channel has not been created and we
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// want to destroy it now, just cancel all pending
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// operations.
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mPendingOperations.Clear();
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}
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2015-04-24 01:05:29 +03:00
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}
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2016-06-28 01:26:00 +03:00
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already_AddRefed<Promise>
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GamepadServiceTest::AddGamepad(const nsAString& aID,
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2016-12-09 02:00:44 +03:00
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GamepadMappingType aMapping,
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2017-02-02 10:00:51 +03:00
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GamepadHand aHand,
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2015-04-24 01:05:29 +03:00
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uint32_t aNumButtons,
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uint32_t aNumAxes,
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2017-02-02 10:00:51 +03:00
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uint32_t aNumHaptics,
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2016-06-28 01:26:00 +03:00
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ErrorResult& aRv)
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2015-04-24 01:05:29 +03:00
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{
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2016-06-28 01:26:00 +03:00
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if (mShuttingDown) {
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return nullptr;
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}
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GamepadAdded a(nsString(aID), 0,
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2017-02-02 10:00:51 +03:00
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aMapping, aHand,
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2016-10-04 05:57:04 +03:00
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GamepadServiceType::Standard,
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2017-02-02 10:00:51 +03:00
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aNumButtons, aNumAxes, aNumHaptics);
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2016-06-28 01:26:00 +03:00
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GamepadChangeEvent e(a);
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nsCOMPtr<nsIGlobalObject> go = do_QueryInterface(mWindow);
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RefPtr<Promise> p = Promise::Create(go, aRv);
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if (aRv.Failed()) {
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return nullptr;
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}
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uint32_t id = ++mEventNumber;
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if (mChild) {
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mChild->AddPromise(id, p);
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e, p);
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mPendingOperations.AppendElement(op);
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}
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return p.forget();
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2015-04-24 01:05:29 +03:00
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}
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2016-06-28 01:26:00 +03:00
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void
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GamepadServiceTest::RemoveGamepad(uint32_t aIndex)
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2015-04-24 01:05:29 +03:00
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{
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2016-06-28 01:26:00 +03:00
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if (mShuttingDown) {
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return;
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}
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2016-10-04 05:57:04 +03:00
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GamepadRemoved a(aIndex, GamepadServiceType::Standard);
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2016-06-28 01:26:00 +03:00
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GamepadChangeEvent e(a);
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uint32_t id = ++mEventNumber;
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if (mChild) {
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e);
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mPendingOperations.AppendElement(op);
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}
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2015-04-24 01:05:29 +03:00
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}
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2016-06-28 01:26:00 +03:00
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void
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GamepadServiceTest::NewButtonEvent(uint32_t aIndex,
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uint32_t aButton,
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2017-04-07 04:35:13 +03:00
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bool aTouched,
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2016-06-28 01:26:00 +03:00
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bool aPressed)
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2015-04-24 01:05:29 +03:00
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{
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2016-06-28 01:26:00 +03:00
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if (mShuttingDown) {
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return;
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}
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2016-10-14 12:39:51 +03:00
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GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
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2017-04-07 04:35:13 +03:00
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aButton, aPressed ? 1.0 : 0, aPressed, aTouched);
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2016-06-28 01:26:00 +03:00
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GamepadChangeEvent e(a);
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uint32_t id = ++mEventNumber;
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if (mChild) {
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e);
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mPendingOperations.AppendElement(op);
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}
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}
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void
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GamepadServiceTest::NewButtonValueEvent(uint32_t aIndex,
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uint32_t aButton,
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bool aPressed,
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2017-04-07 04:35:13 +03:00
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bool aTouched,
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2016-06-28 01:26:00 +03:00
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double aValue)
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{
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if (mShuttingDown) {
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return;
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}
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2016-10-14 12:39:51 +03:00
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GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
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2017-04-07 04:35:13 +03:00
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aButton, aValue, aPressed, aTouched);
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2016-06-28 01:26:00 +03:00
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GamepadChangeEvent e(a);
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uint32_t id = ++mEventNumber;
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if (mChild) {
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e);
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mPendingOperations.AppendElement(op);
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}
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}
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void
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GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex,
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uint32_t aAxis,
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double aValue)
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{
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if (mShuttingDown) {
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return;
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}
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2016-10-14 12:39:51 +03:00
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GamepadAxisInformation a(aIndex, GamepadServiceType::Standard,
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aAxis, aValue);
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2016-06-28 01:26:00 +03:00
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GamepadChangeEvent e(a);
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uint32_t id = ++mEventNumber;
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if (mChild) {
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e);
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mPendingOperations.AppendElement(op);
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}
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}
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2017-02-02 10:00:51 +03:00
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void
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GamepadServiceTest::NewPoseMove(uint32_t aIndex,
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const Nullable<Float32Array>& aOrient,
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const Nullable<Float32Array>& aPos,
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const Nullable<Float32Array>& aAngVelocity,
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const Nullable<Float32Array>& aAngAcceleration,
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const Nullable<Float32Array>& aLinVelocity,
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const Nullable<Float32Array>& aLinAcceleration)
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{
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if (mShuttingDown) {
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return;
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}
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GamepadPoseState poseState;
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poseState.flags = GamepadCapabilityFlags::Cap_Orientation |
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GamepadCapabilityFlags::Cap_Position |
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GamepadCapabilityFlags::Cap_AngularAcceleration |
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GamepadCapabilityFlags::Cap_LinearAcceleration;
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if (!aOrient.IsNull()) {
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const Float32Array& value = aOrient.Value();
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value.ComputeLengthAndData();
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MOZ_ASSERT(value.Length() == 4);
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poseState.orientation[0] = value.Data()[0];
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poseState.orientation[1] = value.Data()[1];
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poseState.orientation[2] = value.Data()[2];
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poseState.orientation[3] = value.Data()[3];
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}
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if (!aPos.IsNull()) {
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const Float32Array& value = aPos.Value();
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value.ComputeLengthAndData();
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MOZ_ASSERT(value.Length() == 3);
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poseState.position[0] = value.Data()[0];
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poseState.position[1] = value.Data()[1];
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poseState.position[2] = value.Data()[2];
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}
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if (!aAngVelocity.IsNull()) {
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const Float32Array& value = aAngVelocity.Value();
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value.ComputeLengthAndData();
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MOZ_ASSERT(value.Length() == 3);
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poseState.angularVelocity[0] = value.Data()[0];
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poseState.angularVelocity[1] = value.Data()[1];
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poseState.angularVelocity[2] = value.Data()[2];
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}
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if (!aAngAcceleration.IsNull()) {
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const Float32Array& value = aAngAcceleration.Value();
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value.ComputeLengthAndData();
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MOZ_ASSERT(value.Length() == 3);
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poseState.angularAcceleration[0] = value.Data()[0];
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poseState.angularAcceleration[1] = value.Data()[1];
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poseState.angularAcceleration[2] = value.Data()[2];
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}
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if (!aLinVelocity.IsNull()) {
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const Float32Array& value = aLinVelocity.Value();
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value.ComputeLengthAndData();
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MOZ_ASSERT(value.Length() == 3);
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poseState.linearVelocity[0] = value.Data()[0];
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poseState.linearVelocity[1] = value.Data()[1];
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poseState.linearVelocity[2] = value.Data()[2];
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}
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if (!aLinAcceleration.IsNull()) {
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const Float32Array& value = aLinAcceleration.Value();
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value.ComputeLengthAndData();
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MOZ_ASSERT(value.Length() == 3);
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poseState.linearAcceleration[0] = value.Data()[0];
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poseState.linearAcceleration[1] = value.Data()[1];
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poseState.linearAcceleration[2] = value.Data()[2];
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}
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GamepadPoseInformation a(aIndex, GamepadServiceType::Standard,
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poseState);
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GamepadChangeEvent e(a);
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uint32_t id = ++mEventNumber;
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if (mChild) {
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e);
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mPendingOperations.AppendElement(op);
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}
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}
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2016-06-28 01:26:00 +03:00
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void
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GamepadServiceTest::FlushPendingOperations()
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{
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for (uint32_t i=0; i < mPendingOperations.Length(); ++i) {
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PendingOperation op = mPendingOperations[i];
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if (op.mPromise) {
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mChild->AddPromise(op.mID, op.mPromise);
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}
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mChild->SendGamepadTestEvent(op.mID, op.mEvent);
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}
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mPendingOperations.Clear();
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}
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void
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|
|
|
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();
|
2015-04-24 01:05:29 +03:00
|
|
|
}
|
|
|
|
|
2016-06-28 01:26:00 +03:00
|
|
|
void
|
|
|
|
GamepadServiceTest::ActorFailed()
|
2015-04-24 01:05:29 +03:00
|
|
|
{
|
2016-06-28 01:26:00 +03:00
|
|
|
MOZ_CRASH("Failed to create background child actor!");
|
2015-04-24 01:05:29 +03:00
|
|
|
}
|
|
|
|
|
2016-06-28 01:26:00 +03:00
|
|
|
JSObject*
|
|
|
|
GamepadServiceTest::WrapObject(JSContext* aCx, JS::HandleObject aGivenProto)
|
2015-04-24 01:05:29 +03:00
|
|
|
{
|
2016-06-28 01:26:00 +03:00
|
|
|
return GamepadServiceTestBinding::Wrap(aCx, this, aGivenProto);
|
2015-04-24 01:05:29 +03:00
|
|
|
}
|
|
|
|
|
2016-06-28 01:26:00 +03:00
|
|
|
} // dom
|
|
|
|
} // mozilla
|