зеркало из https://github.com/mozilla/gecko-dev.git
93 строки
3.1 KiB
C++
93 строки
3.1 KiB
C++
/* -*- 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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/* 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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#include "mozilla/dom/GamepadService.h"
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#include "mozilla/dom/GamepadFunctions.h"
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using namespace mozilla::dom;
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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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* of the GamepadService to JavaScript via XPCOM so that we can write Mochitests
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* that add and remove fake gamepads, avoiding the platform-specific backends.
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*/
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NS_IMPL_ISUPPORTS(GamepadServiceTest, nsIGamepadServiceTest)
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GamepadServiceTest* GamepadServiceTest::sSingleton = nullptr;
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// static
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already_AddRefed<GamepadServiceTest>
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GamepadServiceTest::CreateService()
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{
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if (sSingleton == nullptr) {
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sSingleton = new GamepadServiceTest();
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}
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RefPtr<GamepadServiceTest> service = sSingleton;
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return service.forget();
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}
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GamepadServiceTest::GamepadServiceTest() :
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mService(GamepadService::GetService())
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{
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}
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GamepadServiceTest::~GamepadServiceTest()
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{
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}
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NS_IMETHODIMP
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GamepadServiceTest::AddGamepad(const char* aID,
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uint32_t aMapping,
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uint32_t aNumButtons,
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uint32_t aNumAxes,
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uint32_t* aGamepadIndex)
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{
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*aGamepadIndex = GamepadFunctions::AddGamepad(aID,
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static_cast<GamepadMappingType>(aMapping),
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aNumButtons,
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aNumAxes);
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return NS_OK;
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}
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NS_IMETHODIMP GamepadServiceTest::RemoveGamepad(uint32_t aIndex)
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{
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GamepadFunctions::RemoveGamepad(aIndex);
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return NS_OK;
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}
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/* void newButtonEvent (in uint32_t index, in uint32_t button,
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in boolean pressed); */
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NS_IMETHODIMP GamepadServiceTest::NewButtonEvent(uint32_t aIndex,
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uint32_t aButton,
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bool aPressed)
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{
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GamepadFunctions::NewButtonEvent(aIndex, aButton, aPressed);
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return NS_OK;
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}
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/* void newButtonEvent (in uint32_t index, in uint32_t button,
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in boolean pressed, double value); */
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NS_IMETHODIMP GamepadServiceTest::NewButtonValueEvent(uint32_t aIndex,
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uint32_t aButton,
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bool aPressed,
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double aValue)
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{
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GamepadFunctions::NewButtonEvent(aIndex, aButton, aPressed, aValue);
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return NS_OK;
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}
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/* void newAxisMoveEvent (in uint32_t index, in uint32_t axis,
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in double value); */
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NS_IMETHODIMP 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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GamepadFunctions::NewAxisMoveEvent(aIndex, aAxis, aValue);
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return NS_OK;
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}
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