gecko-dev/testing/web-platform/tests/gamepad/timestamp-manual.html

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<!doctype html>
<html>
<head>
<title>Manual Gamepad timestamp tests</title>
<link rel="help" href="https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#widl-Gamepad-timestamp">
<script src="/resources/testharness.js"></script>
<script src="/resources/testharnessreport.js"></script>
<script>
setup({explicit_timeout: true});
function set_instructions(text) {
document.getElementById("instructions").textContent = text;
}
var index = -1;
var lastTimestamp = performance.now();
var id = -1;
addEventListener("gamepadconnected", function (e) {
assert_equals(index, -1, "Too many connected events?");
index = e.gamepad.index;
assert_greater_than(e.gamepad.timestamp, lastTimestamp, "timestamp should be increasing");
lastTimestamp = e.gamepad.timestamp;
set_instructions("Found a gamepad. Now release the button you pressed and press it again.");
// There may not be a button pressed here, so handle it cleanly either way.
if (e.gamepad.buttons.some(function (b) { return b.pressed; })) {
id = setInterval(waitForButtonRelease, 15);
} else {
id = setInterval(waitForButtonPress, 15);
}
});
function waitForButtonRelease() {
var gamepad = navigator.getGamepads()[index];
assert_true(!!gamepad);
if (gamepad.buttons.every(function (b) { return !b.pressed; })) {
assert_greater_than(gamepad.timestamp, lastTimestamp, "timestamp should be increasing");
lastTimestamp = gamepad.timestamp;
clearInterval(id);
id = setInterval(waitForButtonPress, 15);
}
}
function waitForButtonPress() {
var gamepad = navigator.getGamepads()[index];
assert_true(!!gamepad);
if (gamepad.buttons.some(function (b) { return b.pressed; })) {
assert_greater_than(gamepad.timestamp, lastTimestamp, "timestamp should be increasing");
clearInterval(id);
done();
}
}
</script>
</head>
<body>
<p id="instructions">This test requires a gamepad. Connect one and press any button to start the test.</p>
</body>
</html>