зеркало из https://github.com/mozilla/gecko-dev.git
103 строки
4.1 KiB
C++
103 строки
4.1 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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#ifndef mozilla_dom_GamepadServiceTest_h_
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#define mozilla_dom_GamepadServiceTest_h_
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#include "nsIIPCBackgroundChildCreateCallback.h"
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#include "mozilla/DOMEventTargetHelper.h"
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#include "mozilla/dom/GamepadBinding.h"
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namespace mozilla {
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namespace dom {
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class GamepadChangeEvent;
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class GamepadManager;
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class GamepadTestChannelChild;
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class Promise;
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// Service for testing purposes
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class GamepadServiceTest final : public DOMEventTargetHelper,
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public nsIIPCBackgroundChildCreateCallback
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{
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public:
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NS_DECL_NSIIPCBACKGROUNDCHILDCREATECALLBACK
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NS_DECL_ISUPPORTS_INHERITED
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NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(GamepadServiceTest,
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DOMEventTargetHelper)
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GamepadMappingType NoMapping() const { return GamepadMappingType::_empty; }
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GamepadMappingType StandardMapping() const { return GamepadMappingType::Standard; }
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GamepadHand NoHand() const { return GamepadHand::_empty; }
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GamepadHand LeftHand() const { return GamepadHand::Left; }
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GamepadHand RightHand() const { return GamepadHand::Right; }
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already_AddRefed<Promise> AddGamepad(const nsAString& aID,
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GamepadMappingType aMapping,
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GamepadHand aHand,
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uint32_t aNumButtons,
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uint32_t aNumAxes,
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uint32_t aNumHaptics,
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ErrorResult& aRv);
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void RemoveGamepad(uint32_t aIndex);
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void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed, bool aTouched);
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void NewButtonValueEvent(uint32_t aIndex, uint32_t aButton, bool aPressed, bool aTouched,
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double aValue);
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void NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue);
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void 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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void Shutdown();
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static already_AddRefed<GamepadServiceTest> CreateTestService(nsPIDOMWindowInner* aWindow);
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nsPIDOMWindowInner* GetParentObject() const { return mWindow; }
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JSObject* WrapObject(JSContext* aCx, JS::HandleObject aGivenProto) override;
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private:
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// We need to asynchronously create IPDL channel, it is possible that
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// we send commands before the channel is created, so we have to buffer
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// them until the channel is created in that case.
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struct PendingOperation {
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explicit PendingOperation(const uint32_t& aID,
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const GamepadChangeEvent& aEvent,
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Promise* aPromise = nullptr)
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: mID(aID), mEvent(aEvent), mPromise(aPromise) {}
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uint32_t mID;
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const GamepadChangeEvent& mEvent;
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RefPtr<Promise> mPromise;
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};
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// Hold a reference to the gamepad service so we don't have to worry about
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// execution order in tests.
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RefPtr<GamepadManager> mService;
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nsCOMPtr<nsPIDOMWindowInner> mWindow;
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nsTArray<PendingOperation> mPendingOperations;
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uint32_t mEventNumber;
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bool mShuttingDown;
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// IPDL Channel for us to send test events to GamepadPlatformService, it
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// will only be used in this singleton class and deleted during the IPDL
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// shutdown chain
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GamepadTestChannelChild* MOZ_NON_OWNING_REF mChild;
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explicit GamepadServiceTest(nsPIDOMWindowInner* aWindow);
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~GamepadServiceTest();
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void InitPBackgroundActor();
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void DestroyPBackgroundActor();
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void FlushPendingOperations();
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};
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} // namespace dom
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} // namespace mozilla
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#endif
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