gecko-dev/dom/gamepad/GamepadServiceTest.cpp

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/* -*- 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_INHERITED(GamepadServiceTest, DOMEventTargetHelper,
mWindow)
NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(GamepadServiceTest)
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::GetOrCreateForCurrentThread();
if (NS_WARN_IF(!actor)) {
MOZ_CRASH("Failed to create a PBackgroundChild actor!");
}
mChild = new GamepadTestChannelChild();
PGamepadTestChannelChild* initedChild =
actor->SendPGamepadTestChannelConstructor(mChild);
if (NS_WARN_IF(!initedChild)) {
MOZ_CRASH("Failed to create a PBackgroundChild actor!");
}
}
void GamepadServiceTest::DestroyPBackgroundActor() {
mChild->SendShutdownChannel();
mChild = nullptr;
}
already_AddRefed<Promise> GamepadServiceTest::AddGamepad(
const nsAString& aID, GamepadMappingType aMapping, GamepadHand aHand,
uint32_t aNumButtons, uint32_t aNumAxes, uint32_t aNumHaptics,
uint32_t aNumLightIndicator, uint32_t aNumTouchEvents, ErrorResult& aRv) {
if (mShuttingDown) {
return nullptr;
}
// Only VR controllers has displayID, we give 0 to the general gamepads.
GamepadAdded a(nsString(aID), aMapping, aHand, 0, aNumButtons, aNumAxes,
aNumHaptics, aNumLightIndicator, aNumTouchEvents);
GamepadChangeEventBody body(a);
GamepadChangeEvent e(0, GamepadServiceType::Standard, body);
RefPtr<Promise> p = Promise::Create(mWindow->AsGlobal(), aRv);
if (aRv.Failed()) {
return nullptr;
}
uint32_t id = ++mEventNumber;
mChild->AddPromise(id, p);
mChild->SendGamepadTestEvent(id, e);
return p.forget();
}
void GamepadServiceTest::RemoveGamepad(uint32_t aIndex) {
if (mShuttingDown) {
return;
}
GamepadRemoved a;
GamepadChangeEventBody body(a);
GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
uint32_t id = ++mEventNumber;
mChild->SendGamepadTestEvent(id, e);
}
void GamepadServiceTest::NewButtonEvent(uint32_t aIndex, uint32_t aButton,
bool aTouched, bool aPressed) {
if (mShuttingDown) {
return;
}
GamepadButtonInformation a(aButton, aPressed ? 1.0 : 0, aPressed, aTouched);
GamepadChangeEventBody body(a);
GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
uint32_t id = ++mEventNumber;
mChild->SendGamepadTestEvent(id, e);
}
void GamepadServiceTest::NewButtonValueEvent(uint32_t aIndex, uint32_t aButton,
bool aPressed, bool aTouched,
double aValue) {
if (mShuttingDown) {
return;
}
GamepadButtonInformation a(aButton, aValue, aPressed, aTouched);
GamepadChangeEventBody body(a);
GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
uint32_t id = ++mEventNumber;
mChild->SendGamepadTestEvent(id, e);
}
void GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis,
double aValue) {
if (mShuttingDown) {
return;
}
GamepadAxisInformation a(aAxis, aValue);
GamepadChangeEventBody body(a);
GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
uint32_t id = ++mEventNumber;
mChild->SendGamepadTestEvent(id, e);
}
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];
poseState.isOrientationValid = true;
}
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];
poseState.isPositionValid = true;
}
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(poseState);
GamepadChangeEventBody body(a);
GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
uint32_t id = ++mEventNumber;
mChild->SendGamepadTestEvent(id, e);
}
void GamepadServiceTest::NewTouch(uint32_t aIndex, uint32_t aTouchArrayIndex,
uint32_t aTouchId, uint8_t aSurfaceId,
const Float32Array& aPos,
const Nullable<Float32Array>& aSurfDim) {
if (mShuttingDown) {
return;
}
GamepadTouchState touchState;
touchState.touchId = aTouchId;
touchState.surfaceId = aSurfaceId;
const Float32Array& value = aPos;
value.ComputeLengthAndData();
MOZ_ASSERT(value.Length() == 2);
touchState.position[0] = value.Data()[0];
touchState.position[1] = value.Data()[1];
if (!aSurfDim.IsNull()) {
const Float32Array& value = aSurfDim.Value();
value.ComputeLengthAndData();
MOZ_ASSERT(value.Length() == 2);
touchState.surfaceDimensions[0] = value.Data()[0];
touchState.surfaceDimensions[1] = value.Data()[1];
touchState.isSurfaceDimensionsValid = true;
}
GamepadTouchInformation a(aTouchArrayIndex, touchState);
GamepadChangeEventBody body(a);
GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
uint32_t id = ++mEventNumber;
mChild->SendGamepadTestEvent(id, e);
}
JSObject* GamepadServiceTest::WrapObject(JSContext* aCx,
JS::HandleObject aGivenProto) {
return GamepadServiceTest_Binding::Wrap(aCx, this, aGivenProto);
}
} // namespace dom
} // namespace mozilla