gecko-dev/dom/gamepad/GamepadServiceTest.h

103 строки
4.1 KiB
C++

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