зеркало из https://github.com/mozilla/gecko-dev.git
207 строки
8.0 KiB
C++
207 строки
8.0 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_VRServiceTest_h_
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#define mozilla_dom_VRServiceTest_h_
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#include "mozilla/DOMEventTargetHelper.h"
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#include "mozilla/dom/TypedArray.h"
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#include "mozilla/dom/VRServiceTestBinding.h"
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#include "gfxVR.h"
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namespace mozilla {
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namespace gfx {
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enum class VRDisplayCapabilityFlags : uint16_t;
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enum class VRPuppet_Command : uint64_t;
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} // namespace gfx
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namespace dom {
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enum class GamepadCapabilityFlags : uint16_t;
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class VRMockDisplay final : public DOMEventTargetHelper {
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public:
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NS_DECL_ISUPPORTS_INHERITED
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NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(VRMockDisplay, DOMEventTargetHelper)
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explicit VRMockDisplay(VRServiceTest* aVRServiceTest);
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void Create();
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void Clear();
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void SetConnected(bool aConnected);
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bool Connected() const;
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void SetMounted(bool aMounted);
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bool Mounted() const;
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void SetCapPosition(bool aEnabled);
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bool CapPosition() const;
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void SetCapOrientation(bool aEnabled);
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bool CapOrientation() const;
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void SetCapPresent(bool aEnabled);
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bool CapPresent() const;
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void SetCapExternal(bool aEnabled);
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bool CapExternal() const;
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void SetCapAngularAcceleration(bool aEnabled);
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bool CapAngularAcceleration() const;
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void SetCapLinearAcceleration(bool aEnabled);
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bool CapLinearAcceleration() const;
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void SetCapStageParameters(bool aEnabled);
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bool CapStageParameters() const;
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void SetCapMountDetection(bool aEnabled);
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bool CapMountDetection() const;
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void SetCapPositionEmulated(bool aEnabled);
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bool CapPositionEmulated() const;
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void SetEyeFOV(VREye aEye, double aUpDegree, double aRightDegree,
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double aDownDegree, double aLeftDegree);
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void SetEyeOffset(VREye aEye, double aOffsetX, double aOffsetY,
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double aOffsetZ);
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void SetEyeResolution(uint32_t aRenderWidth, uint32_t aRenderHeight);
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void SetStageSize(double aWidth, double aHeight);
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void SetSittingToStandingTransform(const Float32Array& aTransform,
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ErrorResult& aRv);
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void SetPose(const Nullable<Float32Array>& aPosition,
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const Nullable<Float32Array>& aLinearVelocity,
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const Nullable<Float32Array>& aLinearAcceleration,
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const Nullable<Float32Array>& aOrientation,
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const Nullable<Float32Array>& aAngularVelocity,
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const Nullable<Float32Array>& aAngularAcceleration,
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ErrorResult& aRv);
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virtual JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) override;
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private:
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~VRMockDisplay() = default;
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gfx::VRDisplayState& DisplayState() const;
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gfx::VRHMDSensorState& SensorState() const;
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void SetCapFlag(gfx::VRDisplayCapabilityFlags aFlag, bool aEnabled);
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bool GetCapFlag(gfx::VRDisplayCapabilityFlags aFlag) const;
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RefPtr<VRServiceTest> mVRServiceTest;
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};
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class VRMockController : public DOMEventTargetHelper {
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public:
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NS_DECL_ISUPPORTS_INHERITED
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NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(VRMockController,
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DOMEventTargetHelper)
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VRMockController(VRServiceTest* aVRServiceTest, uint32_t aControllerIdx);
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void Create();
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void Clear();
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void SetHand(GamepadHand aHand);
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GamepadHand Hand() const;
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void SetCapPosition(bool aEnabled);
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bool CapPosition() const;
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void SetCapOrientation(bool aEnabled);
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bool CapOrientation() const;
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void SetCapAngularAcceleration(bool aEnabled);
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bool CapAngularAcceleration() const;
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void SetCapLinearAcceleration(bool aEnabled);
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bool CapLinearAcceleration() const;
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void SetAxisCount(uint32_t aCount);
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uint32_t AxisCount() const;
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void SetButtonCount(uint32_t aCount);
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uint32_t ButtonCount() const;
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void SetHapticCount(uint32_t aCount);
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uint32_t HapticCount() const;
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void SetButtonPressed(uint32_t aButtonIdx, bool aPressed);
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void SetButtonTouched(uint32_t aButtonIdx, bool aTouched);
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void SetButtonTrigger(uint32_t aButtonIdx, double aTrigger);
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void SetAxisValue(uint32_t aAxisIdx, double aValue);
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void SetPose(const Nullable<Float32Array>& aPosition,
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const Nullable<Float32Array>& aLinearVelocity,
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const Nullable<Float32Array>& aLinearAcceleration,
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const Nullable<Float32Array>& aOrientation,
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const Nullable<Float32Array>& aAngularVelocity,
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const Nullable<Float32Array>& aAngularAcceleration,
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ErrorResult& aRv);
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virtual JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) override;
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private:
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~VRMockController() = default;
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gfx::VRControllerState& ControllerState() const;
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void SetCapFlag(GamepadCapabilityFlags aFlag, bool aEnabled);
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bool GetCapFlag(GamepadCapabilityFlags aFlag) const;
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RefPtr<VRServiceTest> mVRServiceTest;
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uint32_t mControllerIdx;
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};
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class VRServiceTest final : public DOMEventTargetHelper {
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public:
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NS_DECL_ISUPPORTS_INHERITED
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NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(VRServiceTest, DOMEventTargetHelper)
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// WebIDL interface
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void ClearAll();
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void ClearController(uint32_t aControllerIdx);
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void Commit();
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void End();
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already_AddRefed<Promise> Run(ErrorResult& aRv);
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already_AddRefed<Promise> Reset(ErrorResult& aRv);
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VRMockDisplay* GetVRDisplay();
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VRMockController* GetVRController(uint32_t aControllerIdx, ErrorResult& aRv);
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void Timeout(uint32_t aDuration);
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void Wait(uint32_t aDuration);
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void WaitSubmit();
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void WaitPresentationStart();
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void WaitPresentationEnd();
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void WaitHapticIntensity(uint32_t aControllerIdx, uint32_t aHapticIdx,
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double aIntensity, ErrorResult& aRv);
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void CaptureFrame();
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void AcknowledgeFrame();
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void RejectFrame();
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void StartTimer();
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void StopTimer();
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// Implementation
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void Shutdown();
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void AddCommand(uint64_t aCommand);
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static already_AddRefed<VRServiceTest> CreateTestService(
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nsPIDOMWindowInner* aWindow);
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virtual JSObject* WrapObject(JSContext* aCx,
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JS::Handle<JSObject*> aGivenProto) override;
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gfx::VRSystemState& SystemState();
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private:
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explicit VRServiceTest(nsPIDOMWindowInner* aWindow);
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~VRServiceTest() = default;
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void EncodeData();
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RefPtr<VRMockDisplay> mDisplay;
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nsTArray<RefPtr<VRMockController>> mControllers;
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nsCOMPtr<nsPIDOMWindowInner> mWindow;
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// mPendingState records the state of the emulated VR hardware, including
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// changes that have not yet been committed to the command buffer.
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gfx::VRSystemState mPendingState;
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// mEncodedState records the state of the emulate VR hardware at the end
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// of the last committed transaction, submitted with VRServiceTest::Commit().
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// mPendingState represents the resulting state if all of the commands in
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// mCommandBuffer have been played back.
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gfx::VRSystemState mEncodedState;
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// mCommandBuffer encodes a sequence of steps to be executed asynchronously by
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// the simulated VR hardware. The steps are encoded as a stream of uint64's,
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// using the format described in gfx/vr/VRPuppetCommandBuffer.h
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// mCommandBuffer includes only complete transactions, which will be played
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// back such that multiple values in VRSystemState will be updated atomically.
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// When the command buffer is submitted to the PuppetSession, with
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// VRServiceTest::Run(), it is cleared to ensure that the commands are not
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// sent redundantly in subsequent VRServicetest::Run() calls.
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// VRServiceTest::Commit() will perform a binary comparison of mPendingState
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// and mEncodedState to determine what instructions need to be appended to
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// mCommandBuffer.
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// VRServiceTest::Reset() will effectively cancel all transactions and clear
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// mCommandBuffer before submitting the reset request to the PuppetSession.
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nsTArray<uint64_t> mCommandBuffer;
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bool mShuttingDown;
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};
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} // namespace dom
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} // namespace mozilla
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#endif // mozilla_dom_VRServiceTest_h_
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