зеркало из https://github.com/mozilla/gecko-dev.git
98 строки
3.8 KiB
C++
98 строки
3.8 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 "mozilla/DOMEventTargetHelper.h"
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#include "mozilla/dom/GamepadBinding.h"
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#include "mozilla/dom/GamepadHandle.h"
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#include "mozilla/dom/TypedArray.h"
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#include "mozilla/WeakPtr.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 SupportsWeakPtr {
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public:
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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 {
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return GamepadMappingType::Standard;
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}
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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(
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const nsAString& aID, GamepadMappingType aMapping, GamepadHand aHand,
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uint32_t aNumButtons, uint32_t aNumAxes, uint32_t aNumHaptics,
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uint32_t aNumLightIndicator, uint32_t aNumTouchEvents, ErrorResult& aRv);
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void ReplyGamepadHandle(uint32_t aPromiseId, const GamepadHandle& aHandle);
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void RemoveGamepad(uint32_t aHandleSlot);
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void NewButtonEvent(uint32_t aHandleSlot, uint32_t aButton, bool aPressed,
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bool aTouched);
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void NewButtonValueEvent(uint32_t aHandleSlot, uint32_t aButton,
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bool aPressed, bool aTouched, double aValue);
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void NewAxisMoveEvent(uint32_t aHandleSlot, uint32_t aAxis, double aValue);
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void NewPoseMove(uint32_t aHandleSlot, 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 NewTouch(uint32_t aHandleSlot, uint32_t aTouchArrayIndex,
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uint32_t aTouchId, uint8_t aSurfaceId, const Float32Array& aPos,
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const Nullable<Float32Array>& aSurfDim);
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void Shutdown();
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static already_AddRefed<GamepadServiceTest> CreateTestService(
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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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// 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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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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RefPtr<GamepadTestChannelChild> mChild;
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nsTArray<GamepadHandle> mGamepadHandles;
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nsRefPtrHashtable<nsUint32HashKey, dom::Promise> mPromiseList;
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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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uint32_t AddGamepadHandle(GamepadHandle aHandle);
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void RemoveGamepadHandle(uint32_t aHandleSlot);
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GamepadHandle GetHandleInSlot(uint32_t aHandleSlot) const;
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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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