зеркало из https://github.com/mozilla/gecko-dev.git
287 строки
9.2 KiB
C++
287 строки
9.2 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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#include "GamepadServiceTest.h"
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#include "mozilla/ErrorResult.h"
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#include "mozilla/Unused.h"
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#include "mozilla/dom/GamepadManager.h"
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#include "mozilla/dom/GamepadPlatformService.h"
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#include "mozilla/dom/GamepadServiceTestBinding.h"
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#include "mozilla/dom/GamepadTestChannelChild.h"
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#include "mozilla/ipc/BackgroundChild.h"
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#include "mozilla/ipc/PBackgroundChild.h"
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#include "mozilla/Unused.h"
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namespace mozilla {
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namespace dom {
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/*
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* Implementation of the test service. This is just to provide a simple binding
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* of the GamepadService to JavaScript via WebIDL so that we can write
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* Mochitests that add and remove fake gamepads, avoiding the platform-specific
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* backends.
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*/
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NS_IMPL_CYCLE_COLLECTION_INHERITED(GamepadServiceTest, DOMEventTargetHelper,
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mWindow)
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION(GamepadServiceTest)
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NS_INTERFACE_MAP_END_INHERITING(DOMEventTargetHelper)
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NS_IMPL_ADDREF_INHERITED(GamepadServiceTest, DOMEventTargetHelper)
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NS_IMPL_RELEASE_INHERITED(GamepadServiceTest, DOMEventTargetHelper)
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// static
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already_AddRefed<GamepadServiceTest> GamepadServiceTest::CreateTestService(
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nsPIDOMWindowInner* aWindow) {
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MOZ_ASSERT(aWindow);
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RefPtr<GamepadServiceTest> service = new GamepadServiceTest(aWindow);
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service->InitPBackgroundActor();
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return service.forget();
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}
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void GamepadServiceTest::Shutdown() {
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MOZ_ASSERT(!mShuttingDown);
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mShuttingDown = true;
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DestroyPBackgroundActor();
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mWindow = nullptr;
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}
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GamepadServiceTest::GamepadServiceTest(nsPIDOMWindowInner* aWindow)
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: mService(GamepadManager::GetService()),
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mWindow(aWindow),
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mEventNumber(0),
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mShuttingDown(false),
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mChild(nullptr) {}
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GamepadServiceTest::~GamepadServiceTest() = default;
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void GamepadServiceTest::InitPBackgroundActor() {
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MOZ_ASSERT(!mChild);
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PBackgroundChild* actor = BackgroundChild::GetOrCreateForCurrentThread();
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if (NS_WARN_IF(!actor)) {
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MOZ_CRASH("Failed to create a PBackgroundChild actor!");
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}
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mChild = new GamepadTestChannelChild();
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PGamepadTestChannelChild* initedChild =
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actor->SendPGamepadTestChannelConstructor(mChild);
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if (NS_WARN_IF(!initedChild)) {
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MOZ_CRASH("Failed to create a PBackgroundChild actor!");
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}
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}
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void GamepadServiceTest::DestroyPBackgroundActor() {
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mChild->SendShutdownChannel();
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mChild = nullptr;
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}
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already_AddRefed<Promise> GamepadServiceTest::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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if (mShuttingDown) {
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return nullptr;
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}
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// Only VR controllers has displayID, we give 0 to the general gamepads.
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GamepadAdded a(nsString(aID), aMapping, aHand, 0, aNumButtons, aNumAxes,
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aNumHaptics, aNumLightIndicator, aNumTouchEvents);
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GamepadChangeEventBody body(a);
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GamepadChangeEvent e(0, GamepadServiceType::Standard, body);
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RefPtr<Promise> p = Promise::Create(mWindow->AsGlobal(), aRv);
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if (aRv.Failed()) {
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return nullptr;
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}
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uint32_t id = ++mEventNumber;
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mChild->AddPromise(id, p);
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mChild->SendGamepadTestEvent(id, e);
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return p.forget();
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}
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void GamepadServiceTest::RemoveGamepad(uint32_t aIndex) {
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if (mShuttingDown) {
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return;
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}
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GamepadRemoved a;
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GamepadChangeEventBody body(a);
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GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
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uint32_t id = ++mEventNumber;
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mChild->SendGamepadTestEvent(id, e);
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}
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void GamepadServiceTest::NewButtonEvent(uint32_t aIndex, uint32_t aButton,
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bool aTouched, bool aPressed) {
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if (mShuttingDown) {
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return;
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}
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GamepadButtonInformation a(aButton, aPressed ? 1.0 : 0, aPressed, aTouched);
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GamepadChangeEventBody body(a);
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GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
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uint32_t id = ++mEventNumber;
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mChild->SendGamepadTestEvent(id, e);
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}
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void GamepadServiceTest::NewButtonValueEvent(uint32_t aIndex, uint32_t aButton,
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bool aPressed, bool aTouched,
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double aValue) {
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if (mShuttingDown) {
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return;
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}
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GamepadButtonInformation a(aButton, aValue, aPressed, aTouched);
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GamepadChangeEventBody body(a);
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GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
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uint32_t id = ++mEventNumber;
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mChild->SendGamepadTestEvent(id, e);
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}
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void GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis,
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double aValue) {
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if (mShuttingDown) {
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return;
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}
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GamepadAxisInformation a(aAxis, aValue);
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GamepadChangeEventBody body(a);
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GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
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uint32_t id = ++mEventNumber;
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mChild->SendGamepadTestEvent(id, e);
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}
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void GamepadServiceTest::NewPoseMove(
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uint32_t aIndex, 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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if (mShuttingDown) {
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return;
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}
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GamepadPoseState poseState;
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poseState.flags = GamepadCapabilityFlags::Cap_Orientation |
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GamepadCapabilityFlags::Cap_Position |
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GamepadCapabilityFlags::Cap_AngularAcceleration |
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GamepadCapabilityFlags::Cap_LinearAcceleration;
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if (!aOrient.IsNull()) {
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const Float32Array& value = aOrient.Value();
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value.ComputeState();
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MOZ_ASSERT(value.Length() == 4);
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poseState.orientation[0] = value.Data()[0];
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poseState.orientation[1] = value.Data()[1];
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poseState.orientation[2] = value.Data()[2];
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poseState.orientation[3] = value.Data()[3];
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poseState.isOrientationValid = true;
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}
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if (!aPos.IsNull()) {
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const Float32Array& value = aPos.Value();
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value.ComputeState();
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MOZ_ASSERT(value.Length() == 3);
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poseState.position[0] = value.Data()[0];
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poseState.position[1] = value.Data()[1];
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poseState.position[2] = value.Data()[2];
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poseState.isPositionValid = true;
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}
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if (!aAngVelocity.IsNull()) {
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const Float32Array& value = aAngVelocity.Value();
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value.ComputeState();
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MOZ_ASSERT(value.Length() == 3);
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poseState.angularVelocity[0] = value.Data()[0];
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poseState.angularVelocity[1] = value.Data()[1];
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poseState.angularVelocity[2] = value.Data()[2];
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}
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if (!aAngAcceleration.IsNull()) {
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const Float32Array& value = aAngAcceleration.Value();
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value.ComputeState();
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MOZ_ASSERT(value.Length() == 3);
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poseState.angularAcceleration[0] = value.Data()[0];
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poseState.angularAcceleration[1] = value.Data()[1];
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poseState.angularAcceleration[2] = value.Data()[2];
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}
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if (!aLinVelocity.IsNull()) {
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const Float32Array& value = aLinVelocity.Value();
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value.ComputeState();
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MOZ_ASSERT(value.Length() == 3);
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poseState.linearVelocity[0] = value.Data()[0];
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poseState.linearVelocity[1] = value.Data()[1];
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poseState.linearVelocity[2] = value.Data()[2];
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}
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if (!aLinAcceleration.IsNull()) {
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const Float32Array& value = aLinAcceleration.Value();
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value.ComputeState();
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MOZ_ASSERT(value.Length() == 3);
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poseState.linearAcceleration[0] = value.Data()[0];
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poseState.linearAcceleration[1] = value.Data()[1];
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poseState.linearAcceleration[2] = value.Data()[2];
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}
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GamepadPoseInformation a(poseState);
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GamepadChangeEventBody body(a);
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GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
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uint32_t id = ++mEventNumber;
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mChild->SendGamepadTestEvent(id, e);
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}
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void GamepadServiceTest::NewTouch(uint32_t aIndex, uint32_t aTouchArrayIndex,
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uint32_t aTouchId, uint8_t aSurfaceId,
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const Float32Array& aPos,
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const Nullable<Float32Array>& aSurfDim) {
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if (mShuttingDown) {
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return;
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}
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GamepadTouchState touchState;
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touchState.touchId = aTouchId;
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touchState.surfaceId = aSurfaceId;
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const Float32Array& value = aPos;
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value.ComputeState();
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MOZ_ASSERT(value.Length() == 2);
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touchState.position[0] = value.Data()[0];
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touchState.position[1] = value.Data()[1];
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if (!aSurfDim.IsNull()) {
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const Float32Array& value = aSurfDim.Value();
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value.ComputeState();
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MOZ_ASSERT(value.Length() == 2);
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touchState.surfaceDimensions[0] = value.Data()[0];
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touchState.surfaceDimensions[1] = value.Data()[1];
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touchState.isSurfaceDimensionsValid = true;
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}
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GamepadTouchInformation a(aTouchArrayIndex, touchState);
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GamepadChangeEventBody body(a);
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GamepadChangeEvent e(aIndex, GamepadServiceType::Standard, body);
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uint32_t id = ++mEventNumber;
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mChild->SendGamepadTestEvent(id, e);
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}
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JSObject* GamepadServiceTest::WrapObject(JSContext* aCx,
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JS::HandleObject aGivenProto) {
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return GamepadServiceTest_Binding::Wrap(aCx, this, aGivenProto);
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}
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} // namespace dom
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} // namespace mozilla
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