mirror of
https://github.com/mozilla/gecko-dev.git
synced 2024-12-11 16:32:59 +00:00
fc4437c39c
Differential Revision: https://phabricator.services.mozilla.com/D29289 --HG-- extra : moz-landing-system : lando
290 lines
9.3 KiB
C++
290 lines
9.3 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/. */
|
|
|
|
#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
|