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3df4c636a4
MozReview-Commit-ID: IGkLwnSJtr1 --HG-- extra : rebase_source : 80c88ddc892711b3cd0b4f2e22f507de4333d458
284 lines
7.4 KiB
C++
284 lines
7.4 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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#include "nsIObserver.h"
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#include "nsIObserverService.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 Mochitests
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* that add and remove fake gamepads, avoiding the platform-specific backends.
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*/
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NS_IMPL_CYCLE_COLLECTION_CLASS(GamepadServiceTest)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN_INHERITED(GamepadServiceTest,
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DOMEventTargetHelper)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_SCRIPT_OBJECTS
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE(mWindow)
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NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
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NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN_INHERITED(GamepadServiceTest,
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DOMEventTargetHelper)
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NS_IMPL_CYCLE_COLLECTION_UNLINK(mWindow)
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NS_IMPL_CYCLE_COLLECTION_UNLINK_END
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NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION_INHERITED(GamepadServiceTest)
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NS_INTERFACE_MAP_ENTRY(nsIIPCBackgroundChildCreateCallback)
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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>
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GamepadServiceTest::CreateTestService(nsPIDOMWindowInner* aWindow)
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{
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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
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GamepadServiceTest::Shutdown()
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{
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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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{}
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GamepadServiceTest::~GamepadServiceTest() {}
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void
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GamepadServiceTest::InitPBackgroundActor()
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{
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MOZ_ASSERT(!mChild);
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PBackgroundChild *actor = BackgroundChild::GetForCurrentThread();
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//Try to get the PBackground Child actor
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if (actor) {
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ActorCreated(actor);
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} else {
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Unused << BackgroundChild::GetOrCreateForCurrentThread(this);
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}
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}
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void
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GamepadServiceTest::DestroyPBackgroundActor()
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{
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if (mChild) {
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// If mChild exists, which means that IPDL channel
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// has been created, our pending operations should
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// be empty.
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MOZ_ASSERT(mPendingOperations.IsEmpty());
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mChild->SendShutdownChannel();
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mChild = nullptr;
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} else {
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// If the IPDL channel has not been created and we
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// want to destroy it now, just cancel all pending
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// operations.
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mPendingOperations.Clear();
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}
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}
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already_AddRefed<Promise>
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GamepadServiceTest::AddGamepad(const nsAString& aID,
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uint32_t aMapping,
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uint32_t aNumButtons,
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uint32_t aNumAxes,
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ErrorResult& aRv)
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{
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if (mShuttingDown) {
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return nullptr;
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}
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GamepadAdded a(nsString(aID), 0,
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aMapping,
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GamepadServiceType::Standard,
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aNumButtons, aNumAxes);
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GamepadChangeEvent e(a);
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nsCOMPtr<nsIGlobalObject> go = do_QueryInterface(mWindow);
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RefPtr<Promise> p = Promise::Create(go, 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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if (mChild) {
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mChild->AddPromise(id, p);
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e, p);
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mPendingOperations.AppendElement(op);
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}
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return p.forget();
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}
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void
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GamepadServiceTest::RemoveGamepad(uint32_t aIndex)
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{
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if (mShuttingDown) {
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return;
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}
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GamepadRemoved a(aIndex, GamepadServiceType::Standard);
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GamepadChangeEvent e(a);
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uint32_t id = ++mEventNumber;
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if (mChild) {
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e);
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mPendingOperations.AppendElement(op);
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}
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}
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void
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GamepadServiceTest::NewButtonEvent(uint32_t aIndex,
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uint32_t aButton,
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bool aPressed)
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{
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if (mShuttingDown) {
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return;
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}
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GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
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aButton, aPressed, aPressed ? 1.0 : 0);
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GamepadChangeEvent e(a);
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uint32_t id = ++mEventNumber;
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if (mChild) {
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e);
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mPendingOperations.AppendElement(op);
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}
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}
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void
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GamepadServiceTest::NewButtonValueEvent(uint32_t aIndex,
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uint32_t aButton,
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bool aPressed,
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double aValue)
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{
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if (mShuttingDown) {
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return;
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}
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GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
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aButton, aPressed, aValue);
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GamepadChangeEvent e(a);
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uint32_t id = ++mEventNumber;
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if (mChild) {
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e);
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mPendingOperations.AppendElement(op);
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}
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}
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void
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GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex,
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uint32_t aAxis,
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double aValue)
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{
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if (mShuttingDown) {
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return;
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}
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GamepadAxisInformation a(aIndex, GamepadServiceType::Standard,
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aAxis, aValue);
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GamepadChangeEvent e(a);
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uint32_t id = ++mEventNumber;
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if (mChild) {
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mChild->SendGamepadTestEvent(id, e);
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} else {
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PendingOperation op(id, e);
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mPendingOperations.AppendElement(op);
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}
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}
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void
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GamepadServiceTest::FlushPendingOperations()
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{
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for (uint32_t i=0; i < mPendingOperations.Length(); ++i) {
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PendingOperation op = mPendingOperations[i];
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if (op.mPromise) {
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mChild->AddPromise(op.mID, op.mPromise);
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}
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mChild->SendGamepadTestEvent(op.mID, op.mEvent);
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}
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mPendingOperations.Clear();
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}
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void
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GamepadServiceTest::ActorCreated(PBackgroundChild* aActor)
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{
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MOZ_ASSERT(aActor);
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// If we are shutting down, we don't need to create the
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// IPDL child/parent pair anymore.
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if (mShuttingDown) {
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// mPendingOperations should be cleared in
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// DestroyPBackgroundActor()
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MOZ_ASSERT(mPendingOperations.IsEmpty());
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return;
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}
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mChild = new GamepadTestChannelChild();
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PGamepadTestChannelChild* initedChild =
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aActor->SendPGamepadTestChannelConstructor(mChild);
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if (NS_WARN_IF(!initedChild)) {
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ActorFailed();
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return;
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}
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FlushPendingOperations();
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}
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void
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GamepadServiceTest::ActorFailed()
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{
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MOZ_CRASH("Failed to create background child actor!");
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}
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JSObject*
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GamepadServiceTest::WrapObject(JSContext* aCx, JS::HandleObject aGivenProto)
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{
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return GamepadServiceTestBinding::Wrap(aCx, this, aGivenProto);
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}
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} // dom
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} // mozilla
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