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1 : /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
2 : /* vim: set ts=8 sts=2 et sw=2 tw=80: */
3 : /* This Source Code Form is subject to the terms of the Mozilla Public
4 : * License, v. 2.0. If a copy of the MPL was not distributed with this file,
5 : * You can obtain one at http://mozilla.org/MPL/2.0/. */
6 :
7 : #ifndef mozilla_dom_GamepadServiceTest_h_
8 : #define mozilla_dom_GamepadServiceTest_h_
9 :
10 : #include "nsIIPCBackgroundChildCreateCallback.h"
11 : #include "mozilla/DOMEventTargetHelper.h"
12 : #include "mozilla/dom/GamepadBinding.h"
13 :
14 : namespace mozilla {
15 : namespace dom {
16 :
17 : class GamepadChangeEvent;
18 : class GamepadManager;
19 : class GamepadTestChannelChild;
20 : class Promise;
21 :
22 : // Service for testing purposes
23 : class GamepadServiceTest final : public DOMEventTargetHelper,
24 : public nsIIPCBackgroundChildCreateCallback
25 : {
26 : public:
27 : NS_DECL_NSIIPCBACKGROUNDCHILDCREATECALLBACK
28 : NS_DECL_ISUPPORTS_INHERITED
29 0 : NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(GamepadServiceTest,
30 : DOMEventTargetHelper)
31 :
32 0 : GamepadMappingType NoMapping() const { return GamepadMappingType::_empty; }
33 0 : GamepadMappingType StandardMapping() const { return GamepadMappingType::Standard; }
34 0 : GamepadHand NoHand() const { return GamepadHand::_empty; }
35 0 : GamepadHand LeftHand() const { return GamepadHand::Left; }
36 0 : GamepadHand RightHand() const { return GamepadHand::Right; }
37 :
38 : already_AddRefed<Promise> AddGamepad(const nsAString& aID,
39 : GamepadMappingType aMapping,
40 : GamepadHand aHand,
41 : uint32_t aNumButtons,
42 : uint32_t aNumAxes,
43 : uint32_t aNumHaptics,
44 : ErrorResult& aRv);
45 : void RemoveGamepad(uint32_t aIndex);
46 : void NewButtonEvent(uint32_t aIndex, uint32_t aButton, bool aPressed, bool aTouched);
47 : void NewButtonValueEvent(uint32_t aIndex, uint32_t aButton, bool aPressed, bool aTouched,
48 : double aValue);
49 : void NewAxisMoveEvent(uint32_t aIndex, uint32_t aAxis, double aValue);
50 : void NewPoseMove(uint32_t aIndex,
51 : const Nullable<Float32Array>& aOrient,
52 : const Nullable<Float32Array>& aPos,
53 : const Nullable<Float32Array>& aAngVelocity,
54 : const Nullable<Float32Array>& aAngAcceleration,
55 : const Nullable<Float32Array>& aLinVelocity,
56 : const Nullable<Float32Array>& aLinAcceleration);
57 : void Shutdown();
58 :
59 : static already_AddRefed<GamepadServiceTest> CreateTestService(nsPIDOMWindowInner* aWindow);
60 0 : nsPIDOMWindowInner* GetParentObject() const { return mWindow; }
61 : JSObject* WrapObject(JSContext* aCx, JS::HandleObject aGivenProto) override;
62 :
63 : private:
64 :
65 : // We need to asynchronously create IPDL channel, it is possible that
66 : // we send commands before the channel is created, so we have to buffer
67 : // them until the channel is created in that case.
68 0 : struct PendingOperation {
69 0 : explicit PendingOperation(const uint32_t& aID,
70 : const GamepadChangeEvent& aEvent,
71 : Promise* aPromise = nullptr)
72 0 : : mID(aID), mEvent(aEvent), mPromise(aPromise) {}
73 : uint32_t mID;
74 : const GamepadChangeEvent& mEvent;
75 : RefPtr<Promise> mPromise;
76 : };
77 :
78 : // Hold a reference to the gamepad service so we don't have to worry about
79 : // execution order in tests.
80 : RefPtr<GamepadManager> mService;
81 : nsCOMPtr<nsPIDOMWindowInner> mWindow;
82 : nsTArray<PendingOperation> mPendingOperations;
83 : uint32_t mEventNumber;
84 : bool mShuttingDown;
85 :
86 : // IPDL Channel for us to send test events to GamepadPlatformService, it
87 : // will only be used in this singleton class and deleted during the IPDL
88 : // shutdown chain
89 : GamepadTestChannelChild* MOZ_NON_OWNING_REF mChild;
90 :
91 : explicit GamepadServiceTest(nsPIDOMWindowInner* aWindow);
92 : ~GamepadServiceTest();
93 : void InitPBackgroundActor();
94 : void DestroyPBackgroundActor();
95 : void FlushPendingOperations();
96 :
97 : };
98 :
99 : } // namespace dom
100 : } // namespace mozilla
101 :
102 : #endif
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