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- /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
- /* 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"
- using namespace mozilla::ipc;
- 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_CLASS(GamepadServiceTest)
- NS_IMPL_CYCLE_COLLECTION_TRAVERSE_BEGIN_INHERITED(GamepadServiceTest,
- DOMEventTargetHelper)
- NS_IMPL_CYCLE_COLLECTION_TRAVERSE(mWindow)
- NS_IMPL_CYCLE_COLLECTION_TRAVERSE_END
- NS_IMPL_CYCLE_COLLECTION_UNLINK_BEGIN_INHERITED(GamepadServiceTest,
- DOMEventTargetHelper)
- NS_IMPL_CYCLE_COLLECTION_UNLINK(mWindow)
- NS_IMPL_CYCLE_COLLECTION_UNLINK_END
- NS_INTERFACE_MAP_BEGIN_CYCLE_COLLECTION_INHERITED(GamepadServiceTest)
- NS_INTERFACE_MAP_ENTRY(nsIIPCBackgroundChildCreateCallback)
- 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::GetForCurrentThread();
- //Try to get the PBackground Child actor
- if (actor) {
- ActorCreated(actor);
- } else {
- Unused << BackgroundChild::GetOrCreateForCurrentThread(this);
- }
- }
- void
- GamepadServiceTest::DestroyPBackgroundActor()
- {
- if (mChild) {
- // If mChild exists, which means that IPDL channel
- // has been created, our pending operations should
- // be empty.
- MOZ_ASSERT(mPendingOperations.IsEmpty());
- mChild->SendShutdownChannel();
- mChild = nullptr;
- } else {
- // If the IPDL channel has not been created and we
- // want to destroy it now, just cancel all pending
- // operations.
- mPendingOperations.Clear();
- }
- }
- already_AddRefed<Promise>
- GamepadServiceTest::AddGamepad(const nsAString& aID,
- uint32_t aMapping,
- uint32_t aNumButtons,
- uint32_t aNumAxes,
- ErrorResult& aRv)
- {
- if (mShuttingDown) {
- return nullptr;
- }
- GamepadAdded a(nsString(aID), 0,
- aMapping,
- GamepadServiceType::Standard,
- aNumButtons, aNumAxes);
- GamepadChangeEvent e(a);
- nsCOMPtr<nsIGlobalObject> go = do_QueryInterface(mWindow);
- RefPtr<Promise> p = Promise::Create(go, aRv);
- if (aRv.Failed()) {
- return nullptr;
- }
- uint32_t id = ++mEventNumber;
- if (mChild) {
- mChild->AddPromise(id, p);
- mChild->SendGamepadTestEvent(id, e);
- } else {
- PendingOperation op(id, e, p);
- mPendingOperations.AppendElement(op);
- }
- return p.forget();
- }
- void
- GamepadServiceTest::RemoveGamepad(uint32_t aIndex)
- {
- if (mShuttingDown) {
- return;
- }
- GamepadRemoved a(aIndex, GamepadServiceType::Standard);
- GamepadChangeEvent e(a);
- uint32_t id = ++mEventNumber;
- if (mChild) {
- mChild->SendGamepadTestEvent(id, e);
- } else {
- PendingOperation op(id, e);
- mPendingOperations.AppendElement(op);
- }
- }
- void
- GamepadServiceTest::NewButtonEvent(uint32_t aIndex,
- uint32_t aButton,
- bool aPressed)
- {
- if (mShuttingDown) {
- return;
- }
- GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
- aButton, aPressed, aPressed ? 1.0 : 0);
- GamepadChangeEvent e(a);
- uint32_t id = ++mEventNumber;
- if (mChild) {
- mChild->SendGamepadTestEvent(id, e);
- } else {
- PendingOperation op(id, e);
- mPendingOperations.AppendElement(op);
- }
- }
- void
- GamepadServiceTest::NewButtonValueEvent(uint32_t aIndex,
- uint32_t aButton,
- bool aPressed,
- double aValue)
- {
- if (mShuttingDown) {
- return;
- }
- GamepadButtonInformation a(aIndex, GamepadServiceType::Standard,
- aButton, aPressed, aValue);
- GamepadChangeEvent e(a);
- uint32_t id = ++mEventNumber;
- if (mChild) {
- mChild->SendGamepadTestEvent(id, e);
- } else {
- PendingOperation op(id, e);
- mPendingOperations.AppendElement(op);
- }
- }
- void
- GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex,
- uint32_t aAxis,
- double aValue)
- {
- if (mShuttingDown) {
- return;
- }
- GamepadAxisInformation a(aIndex, GamepadServiceType::Standard,
- aAxis, aValue);
- GamepadChangeEvent e(a);
- uint32_t id = ++mEventNumber;
- if (mChild) {
- mChild->SendGamepadTestEvent(id, e);
- } else {
- PendingOperation op(id, e);
- mPendingOperations.AppendElement(op);
- }
- }
- void
- GamepadServiceTest::FlushPendingOperations()
- {
- for (uint32_t i=0; i < mPendingOperations.Length(); ++i) {
- PendingOperation op = mPendingOperations[i];
- if (op.mPromise) {
- mChild->AddPromise(op.mID, op.mPromise);
- }
- mChild->SendGamepadTestEvent(op.mID, op.mEvent);
- }
- mPendingOperations.Clear();
- }
- void
- GamepadServiceTest::ActorCreated(PBackgroundChild* aActor)
- {
- MOZ_ASSERT(aActor);
- // If we are shutting down, we don't need to create the
- // IPDL child/parent pair anymore.
- if (mShuttingDown) {
- // mPendingOperations should be cleared in
- // DestroyPBackgroundActor()
- MOZ_ASSERT(mPendingOperations.IsEmpty());
- return;
- }
- mChild = new GamepadTestChannelChild();
- PGamepadTestChannelChild* initedChild =
- aActor->SendPGamepadTestChannelConstructor(mChild);
- if (NS_WARN_IF(!initedChild)) {
- ActorFailed();
- return;
- }
- FlushPendingOperations();
- }
- void
- GamepadServiceTest::ActorFailed()
- {
- MOZ_CRASH("Failed to create background child actor!");
- }
- JSObject*
- GamepadServiceTest::WrapObject(JSContext* aCx, JS::HandleObject aGivenProto)
- {
- return GamepadServiceTestBinding::Wrap(aCx, this, aGivenProto);
- }
- } // dom
- } // mozilla
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