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<!-- Any copyright is dedicated to the Public Domain.
<!DOCTYPE HTML>
<html>
<head>
<title>Test gamepad</title>
<link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css" />
</head>
<body>
<script type="text/javascript" src="mock_gamepad.js"></script>
<script class="testbody" type="text/javascript">
let ok = window.parent.ok;
let is = window.parent.is;
let SimpleTest = window.parent.SimpleTest;
let SpecialPowers = window.parent.SpecialPowers;
// This should be held for the entire time the testing API is being used to
// ensure monitoring has been started and that a single GamepadPlatformService
// instance is used for the entire test
var GamepadsKungFuDeathGrip = navigator.getGamepads();
// Due to gamepad being a polling API instead of event driven, test ordering
// ends up being a little weird in order to deal with e10s. Calls to
// GamepadService are async across processes, so we'll need to make sure
// we account for timing before checking values.
window.addEventListener("gamepadconnected", connecthandler);
var index;
var testNum = 0;
window.addEventListener("gamepadbuttondown", () => {
SpecialPowers.executeSoon(buttontest1);
});
window.addEventListener("gamepadbuttonup", () => {
SpecialPowers.executeSoon(buttontest2);
});
runGamepadTest(startTest);
async function startTest() {
// Add a gamepad
index = await GamepadService.addGamepad("test gamepad", // id
GamepadService.standardMapping,
GamepadService.noHand,
4,
2,
0,
0,
0);
await GamepadService.newButtonEvent(index, 0, true, true);
}
function connecthandler(e) {
ok(e.gamepad.timestamp <= performance.now(),
"gamepad.timestamp should less than or equal to performance.now()");
is(e.gamepad.index, 0, "correct gamepad index");
is(e.gamepad.id, "test gamepad", "correct gamepad name");
is(e.gamepad.mapping, "standard", "standard mapping");
is(e.gamepad.buttons.length, 4, "correct number of buttons");
is(e.gamepad.axes.length, 2, "correct number of axes");
}
async function buttontest1() {
var gamepads = navigator.getGamepads();
is(gamepads[0].buttons[0].pressed, true, "gamepad button should register as pressed");
is(gamepads[0].buttons[0].touched, true, "gamepad button should register as touched");
await GamepadService.newButtonValueEvent(index, 1, true, true, 0.5);
}
async function buttontest2() {
var gamepads = navigator.getGamepads();
is(gamepads[0].buttons[1].pressed, true, "gamepad button should register as pressed");
is(gamepads[0].buttons[1].touched, true, "gamepad button should register as touched");
is(gamepads[0].buttons[1].value, 0.5, "gamepad button value should be 0.5");
await GamepadService.removeGamepad(index);
SimpleTest.finish();
}
</script>
</body>
</html>