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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;
let tests = [
touchAdd,
touchcheck1,
touchAdd,
touchcheck2
];
let gamepad_index;
let testNum = 0;
let touchData1 = [{touchId: 0, surfaceId: 0, pos: new Float32Array([-0.5, 0.5]), surf: new Float32Array([100, 100])},
{touchId: 1, surfaceId: 0, pos: new Float32Array([-0.1, 1.0]), surf: new Float32Array([100, 100])}];
let touchData2 = [{touchId: 2, surfaceId: 0, pos: new Float32Array([-0.2, 0.3]), surf: new Float32Array([120, 200])},
{touchId: 3, surfaceId: 0, pos: new Float32Array([-0.4, 0.7]), surf: new Float32Array([120, 200])}];
let data = [
touchData1,
touchData2
];
let dataNum = 0;
window.addEventListener("gamepadconnected", connecthandler);
window.addEventListener("gamepadbuttondown", function() {
// Wait to ensure that all frames received the button press as well.
ok(true, "gamepadbuttondown");
SpecialPowers.executeSoon(tests[testNum++]);
});
async function pressButton() {
await GamepadService.newButtonEvent(gamepad_index, 0, true, true);
await GamepadService.newButtonEvent(gamepad_index, 0, false, false);
}
let frames_loaded = 0;
async function startTest() {
frames_loaded++;
let promise = SpecialPowers.pushPrefEnv({ "set": [
["dom.gamepad.extensions.enabled", true],
["dom.gamepad.extensions.lightindicator", true],
["dom.gamepad.extensions.multitouch", true]] });
if (frames_loaded == 2) {
await promise;
// Add a gamepad
gamepad_index = await GamepadService.addGamepad("test gamepad", // id
GamepadService.standardMapping,
GamepadService.leftHand,
4,
2,
1,
1,
2)
await gamepad_loaded();
}
}
let f1, f2;
async function gamepad_loaded() {
f1 = document.getElementById('f1');
f2 = document.getElementById('f2');
await GamepadService.newButtonEvent(gamepad_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.hand, "left", "left hand");
is(e.gamepad.buttons.length, 4, "correct number of buttons");
is(e.gamepad.axes.length, 2, "correct number of axes");
is(e.gamepad.hapticActuators.length, 1, "correct number of haptics");
is(e.gamepad.lightIndicators.length, 1, "correct number of light indicators");
is(e.gamepad.touchEvents.length, 2, "correct number of touches");
}
function checkValueInFloat32Array(array1, array2) {
if (array1.length != array2.length) {
return false;
}
let index = 0;
while (index < array2.length) {
if (array1[index] != array2[index]) {
return false;
}
++index;
}
return true;
}
async function touchAdd() {
for(let count = 0; count < data[dataNum].length; count++) {
const touch = data[dataNum][count];
await GamepadService.newTouch(gamepad_index, count, touch.touchId,
touch.surfaceId, touch.pos,
touch.surf);
}
++dataNum;
await pressButton();
}
async function touchcheck1() {
let touches = f1.contentWindow.gamepad.touchEvents;
is(touches.length, data[0].length, "f1 number of touches");
let count = 0;
touches.forEach(function(touch) {
is(touch.touchId, data[0][count].touchId,
"correct GamepadTouch touchId");
is(touch.surfaceId, data[0][count].surfaceId,
"correct GamepadTouch surfaceId");
is(checkValueInFloat32Array(touch.position, data[0][count].pos), true,
"correct touch position");
is(checkValueInFloat32Array(touch.surfaceDimensions, data[0][count].surf), true,
"correct touch surfaceDimensions");
++count;
});
touches = f2.contentWindow.gamepad.touchEvents;
is(touches.length, data[0].length,"f2 number of touches");
count = 0;
touches.forEach(function(touch) {
is(touch.touchId, data[0][count].touchId,
"correct GamepadTouch touchId");
is(touch.surfaceId, data[0][count].surfaceId,
"correct GamepadTouch surfaceId");
is(checkValueInFloat32Array(touch.position, data[0][count].pos), true,
"correct touch position");
is(checkValueInFloat32Array(touch.surfaceDimensions, data[0][count].surf), true,
"correct touch surfaceDimensions");
++count;
});
pressButton();
}
async function touchcheck2() {
let touches = f1.contentWindow.gamepad.touchEvents;
is(touches.length, data[1].length, "f1 number of touches");
let count = 0;
touches.forEach(function(touch) {
is(touch.touchId, data[1][count].touchId,
"correct GamepadTouch touchId");
is(touch.surfaceId, data[1][count].surfaceId,
"correct GamepadTouch surfaceId");
is(checkValueInFloat32Array(touch.position, data[1][count].pos), true,
"correct touch position");
is(checkValueInFloat32Array(touch.surfaceDimensions, data[1][count].surf), true,
"correct touch surfaceDimensions");
++count;
});
touches = f2.contentWindow.gamepad.touchEvents;
is(touches.length, data[1].length,"f2 number of touches");
count = 0;
touches.forEach(function(touch) {
is(touch.touchId, data[1][count].touchId,
"correct GamepadTouch touchId");
is(touch.surfaceId, data[1][count].surfaceId,
"correct GamepadTouch surfaceId");
is(checkValueInFloat32Array(touch.position, data[1][count].pos), true,
"correct touch position");
is(checkValueInFloat32Array(touch.surfaceDimensions, data[1][count].surf), true,
"correct touch surfaceDimensions");
++count;
});
SpecialPowers.executeSoon(cleanup);
}
function cleanup(){
SpecialPowers.executeSoon(async function() {
await GamepadService.removeGamepad(gamepad_index);
SimpleTest.finish();
});
}
</script>
<iframe id="f1" src="gamepad_frame_state.html" onload="runGamepadTest(startTest)"></iframe>
<iframe id="f2" src="gamepad_frame_state.html" onload="runGamepadTest(startTest)"></iframe>
</body>
</html>