tenfourfox/dom/gamepad/GamepadServiceTest.cpp

87 lines
2.8 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* 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/dom/GamepadService.h"
#include "mozilla/dom/GamepadFunctions.h"
using namespace mozilla::dom;
/*
* Implementation of the test service. This is just to provide a simple binding
* of the GamepadService to JavaScript via XPCOM so that we can write Mochitests
* that add and remove fake gamepads, avoiding the platform-specific backends.
*/
NS_IMPL_ISUPPORTS(GamepadServiceTest, nsIGamepadServiceTest)
GamepadServiceTest* GamepadServiceTest::sSingleton = nullptr;
// static
already_AddRefed<GamepadServiceTest>
GamepadServiceTest::CreateService()
{
if (sSingleton == nullptr) {
sSingleton = new GamepadServiceTest();
}
RefPtr<GamepadServiceTest> service = sSingleton;
return service.forget();
}
GamepadServiceTest::GamepadServiceTest() :
mService(GamepadService::GetService())
{
}
GamepadServiceTest::~GamepadServiceTest()
{
}
NS_IMETHODIMP
GamepadServiceTest::AddGamepad(const char* aID,
uint32_t aMapping,
uint32_t aNumButtons,
uint32_t aNumAxes,
uint32_t* aGamepadIndex)
{
*aGamepadIndex = GamepadFunctions::AddGamepad(aID,
static_cast<GamepadMappingType>(aMapping),
aNumButtons,
aNumAxes);
return NS_OK;
}
NS_IMETHODIMP GamepadServiceTest::RemoveGamepad(uint32_t aIndex)
{
GamepadFunctions::RemoveGamepad(aIndex);
return NS_OK;
}
NS_IMETHODIMP GamepadServiceTest::NewButtonEvent(uint32_t aIndex,
uint32_t aButton,
bool aPressed)
{
GamepadFunctions::NewButtonEvent(aIndex, aButton, aPressed);
return NS_OK;
}
NS_IMETHODIMP GamepadServiceTest::NewButtonValueEvent(uint32_t aIndex,
uint32_t aButton,
bool aPressed,
double aValue)
{
GamepadFunctions::NewButtonEvent(aIndex, aButton, aPressed, aValue);
return NS_OK;
}
NS_IMETHODIMP GamepadServiceTest::NewAxisMoveEvent(uint32_t aIndex,
uint32_t aAxis,
double aValue)
{
GamepadFunctions::NewAxisMoveEvent(aIndex, aAxis, aValue);
return NS_OK;
}