// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "base/memory/scoped_ptr.h" #include "base/memory/weak_ptr.h" #include "content/browser/gamepad/gamepad_data_fetcher.h" #include "content/browser/gamepad/gamepad_provider.h" #include "content/browser/gamepad/gamepad_test_helpers.h" #include "content/common/gamepad_hardware_buffer.h" #include "content/common/gamepad_messages.h" #include "testing/gtest/include/gtest/gtest.h" namespace content { namespace { using blink::WebGamepads; // Helper class to generate and record user gesture callbacks. class UserGestureListener { public: UserGestureListener() : weak_factory_(this), has_user_gesture_(false) { } base::Closure GetClosure() { return base::Bind(&UserGestureListener::GotUserGesture, weak_factory_.GetWeakPtr()); } bool has_user_gesture() const { return has_user_gesture_; } private: void GotUserGesture() { has_user_gesture_ = true; } base::WeakPtrFactory<UserGestureListener> weak_factory_; bool has_user_gesture_; }; // Main test fixture class GamepadProviderTest : public testing::Test, public GamepadTestHelper { public: GamepadProvider* CreateProvider(const WebGamepads& test_data) { mock_data_fetcher_ = new MockGamepadDataFetcher(test_data); provider_.reset(new GamepadProvider( scoped_ptr<GamepadDataFetcher>(mock_data_fetcher_))); return provider_.get(); } protected: GamepadProviderTest() { } scoped_ptr<GamepadProvider> provider_; // Pointer owned by the provider. MockGamepadDataFetcher* mock_data_fetcher_; DISALLOW_COPY_AND_ASSIGN(GamepadProviderTest); }; // Crashes. http://crbug.com/106163 TEST_F(GamepadProviderTest, PollingAccess) { WebGamepads test_data; test_data.length = 1; test_data.items[0].connected = true; test_data.items[0].timestamp = 0; test_data.items[0].buttonsLength = 1; test_data.items[0].axesLength = 2; test_data.items[0].buttons[0] = 1.f; test_data.items[0].axes[0] = -1.f; test_data.items[0].axes[1] = .5f; GamepadProvider* provider = CreateProvider(test_data); provider->Resume(); message_loop().RunUntilIdle(); mock_data_fetcher_->WaitForDataRead(); // Renderer-side, pull data out of poll buffer. base::SharedMemoryHandle handle = provider->GetSharedMemoryHandleForProcess( base::GetCurrentProcessHandle()); scoped_ptr<base::SharedMemory> shared_memory( new base::SharedMemory(handle, true)); EXPECT_TRUE(shared_memory->Map(sizeof(GamepadHardwareBuffer))); void* mem = shared_memory->memory(); GamepadHardwareBuffer* hwbuf = static_cast<GamepadHardwareBuffer*>(mem); // See gamepad_hardware_buffer.h for details on the read discipline. WebGamepads output; base::subtle::Atomic32 version; do { version = hwbuf->sequence.ReadBegin(); memcpy(&output, &hwbuf->buffer, sizeof(output)); } while (hwbuf->sequence.ReadRetry(version)); EXPECT_EQ(1u, output.length); EXPECT_EQ(1u, output.items[0].buttonsLength); EXPECT_EQ(1.f, output.items[0].buttons[0]); EXPECT_EQ(2u, output.items[0].axesLength); EXPECT_EQ(-1.f, output.items[0].axes[0]); EXPECT_EQ(0.5f, output.items[0].axes[1]); } // Tests that waiting for a user gesture works properly. TEST_F(GamepadProviderTest, UserGesture) { WebGamepads no_button_data; no_button_data.length = 1; no_button_data.items[0].connected = true; no_button_data.items[0].timestamp = 0; no_button_data.items[0].buttonsLength = 1; no_button_data.items[0].axesLength = 2; no_button_data.items[0].buttons[0] = 0.f; no_button_data.items[0].axes[0] = -1.f; no_button_data.items[0].axes[1] = .5f; WebGamepads button_down_data = no_button_data; button_down_data.items[0].buttons[0] = 1.f; UserGestureListener listener; GamepadProvider* provider = CreateProvider(no_button_data); provider->Resume(); // Register for a user gesture and make sure the provider reads it twice // see below for why). provider->RegisterForUserGesture(listener.GetClosure()); mock_data_fetcher_->WaitForDataRead(); mock_data_fetcher_->WaitForDataRead(); // It should not have issued our callback. message_loop().RunUntilIdle(); EXPECT_FALSE(listener.has_user_gesture()); // Set a button down and wait for it to be read twice. // // We wait for two reads before calling RunAllPending because the provider // will read the data on the background thread (setting the event) and *then* // will issue the callback on our thread. Waiting for it to read twice // ensures that it was able to issue callbacks for the first read (if it // issued one) before we try to check for it. mock_data_fetcher_->SetTestData(button_down_data); mock_data_fetcher_->WaitForDataRead(); mock_data_fetcher_->WaitForDataRead(); // It should have issued our callback. message_loop().RunUntilIdle(); EXPECT_TRUE(listener.has_user_gesture()); } } // namespace } // namespace content