// 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