1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 2 // Use of this source code is governed by a BSD-style license that can be 3 // found in the LICENSE file. 4 5 #include "base/memory/scoped_ptr.h" 6 #include "base/memory/weak_ptr.h" 7 #include "content/browser/gamepad/gamepad_data_fetcher.h" 8 #include "content/browser/gamepad/gamepad_provider.h" 9 #include "content/browser/gamepad/gamepad_test_helpers.h" 10 #include "content/common/gamepad_hardware_buffer.h" 11 #include "content/common/gamepad_messages.h" 12 #include "testing/gtest/include/gtest/gtest.h" 13 14 namespace content { 15 16 namespace { 17 18 using blink::WebGamepads; 19 20 // Helper class to generate and record user gesture callbacks. 21 class UserGestureListener { 22 public: 23 UserGestureListener() 24 : weak_factory_(this), 25 has_user_gesture_(false) { 26 } 27 28 base::Closure GetClosure() { 29 return base::Bind(&UserGestureListener::GotUserGesture, 30 weak_factory_.GetWeakPtr()); 31 } 32 33 bool has_user_gesture() const { return has_user_gesture_; } 34 35 private: 36 void GotUserGesture() { 37 has_user_gesture_ = true; 38 } 39 40 base::WeakPtrFactory<UserGestureListener> weak_factory_; 41 bool has_user_gesture_; 42 }; 43 44 // Main test fixture 45 class GamepadProviderTest : public testing::Test, public GamepadTestHelper { 46 public: 47 GamepadProvider* CreateProvider(const WebGamepads& test_data) { 48 mock_data_fetcher_ = new MockGamepadDataFetcher(test_data); 49 provider_.reset(new GamepadProvider( 50 scoped_ptr<GamepadDataFetcher>(mock_data_fetcher_))); 51 return provider_.get(); 52 } 53 54 protected: 55 GamepadProviderTest() { 56 } 57 58 scoped_ptr<GamepadProvider> provider_; 59 60 // Pointer owned by the provider. 61 MockGamepadDataFetcher* mock_data_fetcher_; 62 63 DISALLOW_COPY_AND_ASSIGN(GamepadProviderTest); 64 }; 65 66 // Crashes. http://crbug.com/106163 67 TEST_F(GamepadProviderTest, PollingAccess) { 68 WebGamepads test_data; 69 test_data.length = 1; 70 test_data.items[0].connected = true; 71 test_data.items[0].timestamp = 0; 72 test_data.items[0].buttonsLength = 1; 73 test_data.items[0].axesLength = 2; 74 test_data.items[0].buttons[0].value = 1.f; 75 test_data.items[0].buttons[0].pressed = true; 76 test_data.items[0].axes[0] = -1.f; 77 test_data.items[0].axes[1] = .5f; 78 79 GamepadProvider* provider = CreateProvider(test_data); 80 provider->Resume(); 81 82 message_loop().RunUntilIdle(); 83 84 mock_data_fetcher_->WaitForDataRead(); 85 86 // Renderer-side, pull data out of poll buffer. 87 base::SharedMemoryHandle handle = provider->GetSharedMemoryHandleForProcess( 88 base::GetCurrentProcessHandle()); 89 scoped_ptr<base::SharedMemory> shared_memory( 90 new base::SharedMemory(handle, true)); 91 EXPECT_TRUE(shared_memory->Map(sizeof(GamepadHardwareBuffer))); 92 void* mem = shared_memory->memory(); 93 94 GamepadHardwareBuffer* hwbuf = static_cast<GamepadHardwareBuffer*>(mem); 95 // See gamepad_hardware_buffer.h for details on the read discipline. 96 WebGamepads output; 97 98 base::subtle::Atomic32 version; 99 do { 100 version = hwbuf->sequence.ReadBegin(); 101 memcpy(&output, &hwbuf->buffer, sizeof(output)); 102 } while (hwbuf->sequence.ReadRetry(version)); 103 104 EXPECT_EQ(1u, output.length); 105 EXPECT_EQ(1u, output.items[0].buttonsLength); 106 EXPECT_EQ(1.f, output.items[0].buttons[0].value); 107 EXPECT_EQ(true, output.items[0].buttons[0].pressed); 108 EXPECT_EQ(2u, output.items[0].axesLength); 109 EXPECT_EQ(-1.f, output.items[0].axes[0]); 110 EXPECT_EQ(0.5f, output.items[0].axes[1]); 111 } 112 113 // Tests that waiting for a user gesture works properly. 114 TEST_F(GamepadProviderTest, UserGesture) { 115 WebGamepads no_button_data; 116 no_button_data.length = 1; 117 no_button_data.items[0].connected = true; 118 no_button_data.items[0].timestamp = 0; 119 no_button_data.items[0].buttonsLength = 1; 120 no_button_data.items[0].axesLength = 2; 121 no_button_data.items[0].buttons[0].value = 0.f; 122 no_button_data.items[0].buttons[0].pressed = false; 123 no_button_data.items[0].axes[0] = -1.f; 124 no_button_data.items[0].axes[1] = .5f; 125 126 WebGamepads button_down_data = no_button_data; 127 button_down_data.items[0].buttons[0].value = 1.f; 128 button_down_data.items[0].buttons[0].pressed = true; 129 130 UserGestureListener listener; 131 GamepadProvider* provider = CreateProvider(no_button_data); 132 provider->Resume(); 133 134 // Register for a user gesture and make sure the provider reads it twice 135 // see below for why). 136 provider->RegisterForUserGesture(listener.GetClosure()); 137 mock_data_fetcher_->WaitForDataRead(); 138 mock_data_fetcher_->WaitForDataRead(); 139 140 // It should not have issued our callback. 141 message_loop().RunUntilIdle(); 142 EXPECT_FALSE(listener.has_user_gesture()); 143 144 // Set a button down and wait for it to be read twice. 145 // 146 // We wait for two reads before calling RunAllPending because the provider 147 // will read the data on the background thread (setting the event) and *then* 148 // will issue the callback on our thread. Waiting for it to read twice 149 // ensures that it was able to issue callbacks for the first read (if it 150 // issued one) before we try to check for it. 151 mock_data_fetcher_->SetTestData(button_down_data); 152 mock_data_fetcher_->WaitForDataRead(); 153 mock_data_fetcher_->WaitForDataRead(); 154 155 // It should have issued our callback. 156 message_loop().RunUntilIdle(); 157 EXPECT_TRUE(listener.has_user_gesture()); 158 } 159 160 } // namespace 161 162 } // namespace content 163