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/*
* Copyright (C) 2016 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#if ENABLE(GAMEPAD)
#include "GamepadProvider.h"
#include "MockGamepad.h"
#include <wtf/HashMap.h>
#include <wtf/HashSet.h>
#include <wtf/text/WTFString.h>
namespace WebCore {
class MockGamepadProvider : public GamepadProvider {
WTF_MAKE_NONCOPYABLE(MockGamepadProvider);
friend class NeverDestroyed<MockGamepadProvider>;
public:
WEBCORE_TESTSUPPORT_EXPORT static MockGamepadProvider& singleton();
WEBCORE_TESTSUPPORT_EXPORT void startMonitoringGamepads(GamepadProviderClient&) final;
WEBCORE_TESTSUPPORT_EXPORT void stopMonitoringGamepads(GamepadProviderClient&) final;
const Vector<WeakPtr<PlatformGamepad>>& platformGamepads() final { return m_connectedGamepadVector; }
bool isMockGamepadProvider() const final { return true; }
void playEffect(unsigned, const String&, GamepadHapticEffectType, const GamepadEffectParameters&, CompletionHandler<void(bool)>&&) final;
void stopEffects(unsigned, const String&, CompletionHandler<void()>&&) final;
void clearGamepadsForTesting() final;
void setMockGamepadDetails(unsigned index, const String& gamepadID, const String& mapping, unsigned axisCount, unsigned buttonCount, bool supportsDualRumble);
bool setMockGamepadAxisValue(unsigned index, unsigned axisIndex, double value);
bool setMockGamepadButtonValue(unsigned index, unsigned buttonIndex, double value);
bool connectMockGamepad(unsigned index);
bool disconnectMockGamepad(unsigned index);
private:
MockGamepadProvider();
void gamepadInputActivity();
Vector<WeakPtr<PlatformGamepad>> m_connectedGamepadVector;
WeakHashMap<GamepadProviderClient, WeakHashSet<PlatformGamepad>> m_invisibleGamepadsForClient;
Vector<std::unique_ptr<MockGamepad>> m_mockGamepadVector;
bool m_shouldScheduleActivityCallback { true };
};
}
#endif // ENABLE(GAMEPAD)
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