1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/dom/tests/mochitest/gamepad/test_gamepad_frame_state_sync.html Wed Dec 31 06:09:35 2014 +0100 1.3 @@ -0,0 +1,86 @@ 1.4 +<!-- Any copyright is dedicated to the Public Domain. 1.5 + - http://creativecommons.org/publicdomain/zero/1.0/ --> 1.6 +<!DOCTYPE HTML> 1.7 +<html> 1.8 +<head> 1.9 + <title>Test hidden frames</title> 1.10 + <script type="text/javascript" src="/tests/SimpleTest/SimpleTest.js"></script> 1.11 + <link rel="stylesheet" type="text/css" href="/tests/SimpleTest/test.css" /> 1.12 +</head> 1.13 +<body> 1.14 +<script type="text/javascript" src="mock_gamepad.js"></script> 1.15 +<script class="testbody" type="text/javascript"> 1.16 +SimpleTest.waitForExplicitFinish(); 1.17 +var index = GamepadService.addGamepad("test gamepad", // id 1.18 + SpecialPowers.Ci.nsIGamepadServiceTest.NO_MAPPING, 1.19 + 4, // buttons 1.20 + 2);// axes 1.21 + 1.22 +function setFrameVisible(f, visible) { 1.23 + var Ci = SpecialPowers.Ci; 1.24 + var docshell = SpecialPowers.wrap(f.contentWindow).QueryInterface(Ci.nsIInterfaceRequestor).getInterface(Ci.nsIWebNavigation).QueryInterface(Ci.nsIDocShell); 1.25 + docshell.isActive = visible; 1.26 +} 1.27 + 1.28 +var frames_loaded = 0; 1.29 +var f1, f2; 1.30 +function frame_loaded() { 1.31 + frames_loaded++; 1.32 + if (frames_loaded == 2) { 1.33 + f1 = document.getElementById('f1'); 1.34 + f2 = document.getElementById('f2'); 1.35 + // Now press the button, but don't release it. 1.36 + GamepadService.newButtonEvent(index, 0, true); 1.37 + } 1.38 +} 1.39 + 1.40 +window.addEventListener("gamepadbuttondown", function() { 1.41 + // Wait to ensure that all frames received the button press as well. 1.42 + SpecialPowers.executeSoon(tests[testNum++]); 1.43 +}); 1.44 + 1.45 +var testNum = 0; 1.46 +var tests = [ 1.47 + check_button_pressed, 1.48 + check_second_frame_no_button_press, 1.49 +]; 1.50 + 1.51 +function check_button_pressed() { 1.52 + // At this point the both frames should see the button as pressed. 1.53 + ok(f1.contentWindow.gamepad.buttons[0].pressed, "frame 1 sees button pressed"); 1.54 + ok(f2.contentWindow.gamepad.buttons[0].pressed, "frame 2 sees button pressed"); 1.55 + 1.56 + // Now release the button, then hide the second frame. 1.57 + GamepadService.newButtonEvent(index, 0, false); 1.58 + setFrameVisible(f2, false); 1.59 + SpecialPowers.executeSoon(function() { 1.60 + // Now press the button, but don't release it. 1.61 + GamepadService.newButtonEvent(index, 0, true); 1.62 + }); 1.63 +} 1.64 + 1.65 +function check_second_frame_no_button_press () { 1.66 + /* 1.67 + * At this point the first frame should see the button as pressed, 1.68 + * but the second frame should not, since it's hidden. 1.69 + */ 1.70 + ok(f1.contentWindow.gamepad.buttons[0].pressed, "frame 1 sees button pressed"); 1.71 + ok(!f2.contentWindow.gamepad.buttons[0].pressed, "frame 2 should not see button pressed"); 1.72 + 1.73 + // Now unhide the second frame. 1.74 + setFrameVisible(f2, true); 1.75 + SpecialPowers.executeSoon(function() { 1.76 + // Now that the frame is visible again, it should see the button 1.77 + // that was pressed. 1.78 + ok(f2.contentWindow.gamepad.buttons[0].pressed, "frame 2 sees button pressed"); 1.79 + // cleanup 1.80 + GamepadService.removeGamepad(index); 1.81 + SimpleTest.finish(); 1.82 + }); 1.83 +} 1.84 + 1.85 +</script> 1.86 +<iframe id="f1" src="gamepad_frame_state.html" onload="frame_loaded()"></iframe> 1.87 +<iframe id="f2" src="gamepad_frame_state.html" onload="frame_loaded()"></iframe> 1.88 +</body> 1.89 +</html>