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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this file,
* You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef mozilla_dom_VRServiceTest_h_
#define mozilla_dom_VRServiceTest_h_
#include "mozilla/DOMEventTargetHelper.h"
#include "mozilla/dom/TypedArray.h"
#include "mozilla/dom/VRServiceTestBinding.h"
#include "gfxVR.h"
namespace mozilla {
namespace gfx {
enum class VRDisplayCapabilityFlags : uint16_t;
enum class VRPuppet_Command : uint64_t;
} // namespace gfx
namespace dom {
enum class GamepadCapabilityFlags : uint16_t;
class VRMockDisplay final : public DOMEventTargetHelper {
public:
NS_DECL_ISUPPORTS_INHERITED
NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(VRMockDisplay, DOMEventTargetHelper)
explicit VRMockDisplay(VRServiceTest* aVRServiceTest);
void Create();
void Clear();
void SetConnected(bool aConnected);
bool Connected() const;
void SetMounted(bool aMounted);
bool Mounted() const;
void SetCapPosition(bool aEnabled);
bool CapPosition() const;
void SetCapOrientation(bool aEnabled);
bool CapOrientation() const;
void SetCapPresent(bool aEnabled);
bool CapPresent() const;
void SetCapExternal(bool aEnabled);
bool CapExternal() const;
void SetCapAngularAcceleration(bool aEnabled);
bool CapAngularAcceleration() const;
void SetCapLinearAcceleration(bool aEnabled);
bool CapLinearAcceleration() const;
void SetCapStageParameters(bool aEnabled);
bool CapStageParameters() const;
void SetCapMountDetection(bool aEnabled);
bool CapMountDetection() const;
void SetCapPositionEmulated(bool aEnabled);
bool CapPositionEmulated() const;
void SetEyeFOV(VREye aEye, double aUpDegree, double aRightDegree,
double aDownDegree, double aLeftDegree);
void SetEyeOffset(VREye aEye, double aOffsetX, double aOffsetY,
double aOffsetZ);
void SetEyeResolution(uint32_t aRenderWidth, uint32_t aRenderHeight);
void SetStageSize(double aWidth, double aHeight);
void SetSittingToStandingTransform(const Float32Array& aTransform,
ErrorResult& aRv);
void SetPose(const Nullable<Float32Array>& aPosition,
const Nullable<Float32Array>& aLinearVelocity,
const Nullable<Float32Array>& aLinearAcceleration,
const Nullable<Float32Array>& aOrientation,
const Nullable<Float32Array>& aAngularVelocity,
const Nullable<Float32Array>& aAngularAcceleration,
ErrorResult& aRv);
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
private:
~VRMockDisplay() = default;
gfx::VRDisplayState& DisplayState() const;
gfx::VRHMDSensorState& SensorState() const;
void SetCapFlag(gfx::VRDisplayCapabilityFlags aFlag, bool aEnabled);
bool GetCapFlag(gfx::VRDisplayCapabilityFlags aFlag) const;
RefPtr<VRServiceTest> mVRServiceTest;
};
class VRMockController : public DOMEventTargetHelper {
public:
NS_DECL_ISUPPORTS_INHERITED
NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(VRMockController,
DOMEventTargetHelper)
VRMockController(VRServiceTest* aVRServiceTest, uint32_t aControllerIdx);
void Create();
void Clear();
void SetHand(GamepadHand aHand);
GamepadHand Hand() const;
void SetCapPosition(bool aEnabled);
bool CapPosition() const;
void SetCapOrientation(bool aEnabled);
bool CapOrientation() const;
void SetCapAngularAcceleration(bool aEnabled);
bool CapAngularAcceleration() const;
void SetCapLinearAcceleration(bool aEnabled);
bool CapLinearAcceleration() const;
void SetAxisCount(uint32_t aCount);
uint32_t AxisCount() const;
void SetButtonCount(uint32_t aCount);
uint32_t ButtonCount() const;
void SetHapticCount(uint32_t aCount);
uint32_t HapticCount() const;
void SetButtonPressed(uint32_t aButtonIdx, bool aPressed);
void SetButtonTouched(uint32_t aButtonIdx, bool aTouched);
void SetButtonTrigger(uint32_t aButtonIdx, double aTrigger);
void SetAxisValue(uint32_t aAxisIdx, double aValue);
void SetPose(const Nullable<Float32Array>& aPosition,
const Nullable<Float32Array>& aLinearVelocity,
const Nullable<Float32Array>& aLinearAcceleration,
const Nullable<Float32Array>& aOrientation,
const Nullable<Float32Array>& aAngularVelocity,
const Nullable<Float32Array>& aAngularAcceleration,
ErrorResult& aRv);
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
private:
~VRMockController() = default;
gfx::VRControllerState& ControllerState() const;
void SetCapFlag(GamepadCapabilityFlags aFlag, bool aEnabled);
bool GetCapFlag(GamepadCapabilityFlags aFlag) const;
RefPtr<VRServiceTest> mVRServiceTest;
uint32_t mControllerIdx;
};
class VRServiceTest final : public DOMEventTargetHelper {
public:
NS_DECL_ISUPPORTS_INHERITED
NS_DECL_CYCLE_COLLECTION_CLASS_INHERITED(VRServiceTest, DOMEventTargetHelper)
// WebIDL interface
void ClearAll();
void ClearController(uint32_t aControllerIdx);
void Commit();
void End();
already_AddRefed<Promise> Run(ErrorResult& aRv);
already_AddRefed<Promise> Reset(ErrorResult& aRv);
VRMockDisplay* GetVRDisplay();
VRMockController* GetVRController(uint32_t aControllerIdx, ErrorResult& aRv);
void Timeout(uint32_t aDuration);
void Wait(uint32_t aDuration);
void WaitSubmit();
void WaitPresentationStart();
void WaitPresentationEnd();
void WaitHapticIntensity(uint32_t aControllerIdx, uint32_t aHapticIdx,
double aIntensity, ErrorResult& aRv);
void CaptureFrame();
void AcknowledgeFrame();
void RejectFrame();
void StartTimer();
void StopTimer();
// Implementation
void Shutdown();
void AddCommand(uint64_t aCommand);
static already_AddRefed<VRServiceTest> CreateTestService(
nsPIDOMWindowInner* aWindow);
virtual JSObject* WrapObject(JSContext* aCx,
JS::Handle<JSObject*> aGivenProto) override;
gfx::VRSystemState& SystemState();
private:
explicit VRServiceTest(nsPIDOMWindowInner* aWindow);
~VRServiceTest() = default;
void EncodeData();
RefPtr<VRMockDisplay> mDisplay;
nsTArray<RefPtr<VRMockController>> mControllers;
nsCOMPtr<nsPIDOMWindowInner> mWindow;
// mPendingState records the state of the emulated VR hardware, including
// changes that have not yet been committed to the command buffer.
gfx::VRSystemState mPendingState;
// mEncodedState records the state of the emulate VR hardware at the end
// of the last committed transaction, submitted with VRServiceTest::Commit().
// mPendingState represents the resulting state if all of the commands in
// mCommandBuffer have been played back.
gfx::VRSystemState mEncodedState;
// mCommandBuffer encodes a sequence of steps to be executed asynchronously by
// the simulated VR hardware. The steps are encoded as a stream of uint64's,
// using the format described in gfx/vr/VRPuppetCommandBuffer.h
// mCommandBuffer includes only complete transactions, which will be played
// back such that multiple values in VRSystemState will be updated atomically.
// When the command buffer is submitted to the PuppetSession, with
// VRServiceTest::Run(), it is cleared to ensure that the commands are not
// sent redundantly in subsequent VRServicetest::Run() calls.
// VRServiceTest::Commit() will perform a binary comparison of mPendingState
// and mEncodedState to determine what instructions need to be appended to
// mCommandBuffer.
// VRServiceTest::Reset() will effectively cancel all transactions and clear
// mCommandBuffer before submitting the reset request to the PuppetSession.
nsTArray<uint64_t> mCommandBuffer;
bool mShuttingDown;
};
} // namespace dom
} // namespace mozilla
#endif // mozilla_dom_VRServiceTest_h_