Remove PlatformFile from profile_browsertest
[chromium-blink-merge.git] / content / browser / gamepad / gamepad_provider_unittest.cc
blobadfef0c5bf3d2ed749050f155b0c1655c4059661
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.
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"
14 namespace content {
16 namespace {
18 using blink::WebGamepads;
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) {
28 base::Closure GetClosure() {
29 return base::Bind(&UserGestureListener::GotUserGesture,
30 weak_factory_.GetWeakPtr());
33 bool has_user_gesture() const { return has_user_gesture_; }
35 private:
36 void GotUserGesture() {
37 has_user_gesture_ = true;
40 base::WeakPtrFactory<UserGestureListener> weak_factory_;
41 bool has_user_gesture_;
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();
54 protected:
55 GamepadProviderTest() {
58 scoped_ptr<GamepadProvider> provider_;
60 // Pointer owned by the provider.
61 MockGamepadDataFetcher* mock_data_fetcher_;
63 DISALLOW_COPY_AND_ASSIGN(GamepadProviderTest);
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;
79 GamepadProvider* provider = CreateProvider(test_data);
80 provider->Resume();
82 message_loop().RunUntilIdle();
84 mock_data_fetcher_->WaitForDataRead();
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();
94 GamepadHardwareBuffer* hwbuf = static_cast<GamepadHardwareBuffer*>(mem);
95 // See gamepad_hardware_buffer.h for details on the read discipline.
96 WebGamepads output;
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));
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]);
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;
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;
130 UserGestureListener listener;
131 GamepadProvider* provider = CreateProvider(no_button_data);
132 provider->Resume();
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();
140 // It should not have issued our callback.
141 message_loop().RunUntilIdle();
142 EXPECT_FALSE(listener.has_user_gesture());
144 // Set a button down and wait for it to be read twice.
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();
155 // It should have issued our callback.
156 message_loop().RunUntilIdle();
157 EXPECT_TRUE(listener.has_user_gesture());
160 } // namespace
162 } // namespace content