blob: f6147ca579bec8248a556fa880ef91658f219f7a [file] [log] [blame]
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "device/gamepad/gamepad_test_helpers.h"
namespace device {
MockGamepadDataFetcher::MockGamepadDataFetcher(const Gamepads& test_data)
: test_data_(test_data),
read_data_(base::WaitableEvent::ResetPolicy::AUTOMATIC,
base::WaitableEvent::InitialState::NOT_SIGNALED) {}
MockGamepadDataFetcher::~MockGamepadDataFetcher() = default;
GamepadSource MockGamepadDataFetcher::source() {
return GAMEPAD_SOURCE_TEST;
}
void MockGamepadDataFetcher::GetGamepadData(bool devices_changed_hint) {
{
base::AutoLock lock(lock_);
for (size_t i = 0; i < Gamepads::kItemsLengthCap; ++i) {
if (test_data_.items[i].connected) {
PadState* pad = GetPadState(i);
if (pad)
memcpy(&pad->data, &test_data_.items[i], sizeof(Gamepad));
}
}
}
read_data_.Signal();
}
void MockGamepadDataFetcher::WaitForDataRead() {
return read_data_.Wait();
}
void MockGamepadDataFetcher::WaitForDataReadAndCallbacksIssued() {
// The provider will read the data on the background thread (setting the
// event) and *then* will issue the callback on the client thread. Waiting for
// it to read twice is a simple way to ensure that it was able to issue
// callbacks for the first read (if it issued one).
WaitForDataRead();
WaitForDataRead();
}
void MockGamepadDataFetcher::SetTestData(const Gamepads& new_data) {
base::AutoLock lock(lock_);
test_data_ = new_data;
}
GamepadTestHelper::GamepadTestHelper() = default;
GamepadTestHelper::~GamepadTestHelper() = default;
GamepadServiceTestConstructor::GamepadServiceTestConstructor(
const Gamepads& test_data) {
data_fetcher_ = new MockGamepadDataFetcher(test_data);
gamepad_service_ =
new GamepadService(std::unique_ptr<GamepadDataFetcher>(data_fetcher_));
}
GamepadServiceTestConstructor::~GamepadServiceTestConstructor() {
delete gamepad_service_;
}
} // namespace device