blob: d27b808586e67f4303621cb09c8a3e2e6b278176 [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 blink::WebGamepads& test_data)
: test_data_(test_data),
read_data_(base::WaitableEvent::ResetPolicy::AUTOMATIC,
base::WaitableEvent::InitialState::NOT_SIGNALED) {}
MockGamepadDataFetcher::~MockGamepadDataFetcher() {}
void MockGamepadDataFetcher::GetGamepadData(blink::WebGamepads* pads,
bool devices_changed_hint) {
{
base::AutoLock lock(lock_);
*pads = test_data_;
}
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 blink::WebGamepads& new_data) {
base::AutoLock lock(lock_);
test_data_ = new_data;
}
MockGamepadSharedBuffer::MockGamepadSharedBuffer() {
size_t data_size = sizeof(blink::WebGamepads);
bool res = shared_memory_.CreateAndMapAnonymous(data_size);
CHECK(res);
blink::WebGamepads* buf = buffer();
memset(buf, 0, sizeof(blink::WebGamepads));
}
base::SharedMemory* MockGamepadSharedBuffer::shared_memory() {
return &shared_memory_;
}
blink::WebGamepads* MockGamepadSharedBuffer::buffer() {
void* mem = shared_memory_.memory();
CHECK(mem);
return static_cast<blink::WebGamepads*>(mem);
}
void MockGamepadSharedBuffer::WriteBegin() {}
void MockGamepadSharedBuffer::WriteEnd() {}
GamepadTestHelper::GamepadTestHelper() {}
GamepadTestHelper::~GamepadTestHelper() {}
} // namespace device