blob: c36e63038cbd3903c2ceecb1c7ba8404d55f51fd [file] [log] [blame]
// Copyright 2017 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/abstract_haptic_gamepad.h"
#include <memory>
#include "base/macros.h"
#include "base/run_loop.h"
#include "base/test/test_simple_task_runner.h"
#include "device/gamepad/public/interfaces/gamepad.mojom.h"
#include "testing/gtest/include/gtest/gtest.h"
namespace device {
namespace {
// An implementation of AbstractHapticGamepad that records how many times its
// SetVibration and SetZeroVibration methods have been called.
class FakeHapticGamepad : public AbstractHapticGamepad {
public:
FakeHapticGamepad() : set_vibration_count_(0), set_zero_vibration_count_(0) {}
~FakeHapticGamepad() override = default;
void SetVibration(double strong_magnitude, double weak_magnitude) override {
set_vibration_count_++;
}
void SetZeroVibration() override { set_zero_vibration_count_++; }
base::TimeDelta TaskDelayFromMilliseconds(double delay_millis) override {
// Remove delays for testing.
return base::TimeDelta();
}
int set_vibration_count_;
int set_zero_vibration_count_;
};
// Main test fixture
class AbstractHapticGamepadTest : public testing::Test {
public:
AbstractHapticGamepadTest()
: first_callback_count_(0),
second_callback_count_(0),
first_callback_result_(
mojom::GamepadHapticsResult::GamepadHapticsResultError),
second_callback_result_(
mojom::GamepadHapticsResult::GamepadHapticsResultError),
gamepad_(std::make_unique<FakeHapticGamepad>()),
task_runner_(new base::TestSimpleTaskRunner) {}
void PostPlayEffect(
mojom::GamepadHapticEffectType type,
double duration,
double start_delay,
mojom::GamepadHapticsManager::PlayVibrationEffectOnceCallback callback) {
task_runner_->PostDelayedTask(
FROM_HERE,
base::BindOnce(&FakeHapticGamepad::PlayEffect,
base::Unretained(gamepad_.get()), type,
mojom::GamepadEffectParameters::New(
duration, start_delay, 1.0, 1.0),
std::move(callback)),
base::TimeDelta());
}
void PostResetVibration(
mojom::GamepadHapticsManager::ResetVibrationActuatorCallback callback) {
task_runner_->PostDelayedTask(
FROM_HERE,
base::BindOnce(&FakeHapticGamepad::ResetVibration,
base::Unretained(gamepad_.get()), std::move(callback)),
base::TimeDelta());
}
void FirstCallback(mojom::GamepadHapticsResult result) {
first_callback_count_++;
first_callback_result_ = result;
}
void SecondCallback(mojom::GamepadHapticsResult result) {
second_callback_count_++;
second_callback_result_ = result;
}
int first_callback_count_;
int second_callback_count_;
mojom::GamepadHapticsResult first_callback_result_;
mojom::GamepadHapticsResult second_callback_result_;
std::unique_ptr<FakeHapticGamepad> gamepad_;
scoped_refptr<base::TestSimpleTaskRunner> task_runner_;
DISALLOW_COPY_AND_ASSIGN(AbstractHapticGamepadTest);
};
TEST_F(AbstractHapticGamepadTest, PlayEffectTest) {
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(0, first_callback_count_);
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&AbstractHapticGamepadTest::FirstCallback,
base::Unretained(this)));
// Run the queued task, but stop before executing any new tasks queued by that
// task. This should pause before calling SetVibration.
task_runner_->RunPendingTasks();
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(0, first_callback_count_);
EXPECT_TRUE(task_runner_->HasPendingTask());
// Run the next task, but pause before completing the effect.
task_runner_->RunPendingTasks();
EXPECT_EQ(1, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(0, first_callback_count_);
EXPECT_TRUE(task_runner_->HasPendingTask());
// Complete the effect and issue the callback. After this, there should be no
// more pending tasks.
task_runner_->RunPendingTasks();
EXPECT_EQ(1, gamepad_->set_vibration_count_);
EXPECT_EQ(1, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
first_callback_result_);
EXPECT_FALSE(task_runner_->HasPendingTask());
}
TEST_F(AbstractHapticGamepadTest, ResetVibrationTest) {
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(0, first_callback_count_);
PostResetVibration(base::BindOnce(&AbstractHapticGamepadTest::FirstCallback,
base::Unretained(this)));
task_runner_->RunUntilIdle();
// ResetVibration should return a "complete" result without calling
// SetVibration or SetZeroVibration.
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
first_callback_result_);
}
TEST_F(AbstractHapticGamepadTest, UnsupportedEffectTypeTest) {
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(0, first_callback_count_);
mojom::GamepadHapticEffectType unsupported_effect_type =
static_cast<mojom::GamepadHapticEffectType>(123);
PostPlayEffect(unsupported_effect_type, 1.0, 0.0,
base::BindOnce(&AbstractHapticGamepadTest::FirstCallback,
base::Unretained(this)));
task_runner_->RunUntilIdle();
// An unsupported effect should return a "not-supported" result without
// calling SetVibration or SetZeroVibration.
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultNotSupported,
first_callback_result_);
}
TEST_F(AbstractHapticGamepadTest, StartDelayTest) {
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(0, first_callback_count_);
// This test establishes the behavior for the start_delay parameter when
// PlayEffect is called without preempting an existing effect.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&AbstractHapticGamepadTest::FirstCallback,
base::Unretained(this)));
task_runner_->RunUntilIdle();
// With zero start_delay, SetVibration and SetZeroVibration should be called
// exactly once each, to start and stop the effect.
EXPECT_EQ(1, gamepad_->set_vibration_count_);
EXPECT_EQ(1, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
first_callback_result_);
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
1.0,
base::BindOnce(&AbstractHapticGamepadTest::FirstCallback,
base::Unretained(this)));
task_runner_->RunUntilIdle();
// With non-zero start_delay, we still SetVibration and SetZeroVibration to be
// called exactly once each.
EXPECT_EQ(2, gamepad_->set_vibration_count_);
EXPECT_EQ(2, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(2, first_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
first_callback_result_);
}
TEST_F(AbstractHapticGamepadTest, ZeroStartDelayPreemptionTest) {
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(0, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
// Start an ongoing effect. We'll preempt this one with another effect.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&AbstractHapticGamepadTest::FirstCallback,
base::Unretained(this)));
// Start a second effect with zero start_delay. This should cause the first
// effect to be preempted before it calls SetVibration.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&AbstractHapticGamepadTest::SecondCallback,
base::Unretained(this)));
// Execute the pending tasks, but stop before executing any newly queued
// tasks.
task_runner_->RunPendingTasks();
// The first effect should have already returned with a "preempted" result.
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultPreempted,
first_callback_result_);
task_runner_->RunUntilIdle();
// Now the second effect should have returned with a "complete" result.
EXPECT_EQ(1, gamepad_->set_vibration_count_);
EXPECT_EQ(1, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(1, second_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
second_callback_result_);
}
TEST_F(AbstractHapticGamepadTest, NonZeroStartDelayPreemptionTest) {
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(0, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
// Start an ongoing effect. We'll preempt this one with another effect.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&AbstractHapticGamepadTest::FirstCallback,
base::Unretained(this)));
// Start a second effect with non-zero start_delay. This should cause the
// first effect to be preempted before it calls SetVibration.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
1.0,
base::BindOnce(&AbstractHapticGamepadTest::SecondCallback,
base::Unretained(this)));
// Execute the pending tasks, but stop before executing any newly queued
// tasks.
task_runner_->RunPendingTasks();
// The first effect should have already returned with a "preempted" result.
// Because the second effect has a non-zero start_delay and is preempting
// another effect, it will call SetZeroVibration to ensure no vibration
// occurs during its start_delay period.
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(1, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultPreempted,
first_callback_result_);
task_runner_->RunUntilIdle();
EXPECT_EQ(1, gamepad_->set_vibration_count_);
EXPECT_EQ(2, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(1, second_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultPreempted,
first_callback_result_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
second_callback_result_);
}
TEST_F(AbstractHapticGamepadTest, ResetVibrationPreemptionTest) {
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(0, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(0, first_callback_count_);
EXPECT_EQ(0, second_callback_count_);
// Start an ongoing effect. We'll preempt it with a reset.
PostPlayEffect(
mojom::GamepadHapticEffectType::GamepadHapticEffectTypeDualRumble, 1.0,
0.0,
base::BindOnce(&AbstractHapticGamepadTest::FirstCallback,
base::Unretained(this)));
// Reset vibration. This should cause the effect to be preempted before it
// calls SetVibration.
PostResetVibration(base::BindOnce(&AbstractHapticGamepadTest::SecondCallback,
base::Unretained(this)));
task_runner_->RunUntilIdle();
EXPECT_EQ(0, gamepad_->set_vibration_count_);
EXPECT_EQ(1, gamepad_->set_zero_vibration_count_);
EXPECT_EQ(1, first_callback_count_);
EXPECT_EQ(1, second_callback_count_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultPreempted,
first_callback_result_);
EXPECT_EQ(mojom::GamepadHapticsResult::GamepadHapticsResultComplete,
second_callback_result_);
}
} // namespace
} // namespace device