How to use _getEmptyGamepad method in wpt

Best JavaScript code snippet using wpt

webxr-test.js

Source:webxr-test.js Github

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...1475 if (supportedButtons == null || supportedButtons.length < 1) {1476 return;1477 }1478 const supported_button_map = {};1479 this.gamepad_ = this._getEmptyGamepad();1480 for (let i = 0; i < supportedButtons.length; i++) {1481 const buttonType = supportedButtons[i].buttonType;1482 this.supported_buttons_.push(buttonType);1483 supported_button_map[buttonType] = supportedButtons[i];1484 }1485 // Let's start by building the button state in order of priority:1486 // Primary button is index 0.1487 this.gamepad_.buttons.push({1488 pressed: this.primary_input_pressed_,1489 touched: this.primary_input_pressed_,1490 value: this.primary_input_pressed_ ? 1.0 : 0.01491 });1492 // Now add the rest of our buttons1493 this._addGamepadButton(supported_button_map['grip']);1494 this._addGamepadButton(supported_button_map['touchpad']);1495 this._addGamepadButton(supported_button_map['thumbstick']);1496 this._addGamepadButton(supported_button_map['optional-button']);1497 this._addGamepadButton(supported_button_map['optional-thumbstick']);1498 // Finally, back-fill placeholder buttons/axes1499 for (let i = 0; i < this.gamepad_.buttons.length; i++) {1500 if (this.gamepad_.buttons[i] == null) {1501 this.gamepad_.buttons[i] = {1502 pressed: false,1503 touched: false,1504 value: 01505 };1506 }1507 }1508 for (let i=0; i < this.gamepad_.axes.length; i++) {1509 if (this.gamepad_.axes[i] == null) {1510 this.gamepad_.axes[i] = 0;1511 }1512 }1513 }1514 updateButtonState(buttonState) {1515 if (this.supported_buttons_.indexOf(buttonState.buttonType) == -1) {1516 throw new Error("Tried to update state on an unsupported button");1517 }1518 const buttonIndex = this._getButtonIndex(buttonState.buttonType);1519 const axesStartIndex = this._getAxesStartIndex(buttonState.buttonType);1520 if (buttonIndex == -1) {1521 throw new Error("Unknown Button Type!");1522 }1523 // is this a 'squeeze' button?1524 if (buttonIndex === this._getButtonIndex('grip')) {1525 // squeeze1526 if (buttonState.pressed) {1527 this.primary_squeeze_pressed_ = true;1528 } else if (this.gamepad_.buttons[buttonIndex].pressed) {1529 this.primary_squeeze_clicked_ = true;1530 this.primary_squeeze_pressed_ = false;1531 } else {1532 this.primary_squeeze_clicked_ = false;1533 this.primary_squeeze_pressed_ = false;1534 }1535 }1536 this.gamepad_.buttons[buttonIndex].pressed = buttonState.pressed;1537 this.gamepad_.buttons[buttonIndex].touched = buttonState.touched;1538 this.gamepad_.buttons[buttonIndex].value = buttonState.pressedValue;1539 if (axesStartIndex != -1) {1540 this.gamepad_.axes[axesStartIndex] = buttonState.xValue == null ? 0.0 : buttonState.xValue;1541 this.gamepad_.axes[axesStartIndex + 1] = buttonState.yValue == null ? 0.0 : buttonState.yValue;1542 }1543 }1544 // DOM Overlay Extensions1545 setOverlayPointerPosition(x, y) {1546 this.overlay_pointer_position_ = {x: x, y: y};1547 }1548 // Helpers for Mojom1549 _getInputSourceState() {1550 const input_state = {};1551 input_state.sourceId = this.source_id_;1552 input_state.isAuxiliary = false;1553 input_state.primaryInputPressed = this.primary_input_pressed_;1554 input_state.primaryInputClicked = this.primary_input_clicked_;1555 input_state.primarySqueezePressed = this.primary_squeeze_pressed_;1556 input_state.primarySqueezeClicked = this.primary_squeeze_clicked_;1557 // Setting the input source's "clicked" state should generate one "select"1558 // event. Reset the input value to prevent it from continuously generating1559 // events.1560 this.primary_input_clicked_ = false;1561 // Setting the input source's "clicked" state should generate one "squeeze"1562 // event. Reset the input value to prevent it from continuously generating1563 // events.1564 this.primary_squeeze_clicked_ = false;1565 input_state.mojoFromInput = this.mojo_from_input_;1566 input_state.gamepad = this.gamepad_;1567 input_state.emulatedPosition = this.emulated_position_;1568 if (this.desc_dirty_) {1569 const input_desc = {};1570 switch (this.target_ray_mode_) {1571 case 'gaze':1572 input_desc.targetRayMode = vrMojom.XRTargetRayMode.GAZING;1573 break;1574 case 'tracked-pointer':1575 input_desc.targetRayMode = vrMojom.XRTargetRayMode.POINTING;1576 break;1577 case 'screen':1578 input_desc.targetRayMode = vrMojom.XRTargetRayMode.TAPPING;1579 break;1580 default:1581 throw new Error('Unhandled target ray mode ' + this.target_ray_mode_);1582 }1583 switch (this.handedness_) {1584 case 'left':1585 input_desc.handedness = vrMojom.XRHandedness.LEFT;1586 break;1587 case 'right':1588 input_desc.handedness = vrMojom.XRHandedness.RIGHT;1589 break;1590 default:1591 input_desc.handedness = vrMojom.XRHandedness.NONE;1592 break;1593 }1594 // Mojo requires us to send the pointerOrigin as relative to the grip1595 // space. If we don't have a grip space, we'll just assume that there1596 // is a grip at identity. This allows tests to simulate controllers that1597 // are really just a pointer with no tracked grip, though we will end up1598 // exposing that grip space.1599 let mojo_from_input = XRMathHelper.identity();1600 switch (this.target_ray_mode_) {1601 case 'gaze':1602 case 'screen':1603 // For gaze and screen space, we won't have a mojo_from_input; however1604 // the "input" position is just the viewer, so use mojo_from_viewer.1605 mojo_from_input = this.pairedDevice_._getMojoFromViewer();1606 break;1607 case 'tracked-pointer':1608 // If we have a tracked grip position (e.g. mojo_from_input), then use1609 // that. If we don't, then we'll just set the pointer offset directly,1610 // using identity as set above.1611 if (this.mojo_from_input_) {1612 mojo_from_input = this.mojo_from_input_.matrix;1613 }1614 break;1615 default:1616 throw new Error('Unhandled target ray mode ' + this.target_ray_mode_);1617 }1618 // To convert mojo_from_pointer to input_from_pointer, we need:1619 // input_from_pointer = input_from_mojo * mojo_from_pointer1620 // Since we store mojo_from_input, we need to invert it here before1621 // multiplying.1622 let input_from_mojo = XRMathHelper.inverse(mojo_from_input);1623 input_desc.inputFromPointer = {};1624 input_desc.inputFromPointer.matrix =1625 XRMathHelper.mul4x4(input_from_mojo, this.mojo_from_pointer_.matrix);1626 input_desc.profiles = this.profiles_;1627 input_state.description = input_desc;1628 this.desc_dirty_ = false;1629 }1630 // Pointer data for DOM Overlay, set by setOverlayPointerPosition()1631 if (this.overlay_pointer_position_) {1632 input_state.overlayPointerPosition = this.overlay_pointer_position_;1633 this.overlay_pointer_position_ = null;1634 }1635 return input_state;1636 }1637 _getEmptyGamepad() {1638 // Mojo complains if some of the properties on Gamepad are null, so set1639 // everything to reasonable defaults that tests can override.1640 const gamepad = {1641 connected: true,1642 id: [],1643 timestamp: 0n,1644 axes: [],1645 buttons: [],1646 mapping: GamepadMapping.GamepadMappingStandard,1647 displayId: 0,1648 };1649 switch (this.handedness_) {1650 case 'left':1651 gamepad.hand = GamepadHand.GamepadHandLeft;...

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Using AI Code Generation

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1var wptouchpad = require('wptouchpad');2var gamepad = wptouchpad._getEmptyGamepad();3var wptouchpad = require('wptouchpad');4var gamepad = wptouchpad._getEmptyGamepad();5gamepad.buttons[0] = 1;6gamepad.buttons[1] = 1;7gamepad.buttons[2] = 1;8gamepad.buttons[3] = 1;9gamepad.buttons[4] = 1;10gamepad.buttons[5] = 1;11gamepad.buttons[6] = 1;12gamepad.buttons[7] = 1;13gamepad.buttons[8] = 1;14gamepad.buttons[9] = 1;15gamepad.buttons[10] = 1;16gamepad.buttons[11] = 1;17gamepad.buttons[12] = 1;18gamepad.buttons[13] = 1;19gamepad.buttons[14] = 1;20gamepad.buttons[15] = 1;21gamepad.axes[0] = 1;22gamepad.axes[1] = 1;23gamepad.axes[2] = 1;24gamepad.axes[3] = 1;25console.log(gamepad);26var wptouchpad = require('wptouchpad');27var gamepad = wptouchpad._getEmptyGamepad();28gamepad.buttons[0] = 1;29gamepad.buttons[1] = 1;30gamepad.buttons[2] = 1;31gamepad.buttons[3] = 1;32gamepad.buttons[4] = 1;33gamepad.buttons[5] = 1;34gamepad.buttons[6] = 1;35gamepad.buttons[7] = 1;36gamepad.buttons[8] = 1;37gamepad.buttons[9] = 1;38gamepad.buttons[10] = 1;39gamepad.buttons[11] = 1;40gamepad.buttons[12] = 1;41gamepad.buttons[13] = 1;42gamepad.buttons[14] = 1;43gamepad.buttons[15] = 1;

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Using AI Code Generation

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1var gamepad = _getEmptyGamepad();2gamepad.buttons = [0, 0, 0, 0];3gamepad.axes = [0, 0];4navigator.getGamepads = function() {return [gamepad];};5var gamepadEvent = new GamepadEvent('gamepadconnected', {gamepad: gamepad});6window.dispatchEvent(gamepadEvent);7import os8import sys9import subprocess10import shutil11import json12import re13import time14def run_command(args, cwd=None):15 print " ".join(args)16 p = subprocess.Popen(args, cwd=cwd)17 p.wait()18 raise Exception("Command failed")19def run_command_output(args, cwd=None):20 print " ".join(args)21 p = subprocess.Popen(args, cwd=cwd, stdout=subprocess.PIPE)22 p.wait()23 raise Exception("Command failed")24 return p.stdout.read()25def build_wpt():26 run_command(["./wpt", "build", "--no-prompt"])27def run_wpt():28 output = run_command_output(["./wpt", "run", "--no-prompt", "--log-wptreport", "test.html"])29 return json.loads(output)30def run_wpt_server():31 run_command(["./wpt", "serve", "--no-prompt"])32def main():33 build_wpt()34 run_wpt_server()35 run_wpt()36 main()

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Using AI Code Generation

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1var g = _getEmptyGamepad();2console.log(g);3var g = _getEmptyGamepad();4console.log(g);5g.id = "Custom Gamepad";6g.connected = true;7g.mapping = "standard";

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Using AI Code Generation

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1var gamepad = new wptGamepad();2gamepad._getEmptyGamepad();3 > + },4> + _getEmptyGamepad: function() {5> + return this._emptyGamepad;6> + },7> + _getGamepad: function() { 8Attachment #8837030 - Flags: review?(jdm) → review+

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Using AI Code Generation

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1var gamepad = _getEmptyGamepad();2gamepad.id = "test id";3gamepad.index = 1;4gamepad.connected = true;5gamepad.timestamp = 1000;6gamepad.mapping = "test mapping";7gamepad.axes = [1.0, 0.5];8gamepad.buttons = [1, 2, 3, 4];9gamepad.pose = {test: "test pose"};

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