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Implement Gamepad API
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69eda6a60c
commit
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27 changed files with 1193 additions and 96 deletions
92
components/script/dom/gamepadevent.rs
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92
components/script/dom/gamepadevent.rs
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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use dom::bindings::codegen::Bindings::EventBinding::EventBinding::EventMethods;
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use dom::bindings::codegen::Bindings::GamepadEventBinding;
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use dom::bindings::codegen::Bindings::GamepadEventBinding::GamepadEventMethods;
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use dom::bindings::error::Fallible;
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use dom::bindings::inheritance::Castable;
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use dom::bindings::js::{JS, Root};
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use dom::bindings::reflector::{DomObject, reflect_dom_object};
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use dom::bindings::str::DOMString;
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use dom::event::Event;
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use dom::gamepad::Gamepad;
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use dom::globalscope::GlobalScope;
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use dom::window::Window;
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use dom_struct::dom_struct;
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use servo_atoms::Atom;
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#[dom_struct]
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pub struct GamepadEvent {
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event: Event,
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gamepad: JS<Gamepad>,
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}
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pub enum GamepadEventType {
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Connected,
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Disconnected
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}
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impl GamepadEvent {
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fn new_inherited(gamepad: &Gamepad) -> GamepadEvent {
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GamepadEvent {
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event: Event::new_inherited(),
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gamepad: JS::from_ref(gamepad),
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}
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}
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pub fn new(global: &GlobalScope,
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type_: Atom,
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bubbles: bool,
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cancelable: bool,
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gamepad: &Gamepad)
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-> Root<GamepadEvent> {
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let ev = reflect_dom_object(box GamepadEvent::new_inherited(&gamepad),
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global,
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GamepadEventBinding::Wrap);
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{
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let event = ev.upcast::<Event>();
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event.init_event(type_, bubbles, cancelable);
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}
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ev
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}
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pub fn new_with_type(global: &GlobalScope, event_type: GamepadEventType, gamepad: &Gamepad)
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-> Root<GamepadEvent> {
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let name = match event_type {
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GamepadEventType::Connected => "gamepadconnected",
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GamepadEventType::Disconnected => "gamepaddisconnected"
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};
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GamepadEvent::new(&global,
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name.into(),
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false,
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false,
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&gamepad)
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}
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// https://w3c.github.io/gamepad/#gamepadevent-interface
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pub fn Constructor(window: &Window,
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type_: DOMString,
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init: &GamepadEventBinding::GamepadEventInit)
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-> Fallible<Root<GamepadEvent>> {
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Ok(GamepadEvent::new(&window.global(),
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Atom::from(type_),
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init.parent.bubbles,
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init.parent.cancelable,
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&init.gamepad))
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}
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}
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impl GamepadEventMethods for GamepadEvent {
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// https://w3c.github.io/gamepad/#gamepadevent-interface
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fn Gamepad(&self) -> Root<Gamepad> {
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Root::from_ref(&*self.gamepad)
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}
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// https://dom.spec.whatwg.org/#dom-event-istrusted
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fn IsTrusted(&self) -> bool {
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self.event.IsTrusted()
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}
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}
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