Implement Gamepad API

This commit is contained in:
Imanol Fernandez 2017-03-29 15:41:40 +02:00
parent 69eda6a60c
commit 0158b5b2af
27 changed files with 1193 additions and 96 deletions

View file

@ -5,12 +5,15 @@
use dom::bindings::cell::DOMRefCell;
use dom::bindings::codegen::Bindings::VRBinding;
use dom::bindings::codegen::Bindings::VRBinding::VRMethods;
use dom::bindings::codegen::Bindings::VRDisplayBinding::VRDisplayMethods;
use dom::bindings::error::Error;
use dom::bindings::inheritance::Castable;
use dom::bindings::js::{JS, Root};
use dom::bindings::reflector::{DomObject, reflect_dom_object};
use dom::event::Event;
use dom::eventtarget::EventTarget;
use dom::gamepad::Gamepad;
use dom::gamepadevent::GamepadEventType;
use dom::globalscope::GlobalScope;
use dom::promise::Promise;
use dom::vrdisplay::VRDisplay;
@ -18,22 +21,23 @@ use dom::vrdisplayevent::VRDisplayEvent;
use dom_struct::dom_struct;
use ipc_channel::ipc;
use ipc_channel::ipc::IpcSender;
use script_traits::WebVREventMsg;
use std::rc::Rc;
use webvr_traits::WebVRMsg;
use webvr_traits::webvr;
use webvr_traits::{WebVRDisplayData, WebVRDisplayEvent, WebVREvent, WebVRMsg};
use webvr_traits::{WebVRGamepadData, WebVRGamepadEvent, WebVRGamepadState};
#[dom_struct]
pub struct VR {
eventtarget: EventTarget,
displays: DOMRefCell<Vec<JS<VRDisplay>>>
displays: DOMRefCell<Vec<JS<VRDisplay>>>,
gamepads: DOMRefCell<Vec<JS<Gamepad>>>
}
impl VR {
fn new_inherited() -> VR {
VR {
eventtarget: EventTarget::new_inherited(),
displays: DOMRefCell::new(Vec::new())
displays: DOMRefCell::new(Vec::new()),
gamepads: DOMRefCell::new(Vec::new()),
}
}
@ -95,10 +99,10 @@ impl VR {
self.global().as_window().webvr_thread()
}
fn find_display(&self, display_id: u64) -> Option<Root<VRDisplay>> {
fn find_display(&self, display_id: u32) -> Option<Root<VRDisplay>> {
self.displays.borrow()
.iter()
.find(|d| d.get_display_id() == display_id)
.find(|d| d.DisplayId() == display_id)
.map(|d| Root::from_ref(&**d))
}
@ -116,7 +120,7 @@ impl VR {
}
}
fn sync_display(&self, display: &webvr::VRDisplayData) -> Root<VRDisplay> {
fn sync_display(&self, display: &WebVRDisplayData) -> Root<VRDisplay> {
if let Some(existing) = self.find_display(display.display_id) {
existing.update_display(&display);
existing
@ -127,35 +131,121 @@ impl VR {
}
}
pub fn handle_webvr_event(&self, event: WebVREventMsg) {
let WebVREventMsg::DisplayEvent(event) = event;
match &event {
&webvr::VRDisplayEvent::Connect(ref display) => {
fn handle_display_event(&self, event: WebVRDisplayEvent) {
match event {
WebVRDisplayEvent::Connect(ref display) => {
let display = self.sync_display(&display);
display.handle_webvr_event(&event);
self.notify_event(&display, &event);
self.notify_display_event(&display, &event);
},
&webvr::VRDisplayEvent::Disconnect(id) => {
WebVRDisplayEvent::Disconnect(id) => {
if let Some(display) = self.find_display(id) {
display.handle_webvr_event(&event);
self.notify_event(&display, &event);
self.notify_display_event(&display, &event);
}
},
&webvr::VRDisplayEvent::Activate(ref display, _) |
&webvr::VRDisplayEvent::Deactivate(ref display, _) |
&webvr::VRDisplayEvent::Blur(ref display) |
&webvr::VRDisplayEvent::Focus(ref display) |
&webvr::VRDisplayEvent::PresentChange(ref display, _) |
&webvr::VRDisplayEvent::Change(ref display) => {
WebVRDisplayEvent::Activate(ref display, _) |
WebVRDisplayEvent::Deactivate(ref display, _) |
WebVRDisplayEvent::Blur(ref display) |
WebVRDisplayEvent::Focus(ref display) |
WebVRDisplayEvent::PresentChange(ref display, _) |
WebVRDisplayEvent::Change(ref display) => {
let display = self.sync_display(&display);
display.handle_webvr_event(&event);
}
};
}
fn notify_event(&self, display: &VRDisplay, event: &webvr::VRDisplayEvent) {
fn handle_gamepad_event(&self, event: WebVRGamepadEvent) {
match event {
WebVRGamepadEvent::Connect(data, state) => {
if let Some(gamepad) = self.find_gamepad(state.gamepad_id) {
gamepad.update_from_vr(&state);
} else {
// new gamepad
self.sync_gamepad(Some(data), &state);
}
},
WebVRGamepadEvent::Disconnect(id) => {
if let Some(gamepad) = self.find_gamepad(id) {
gamepad.update_connected(false);
}
}
};
}
pub fn handle_webvr_event(&self, event: WebVREvent) {
match event {
WebVREvent::Display(event) => {
self.handle_display_event(event);
},
WebVREvent::Gamepad(event) => {
self.handle_gamepad_event(event);
}
};
}
pub fn handle_webvr_events(&self, events: Vec<WebVREvent>) {
for event in events {
self.handle_webvr_event(event);
}
}
fn notify_display_event(&self, display: &VRDisplay, event: &WebVRDisplayEvent) {
let event = VRDisplayEvent::new_from_webvr(&self.global(), &display, &event);
event.upcast::<Event>().fire(self.upcast());
}
}
// Gamepad
impl VR {
fn find_gamepad(&self, gamepad_id: u32) -> Option<Root<Gamepad>> {
self.gamepads.borrow()
.iter()
.find(|g| g.gamepad_id() == gamepad_id)
.map(|g| Root::from_ref(&**g))
}
fn sync_gamepad(&self, data: Option<WebVRGamepadData>, state: &WebVRGamepadState) {
if let Some(existing) = self.find_gamepad(state.gamepad_id) {
existing.update_from_vr(&state);
} else {
let index = self.gamepads.borrow().len();
let data = data.unwrap_or_default();
let root = Gamepad::new_from_vr(&self.global(),
index as i32,
&data,
&state);
self.gamepads.borrow_mut().push(JS::from_ref(&*root));
if state.connected {
root.notify_event(GamepadEventType::Connected);
}
}
}
// Gamepads are synced immediately in response to the API call.
// The current approach allows the to sample gamepad state multiple times per frame. This
// guarantees that the gamepads always have a valid state and can be very useful for
// motion capture or drawing applications.
pub fn get_gamepads(&self) -> Vec<Root<Gamepad>> {
if let Some(wevbr_sender) = self.webvr_thread() {
let (sender, receiver) = ipc::channel().unwrap();
let synced_ids = self.gamepads.borrow().iter().map(|g| g.gamepad_id()).collect();
wevbr_sender.send(WebVRMsg::GetGamepads(synced_ids, sender)).unwrap();
match receiver.recv().unwrap() {
Ok(gamepads) => {
// Sync displays
for gamepad in gamepads {
self.sync_gamepad(gamepad.0, &gamepad.1);
}
},
Err(_) => {}
}
}
// We can add other not VR related gamepad providers here
self.gamepads.borrow().iter()
.map(|g| Root::from_ref(&**g))
.collect()
}
}