script: Move gamepad DOM interfaces to script/dom/gamepad/ (#38900)

Moves interfaces defined by the gamepad spec to the
`script/dom/gamepad/` module from `script/dom/`.

Testing: Just a refactor shouldn't need any testing
Fixes: N/A

Signed-off-by: Ashwin Naren <arihant2math@gmail.com>
This commit is contained in:
Ashwin Naren 2025-08-27 11:39:27 -07:00 committed by GitHub
parent 21a7782206
commit 461ff26812
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10 changed files with 26 additions and 18 deletions

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@ -0,0 +1,313 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
use std::cell::Cell;
use dom_struct::dom_struct;
use embedder_traits::{GamepadSupportedHapticEffects, GamepadUpdateType};
use js::typedarray::{Float64, Float64Array};
use super::gamepadbuttonlist::GamepadButtonList;
use super::gamepadhapticactuator::GamepadHapticActuator;
use super::gamepadpose::GamepadPose;
use crate::dom::bindings::buffer_source::HeapBufferSource;
use crate::dom::bindings::codegen::Bindings::GamepadBinding::{GamepadHand, GamepadMethods};
use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadButtonListMethods;
use crate::dom::bindings::inheritance::Castable;
use crate::dom::bindings::num::Finite;
use crate::dom::bindings::reflector::{DomGlobal, Reflector, reflect_dom_object};
use crate::dom::bindings::root::{Dom, DomRoot};
use crate::dom::bindings::str::DOMString;
use crate::dom::event::Event;
use crate::dom::eventtarget::EventTarget;
use crate::dom::gamepadevent::{GamepadEvent, GamepadEventType};
use crate::dom::globalscope::GlobalScope;
use crate::dom::window::Window;
use crate::script_runtime::{CanGc, JSContext};
// This value is for determining when to consider a gamepad as having a user gesture
// from an axis tilt. This matches the threshold in Chromium.
const AXIS_TILT_THRESHOLD: f64 = 0.5;
// This value is for determining when to consider a non-digital button "pressed".
// Like Gecko and Chromium it derives from the XInput trigger threshold.
const BUTTON_PRESS_THRESHOLD: f64 = 30.0 / 255.0;
#[dom_struct]
pub(crate) struct Gamepad {
reflector_: Reflector,
gamepad_id: u32,
id: String,
index: Cell<i32>,
connected: Cell<bool>,
timestamp: Cell<f64>,
mapping_type: String,
#[ignore_malloc_size_of = "mozjs"]
axes: HeapBufferSource<Float64>,
buttons: Dom<GamepadButtonList>,
pose: Option<Dom<GamepadPose>>,
#[ignore_malloc_size_of = "Defined in rust-webvr"]
hand: GamepadHand,
axis_bounds: (f64, f64),
button_bounds: (f64, f64),
exposed: Cell<bool>,
vibration_actuator: Dom<GamepadHapticActuator>,
}
impl Gamepad {
#[allow(clippy::too_many_arguments)]
fn new_inherited(
gamepad_id: u32,
id: String,
index: i32,
connected: bool,
timestamp: f64,
mapping_type: String,
buttons: &GamepadButtonList,
pose: Option<&GamepadPose>,
hand: GamepadHand,
axis_bounds: (f64, f64),
button_bounds: (f64, f64),
vibration_actuator: &GamepadHapticActuator,
) -> Gamepad {
Self {
reflector_: Reflector::new(),
gamepad_id,
id,
index: Cell::new(index),
connected: Cell::new(connected),
timestamp: Cell::new(timestamp),
mapping_type,
axes: HeapBufferSource::default(),
buttons: Dom::from_ref(buttons),
pose: pose.map(Dom::from_ref),
hand,
axis_bounds,
button_bounds,
exposed: Cell::new(false),
vibration_actuator: Dom::from_ref(vibration_actuator),
}
}
/// When we construct a new gamepad, we initialize the number of buttons and
/// axes corresponding to the "standard" gamepad mapping.
/// The spec says UAs *may* do this for fingerprint mitigation, and it also
/// happens to simplify implementation
/// <https://www.w3.org/TR/gamepad/#fingerprinting-mitigation>
#[allow(clippy::too_many_arguments)]
pub(crate) fn new(
window: &Window,
gamepad_id: u32,
id: String,
mapping_type: String,
axis_bounds: (f64, f64),
button_bounds: (f64, f64),
supported_haptic_effects: GamepadSupportedHapticEffects,
xr: bool,
can_gc: CanGc,
) -> DomRoot<Gamepad> {
let button_list = GamepadButtonList::init_buttons(window, can_gc);
let vibration_actuator =
GamepadHapticActuator::new(window, gamepad_id, supported_haptic_effects, can_gc);
let index = if xr { -1 } else { 0 };
let gamepad = reflect_dom_object(
Box::new(Gamepad::new_inherited(
gamepad_id,
id,
index,
true,
0.,
mapping_type,
&button_list,
None,
GamepadHand::_empty,
axis_bounds,
button_bounds,
&vibration_actuator,
)),
window,
can_gc,
);
gamepad.init_axes(can_gc);
gamepad
}
}
impl GamepadMethods<crate::DomTypeHolder> for Gamepad {
// https://w3c.github.io/gamepad/#dom-gamepad-id
fn Id(&self) -> DOMString {
DOMString::from(self.id.clone())
}
// https://w3c.github.io/gamepad/#dom-gamepad-index
fn Index(&self) -> i32 {
self.index.get()
}
// https://w3c.github.io/gamepad/#dom-gamepad-connected
fn Connected(&self) -> bool {
self.connected.get()
}
// https://w3c.github.io/gamepad/#dom-gamepad-timestamp
fn Timestamp(&self) -> Finite<f64> {
Finite::wrap(self.timestamp.get())
}
// https://w3c.github.io/gamepad/#dom-gamepad-mapping
fn Mapping(&self) -> DOMString {
DOMString::from(self.mapping_type.clone())
}
// https://w3c.github.io/gamepad/#dom-gamepad-axes
fn Axes(&self, _cx: JSContext) -> Float64Array {
self.axes
.get_typed_array()
.expect("Failed to get gamepad axes.")
}
// https://w3c.github.io/gamepad/#dom-gamepad-buttons
fn Buttons(&self) -> DomRoot<GamepadButtonList> {
DomRoot::from_ref(&*self.buttons)
}
// https://w3c.github.io/gamepad/#dom-gamepad-vibrationactuator
fn VibrationActuator(&self) -> DomRoot<GamepadHapticActuator> {
DomRoot::from_ref(&*self.vibration_actuator)
}
// https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
fn Hand(&self) -> GamepadHand {
self.hand
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepad-pose
fn GetPose(&self) -> Option<DomRoot<GamepadPose>> {
self.pose.as_ref().map(|p| DomRoot::from_ref(&**p))
}
}
#[allow(dead_code)]
impl Gamepad {
pub(crate) fn gamepad_id(&self) -> u32 {
self.gamepad_id
}
pub(crate) fn update_connected(&self, connected: bool, has_gesture: bool, can_gc: CanGc) {
if self.connected.get() == connected {
return;
}
self.connected.set(connected);
let event_type = if connected {
GamepadEventType::Connected
} else {
GamepadEventType::Disconnected
};
if has_gesture {
self.notify_event(event_type, can_gc);
}
}
pub(crate) fn index(&self) -> i32 {
self.index.get()
}
pub(crate) fn update_index(&self, index: i32) {
self.index.set(index);
}
pub(crate) fn update_timestamp(&self, timestamp: f64) {
self.timestamp.set(timestamp);
}
pub(crate) fn notify_event(&self, event_type: GamepadEventType, can_gc: CanGc) {
let event =
GamepadEvent::new_with_type(self.global().as_window(), event_type, self, can_gc);
event
.upcast::<Event>()
.fire(self.global().as_window().upcast::<EventTarget>(), can_gc);
}
/// Initialize the number of axes in the "standard" gamepad mapping.
/// <https://www.w3.org/TR/gamepad/#dfn-initializing-axes>
fn init_axes(&self, can_gc: CanGc) {
let initial_axes: Vec<f64> = vec![
0., // Horizontal axis for left stick (negative left/positive right)
0., // Vertical axis for left stick (negative up/positive down)
0., // Horizontal axis for right stick (negative left/positive right)
0., // Vertical axis for right stick (negative up/positive down)
];
self.axes
.set_data(GlobalScope::get_cx(), &initial_axes, can_gc)
.expect("Failed to set axes data on gamepad.")
}
#[allow(unsafe_code)]
/// <https://www.w3.org/TR/gamepad/#dfn-map-and-normalize-axes>
pub(crate) fn map_and_normalize_axes(&self, axis_index: usize, value: f64) {
// Let normalizedValue be 2 (logicalValue logicalMinimum) / (logicalMaximum logicalMinimum) 1.
let numerator = value - self.axis_bounds.0;
let denominator = self.axis_bounds.1 - self.axis_bounds.0;
if denominator != 0.0 && denominator.is_finite() {
let normalized_value: f64 = 2.0 * numerator / denominator - 1.0;
if normalized_value.is_finite() {
let mut axis_vec = self
.axes
.typed_array_to_option()
.expect("Axes have not been initialized!");
unsafe {
axis_vec.as_mut_slice()[axis_index] = normalized_value;
}
} else {
warn!("Axis value is not finite!");
}
} else {
warn!("Axis bounds difference is either 0 or non-finite!");
}
}
/// <https://www.w3.org/TR/gamepad/#dfn-map-and-normalize-buttons>
pub(crate) fn map_and_normalize_buttons(&self, button_index: usize, value: f64) {
// Let normalizedValue be (logicalValue logicalMinimum) / (logicalMaximum logicalMinimum).
let numerator = value - self.button_bounds.0;
let denominator = self.button_bounds.1 - self.button_bounds.0;
if denominator != 0.0 && denominator.is_finite() {
let normalized_value: f64 = numerator / denominator;
if normalized_value.is_finite() {
let pressed = normalized_value >= BUTTON_PRESS_THRESHOLD;
// TODO: Determine a way of getting touch capability for button
if let Some(button) = self.buttons.IndexedGetter(button_index as u32) {
button.update(pressed, /*touched*/ pressed, normalized_value);
}
} else {
warn!("Button value is not finite!");
}
} else {
warn!("Button bounds difference is either 0 or non-finite!");
}
}
/// <https://www.w3.org/TR/gamepad/#dfn-exposed>
pub(crate) fn exposed(&self) -> bool {
self.exposed.get()
}
/// <https://www.w3.org/TR/gamepad/#dfn-exposed>
pub(crate) fn set_exposed(&self, exposed: bool) {
self.exposed.set(exposed);
}
pub(crate) fn vibration_actuator(&self) -> &GamepadHapticActuator {
&self.vibration_actuator
}
}
/// <https://www.w3.org/TR/gamepad/#dfn-gamepad-user-gesture>
pub(crate) fn contains_user_gesture(update_type: GamepadUpdateType) -> bool {
match update_type {
GamepadUpdateType::Axis(_, value) => value.abs() > AXIS_TILT_THRESHOLD,
GamepadUpdateType::Button(_, value) => value > BUTTON_PRESS_THRESHOLD,
}
}