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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/* 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 dom_struct::dom_struct;
use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadButtonListMethods;
use crate::dom::bindings::reflector::{Reflector, reflect_dom_object};
use crate::dom::bindings::root::{Dom, DomRoot, DomSlice};
use crate::dom::gamepad::gamepadbutton::GamepadButton;
use crate::dom::window::Window;
use crate::script_runtime::CanGc;
// https://w3c.github.io/gamepad/#gamepadbutton-interface
#[dom_struct]
pub(crate) struct GamepadButtonList {
reflector_: Reflector,
list: Vec<Dom<GamepadButton>>,
}
impl GamepadButtonList {
#[cfg_attr(crown, allow(crown::unrooted_must_root))]
fn new_inherited(list: &[&GamepadButton]) -> GamepadButtonList {
GamepadButtonList {
reflector_: Reflector::new(),
list: list.iter().map(|button| Dom::from_ref(*button)).collect(),
}
}
pub(crate) fn new(
window: &Window,
list: &[&GamepadButton],
can_gc: CanGc,
) -> DomRoot<GamepadButtonList> {
reflect_dom_object(
Box::new(GamepadButtonList::new_inherited(list)),
window,
can_gc,
)
}
}
impl GamepadButtonListMethods<crate::DomTypeHolder> for GamepadButtonList {
// https://w3c.github.io/gamepad/#dom-gamepad-buttons
fn Length(&self) -> u32 {
self.list.len() as u32
}
// https://w3c.github.io/gamepad/#dom-gamepad-buttons
fn Item(&self, index: u32) -> Option<DomRoot<GamepadButton>> {
self.list
.get(index as usize)
.map(|button| DomRoot::from_ref(&**button))
}
// https://w3c.github.io/gamepad/#dom-gamepad-buttons
fn IndexedGetter(&self, index: u32) -> Option<DomRoot<GamepadButton>> {
self.Item(index)
}
}
impl GamepadButtonList {
/// Initialize the number of buttons in the "standard" gamepad mapping.
/// <https://www.w3.org/TR/gamepad/#dfn-initializing-buttons>
pub(crate) fn init_buttons(window: &Window, can_gc: CanGc) -> DomRoot<GamepadButtonList> {
let standard_buttons = &[
GamepadButton::new(window, false, false, can_gc), // Bottom button in right cluster
GamepadButton::new(window, false, false, can_gc), // Right button in right cluster
GamepadButton::new(window, false, false, can_gc), // Left button in right cluster
GamepadButton::new(window, false, false, can_gc), // Top button in right cluster
GamepadButton::new(window, false, false, can_gc), // Top left front button
GamepadButton::new(window, false, false, can_gc), // Top right front button
GamepadButton::new(window, false, false, can_gc), // Bottom left front button
GamepadButton::new(window, false, false, can_gc), // Bottom right front button
GamepadButton::new(window, false, false, can_gc), // Left button in center cluster
GamepadButton::new(window, false, false, can_gc), // Right button in center cluster
GamepadButton::new(window, false, false, can_gc), // Left stick pressed button
GamepadButton::new(window, false, false, can_gc), // Right stick pressed button
GamepadButton::new(window, false, false, can_gc), // Top button in left cluster
GamepadButton::new(window, false, false, can_gc), // Bottom button in left cluster
GamepadButton::new(window, false, false, can_gc), // Left button in left cluster
GamepadButton::new(window, false, false, can_gc), // Right button in left cluster
GamepadButton::new(window, false, false, can_gc), // Center button in center cluster
];
rooted_vec!(let buttons <- standard_buttons.iter().map(DomRoot::as_traced));
Self::new(window, buttons.r(), can_gc)
}
}