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Gamepad: Align closer to spec and implement missing slots (#31385)
* Implement missing gamepad slots, align to spec more - Fixes TODO's from initial gamepad implementation - Adds some missing spec steps * Only handle gamepad events when pref is enabled * Return empty list in getGamepads if document not active * ./mach fmt * Update getGamepads to return an array instead of GamepadList * Add spec link for [[exposed]] slot * Remove failing test expectations for not-fully-active * A few fixes - Change should_notify to has_gesture - Add spec links and TODO to navigator - Remove unneeded clone from GamepadList::list - Move gamepadconnected event firing into has_gesture block * Use queue_with_canceller for tasks and add expects * Explicitly check for gamepad user gesture * Move user gesture check into separate function * Change contains_user_gesture to be a gamepad function * mach fmt * Change axis/button threshold constants to be private to module
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31a50feb4a
commit
48fa77df67
8 changed files with 124 additions and 45 deletions
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@ -67,7 +67,6 @@ use crate::dom::bindings::codegen::Bindings::GamepadListBinding::GamepadList_Bin
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use crate::dom::bindings::codegen::Bindings::ImageBitmapBinding::{
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ImageBitmapOptions, ImageBitmapSource,
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};
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use crate::dom::bindings::codegen::Bindings::NavigatorBinding::Navigator_Binding::NavigatorMethods;
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use crate::dom::bindings::codegen::Bindings::PerformanceBinding::Performance_Binding::PerformanceMethods;
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use crate::dom::bindings::codegen::Bindings::PermissionStatusBinding::PermissionState;
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use crate::dom::bindings::codegen::Bindings::VoidFunctionBinding::VoidFunction;
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@ -95,7 +94,8 @@ use crate::dom::event::{Event, EventBubbles, EventCancelable, EventStatus};
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use crate::dom::eventsource::EventSource;
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use crate::dom::eventtarget::EventTarget;
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use crate::dom::file::File;
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use crate::dom::gamepad::Gamepad;
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use crate::dom::gamepad::{contains_user_gesture, Gamepad};
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use crate::dom::gamepadevent::GamepadEventType;
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use crate::dom::gpudevice::GPUDevice;
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use crate::dom::htmlscriptelement::{ScriptId, SourceCode};
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use crate::dom::identityhub::Identities;
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@ -3136,42 +3136,43 @@ impl GlobalScope {
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// TODO: 2. If document is not null and is not allowed to use the "gamepad" permission,
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// then abort these steps.
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let this = Trusted::new(&*self);
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self.gamepad_task_source().queue(
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self.gamepad_task_source().queue_with_canceller(
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task!(gamepad_connected: move || {
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let global = this.root();
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let gamepad = Gamepad::new(&global, index as u32, name, axis_bounds, button_bounds);
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if let Some(window) = global.downcast::<Window>() {
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let gamepad_list = window.Navigator().GetGamepads();
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let has_gesture = window.Navigator().has_gamepad_gesture();
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if has_gesture {
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gamepad.set_exposed(true);
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if window.Document().is_fully_active() {
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gamepad.update_connected(true, has_gesture);
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}
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}
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let gamepad_list = window.Navigator().gamepads();
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let gamepad_arr: [DomRoot<Gamepad>; 1] = [gamepad.clone()];
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gamepad_list.add_if_not_exists(&gamepad_arr);
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// TODO: 3.4 If navigator.[[hasGamepadGesture]] is true:
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// TODO: 3.4.1 Set gamepad.[[exposed]] to true.
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if window.Document().is_fully_active() {
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gamepad.update_connected(true);
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}
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}
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}),
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&self,
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&self.task_canceller(TaskSourceName::Gamepad)
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)
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.unwrap();
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.expect("Failed to queue gamepad connected task.");
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}
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/// <https://www.w3.org/TR/gamepad/#dfn-gamepaddisconnected>
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pub fn handle_gamepad_disconnect(&self, index: usize) {
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let this = Trusted::new(&*self);
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self.gamepad_task_source()
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.queue(
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.queue_with_canceller(
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task!(gamepad_disconnected: move || {
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let global = this.root();
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if let Some(window) = global.downcast::<Window>() {
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let gamepad_list = window.Navigator().GetGamepads();
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let gamepad_list = window.Navigator().gamepads();
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if let Some(gamepad) = gamepad_list.Item(index as u32) {
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// TODO: If gamepad.[[exposed]]
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gamepad.update_connected(false);
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gamepad_list.remove_gamepad(index);
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if window.Document().is_fully_active() {
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gamepad.update_connected(false, gamepad.exposed());
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gamepad_list.remove_gamepad(index);
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}
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}
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for i in (0..gamepad_list.Length()).rev() {
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if gamepad_list.Item(i as u32).is_none() {
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@ -3182,9 +3183,9 @@ impl GlobalScope {
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}
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}
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}),
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&self,
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&self.task_canceller(TaskSourceName::Gamepad),
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)
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.unwrap();
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.expect("Failed to queue gamepad disconnected task.");
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}
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/// <https://www.w3.org/TR/gamepad/#receiving-inputs>
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@ -3193,12 +3194,12 @@ impl GlobalScope {
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// <https://w3c.github.io/gamepad/#dfn-update-gamepad-state>
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self.gamepad_task_source()
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.queue(
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.queue_with_canceller(
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task!(update_gamepad_state: move || {
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let global = this.root();
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if let Some(window) = global.downcast::<Window>() {
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let gamepad_list = window.Navigator().GetGamepads();
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if let Some(gamepad) = gamepad_list.IndexedGetter(index as u32) {
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let gamepad_list = window.Navigator().gamepads();
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if let Some(gamepad) = gamepad_list.Item(index as u32) {
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let current_time = global.performance().Now();
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gamepad.update_timestamp(*current_time);
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@ -3211,14 +3212,32 @@ impl GlobalScope {
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}
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};
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// TODO: 6. If navigator.[[hasGamepadGesture]] is false
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// and gamepad contains a gamepad user gesture:
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if !window.Navigator().has_gamepad_gesture() && contains_user_gesture(update_type) {
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window.Navigator().set_has_gamepad_gesture(true);
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for i in 0..gamepad_list.Length() {
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if let Some(gamepad) = gamepad_list.Item(i as u32) {
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gamepad.set_exposed(true);
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gamepad.update_timestamp(*current_time);
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let new_gamepad = Trusted::new(&*gamepad);
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if window.Document().is_fully_active() {
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window.task_manager().gamepad_task_source().queue_with_canceller(
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task!(update_gamepad_connect: move || {
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let gamepad = new_gamepad.root();
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gamepad.notify_event(GamepadEventType::Connected);
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}),
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&window.upcast::<GlobalScope>().task_canceller(TaskSourceName::Gamepad),
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)
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.expect("Failed to queue update gamepad connect task.");
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}
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}
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}
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}
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}
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}
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}),
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&self,
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&self.task_canceller(TaskSourceName::Gamepad),
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)
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.unwrap();
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.expect("Failed to queue update gamepad state task.");
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}
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pub(crate) fn current_group_label(&self) -> Option<DOMString> {
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