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script: Move Window-only gamepad functionality out of GlobalScope (#36805)
The only code that calls these methods is in the script thread, and the code is simpler when we can assume a Window global. Pulling this thread led to cleaning up a lot of constructors for Window-only WebXR code, too. Testing: Existing WPT coverage. --------- Signed-off-by: Josh Matthews <josh@joshmatthews.net>
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13 changed files with 199 additions and 236 deletions
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@ -8,7 +8,7 @@ use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadBu
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use crate::dom::bindings::reflector::{Reflector, reflect_dom_object};
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use crate::dom::bindings::root::{Dom, DomRoot, DomSlice};
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use crate::dom::gamepadbutton::GamepadButton;
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use crate::dom::globalscope::GlobalScope;
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use crate::dom::window::Window;
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use crate::script_runtime::CanGc;
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// https://w3c.github.io/gamepad/#gamepadbutton-interface
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@ -28,13 +28,13 @@ impl GamepadButtonList {
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}
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pub(crate) fn new(
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global: &GlobalScope,
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window: &Window,
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list: &[&GamepadButton],
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can_gc: CanGc,
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) -> DomRoot<GamepadButtonList> {
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reflect_dom_object(
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Box::new(GamepadButtonList::new_inherited(list)),
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global,
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window,
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can_gc,
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)
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}
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@ -62,27 +62,27 @@ impl GamepadButtonListMethods<crate::DomTypeHolder> for GamepadButtonList {
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impl GamepadButtonList {
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/// Initialize the number of buttons in the "standard" gamepad mapping.
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/// <https://www.w3.org/TR/gamepad/#dfn-initializing-buttons>
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pub(crate) fn init_buttons(global: &GlobalScope, can_gc: CanGc) -> DomRoot<GamepadButtonList> {
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pub(crate) fn init_buttons(window: &Window, can_gc: CanGc) -> DomRoot<GamepadButtonList> {
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let standard_buttons = &[
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GamepadButton::new(global, false, false, can_gc), // Bottom button in right cluster
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GamepadButton::new(global, false, false, can_gc), // Right button in right cluster
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GamepadButton::new(global, false, false, can_gc), // Left button in right cluster
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GamepadButton::new(global, false, false, can_gc), // Top button in right cluster
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GamepadButton::new(global, false, false, can_gc), // Top left front button
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GamepadButton::new(global, false, false, can_gc), // Top right front button
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GamepadButton::new(global, false, false, can_gc), // Bottom left front button
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GamepadButton::new(global, false, false, can_gc), // Bottom right front button
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GamepadButton::new(global, false, false, can_gc), // Left button in center cluster
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GamepadButton::new(global, false, false, can_gc), // Right button in center cluster
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GamepadButton::new(global, false, false, can_gc), // Left stick pressed button
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GamepadButton::new(global, false, false, can_gc), // Right stick pressed button
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GamepadButton::new(global, false, false, can_gc), // Top button in left cluster
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GamepadButton::new(global, false, false, can_gc), // Bottom button in left cluster
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GamepadButton::new(global, false, false, can_gc), // Left button in left cluster
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GamepadButton::new(global, false, false, can_gc), // Right button in left cluster
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GamepadButton::new(global, false, false, can_gc), // Center button in center cluster
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GamepadButton::new(window, false, false, can_gc), // Bottom button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Right button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Left button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Top button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Top left front button
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GamepadButton::new(window, false, false, can_gc), // Top right front button
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GamepadButton::new(window, false, false, can_gc), // Bottom left front button
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GamepadButton::new(window, false, false, can_gc), // Bottom right front button
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GamepadButton::new(window, false, false, can_gc), // Left button in center cluster
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GamepadButton::new(window, false, false, can_gc), // Right button in center cluster
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GamepadButton::new(window, false, false, can_gc), // Left stick pressed button
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GamepadButton::new(window, false, false, can_gc), // Right stick pressed button
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GamepadButton::new(window, false, false, can_gc), // Top button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Bottom button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Left button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Right button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Center button in center cluster
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];
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rooted_vec!(let buttons <- standard_buttons.iter().map(DomRoot::as_traced));
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Self::new(global, buttons.r(), can_gc)
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Self::new(window, buttons.r(), can_gc)
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}
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}
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