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>
This commit is contained in:
Josh Matthews 2025-05-02 16:10:26 -04:00 committed by GitHub
parent 80d3e138a8
commit b8971e528f
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GPG key ID: B5690EEEBB952194
13 changed files with 199 additions and 236 deletions

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@ -14,7 +14,7 @@ use crate::dom::bindings::num::Finite;
use crate::dom::bindings::reflector::{DomGlobal, Reflector, reflect_dom_object};
use crate::dom::bindings::root::{Dom, DomRoot, MutNullableDom};
use crate::dom::bindings::utils::to_frozen_array;
use crate::dom::globalscope::GlobalScope;
use crate::dom::window::Window;
use crate::dom::xrlayer::XRLayer;
use crate::dom::xrwebgllayer::XRWebGLLayer;
use crate::script_runtime::{CanGc, JSContext};
@ -49,7 +49,7 @@ impl XRRenderState {
}
pub(crate) fn new(
global: &GlobalScope,
window: &Window,
depth_near: f64,
depth_far: f64,
inline_vertical_fov: Option<f64>,
@ -65,14 +65,14 @@ impl XRRenderState {
layer,
layers,
)),
global,
window,
can_gc,
)
}
pub(crate) fn clone_object(&self) -> DomRoot<Self> {
XRRenderState::new(
&self.global(),
self.global().as_window(),
self.depth_near.get(),
self.depth_far.get(),
self.inline_vertical_fov.get(),