Remove WebVR

This commit is contained in:
Alan Jeffrey 2020-04-07 16:05:36 -05:00
parent d8781c1054
commit c611e46381
74 changed files with 97 additions and 3178 deletions

View file

@ -2,26 +2,23 @@
* 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 crate::dom::bindings::codegen::Bindings::GamepadBinding::GamepadHand;
use crate::dom::bindings::codegen::Bindings::GamepadBinding::GamepadMethods;
use crate::dom::bindings::inheritance::Castable;
use crate::dom::bindings::num::Finite;
use crate::dom::bindings::reflector::{reflect_dom_object, DomObject, Reflector};
use crate::dom::bindings::reflector::{DomObject, Reflector};
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::gamepadbuttonlist::GamepadButtonList;
use crate::dom::gamepadevent::{GamepadEvent, GamepadEventType};
use crate::dom::globalscope::GlobalScope;
use crate::dom::vrpose::VRPose;
use crate::dom::gamepadpose::GamepadPose;
use crate::script_runtime::JSContext;
use dom_struct::dom_struct;
use js::jsapi::{Heap, JSObject};
use js::typedarray::{CreateWith, Float64Array};
use std::cell::Cell;
use std::ptr;
use std::ptr::NonNull;
use webvr_traits::{WebVRGamepadData, WebVRGamepadHand, WebVRGamepadState};
#[dom_struct]
pub struct Gamepad {
@ -35,12 +32,13 @@ pub struct Gamepad {
#[ignore_malloc_size_of = "mozjs"]
axes: Heap<*mut JSObject>,
buttons: Dom<GamepadButtonList>,
pose: Option<Dom<VRPose>>,
pose: Option<Dom<GamepadPose>>,
#[ignore_malloc_size_of = "Defined in rust-webvr"]
hand: WebVRGamepadHand,
display_id: u32,
hand: GamepadHand,
}
// TODO: support gamepad discovery
#[allow(dead_code)]
impl Gamepad {
fn new_inherited(
gamepad_id: u32,
@ -50,9 +48,8 @@ impl Gamepad {
timestamp: f64,
mapping_type: String,
buttons: &GamepadButtonList,
pose: Option<&VRPose>,
hand: WebVRGamepadHand,
display_id: u32,
pose: Option<&GamepadPose>,
hand: GamepadHand,
) -> Gamepad {
Self {
reflector_: Reflector::new(),
@ -66,45 +63,8 @@ impl Gamepad {
buttons: Dom::from_ref(buttons),
pose: pose.map(Dom::from_ref),
hand: hand,
display_id: display_id,
}
}
#[allow(unsafe_code)]
pub fn new_from_vr(
global: &GlobalScope,
index: i32,
data: &WebVRGamepadData,
state: &WebVRGamepadState,
) -> DomRoot<Gamepad> {
let buttons = GamepadButtonList::new_from_vr(&global, &state.buttons);
let pose = VRPose::new(&global, &state.pose);
let gamepad = reflect_dom_object(
Box::new(Gamepad::new_inherited(
state.gamepad_id,
data.name.clone(),
index,
state.connected,
state.timestamp,
"".into(),
&buttons,
Some(&pose),
data.hand.clone(),
data.display_id,
)),
global,
);
let cx = global.get_cx();
rooted!(in (*cx) let mut array = ptr::null_mut::<JSObject>());
unsafe {
let _ = Float64Array::create(*cx, CreateWith::Slice(&state.axes), array.handle_mut());
}
gamepad.axes.set(array.get());
gamepad
}
}
impl GamepadMethods for Gamepad {
@ -145,44 +105,19 @@ impl GamepadMethods for Gamepad {
}
// https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
fn Hand(&self) -> DOMString {
let value = match self.hand {
WebVRGamepadHand::Unknown => "",
WebVRGamepadHand::Left => "left",
WebVRGamepadHand::Right => "right",
};
value.into()
fn Hand(&self) -> GamepadHand {
self.hand
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepad-pose
fn GetPose(&self) -> Option<DomRoot<VRPose>> {
fn GetPose(&self) -> Option<DomRoot<GamepadPose>> {
self.pose.as_ref().map(|p| DomRoot::from_ref(&**p))
}
// https://w3c.github.io/webvr/spec/1.1/#gamepad-getvrdisplays-attribute
fn DisplayId(&self) -> u32 {
self.display_id
}
}
// TODO: support gamepad discovery
#[allow(dead_code)]
impl Gamepad {
#[allow(unsafe_code)]
pub fn update_from_vr(&self, state: &WebVRGamepadState) {
self.timestamp.set(state.timestamp);
unsafe {
let cx = self.global().get_cx();
typedarray!(in(*cx) let axes: Float64Array = self.axes.get());
if let Ok(mut array) = axes {
array.update(&state.axes);
}
}
self.buttons.sync_from_vr(&state.buttons);
if let Some(ref pose) = self.pose {
pose.update(&state.pose);
}
self.update_connected(state.connected);
}
pub fn gamepad_id(&self) -> u32 {
self.gamepad_id
}