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Implement non-XR Gamepad discovery and input (#31200)
* Create embedder event to send to constellation * Handle gamepad message in constellation, send to script thread * Handle GamepadEvent in script thread and dispatch event to document * Add missing Clones, fix event * Add gamepad task source * Adjust GamepadIndex type, remove unused imports * Add internal getter for gamepads list * Update gamepad new methods * Handle gamepad connect and disconnect events * Proto will be none, no need for HandleObject * Initialize buttons and axes to standard mapping * Adjust update type index types * Update GamepadButton update function * Adjust Gamepad mapping comments to match spec, add update logic * Amend comment * Update button and axis inputs on Updated event * Add GilRs as gamepad backend in servoshell * Add spec links, queue gamepad updates on task source * ./mach fmt * Fix comment length * Split out button init, update spec comments * Move gamepad event handling from document to global * Map and normalize axes/button values * Use std::time for gamepad timestamp * Adjust gamepad handling in event loop * Move button press/touch check into map+normalize function - Small change but is more in line with spec * ./mach fmt * Update comment spec links and warning messages * Doc comments -> regular comments * Add window event handlers for gamepad connect/disconnect * Adjust gamepad disconnect behavior * Add missing TODO's, adjust gamepad/gamepadbutton list methods and formatting * Update button handling from gilrs, add comments * Enable gamepad pref during WPT tests and update expectations * Update WPT expectations in meta-legacy-layout
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27 changed files with 695 additions and 208 deletions
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@ -5,9 +5,10 @@
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use dom_struct::dom_struct;
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use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadButtonListMethods;
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use crate::dom::bindings::reflector::Reflector;
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use crate::dom::bindings::root::{Dom, DomRoot};
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use crate::dom::bindings::reflector::{reflect_dom_object, Reflector};
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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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// https://w3c.github.io/gamepad/#gamepadbutton-interface
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#[dom_struct]
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@ -16,8 +17,6 @@ pub struct GamepadButtonList {
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list: Vec<Dom<GamepadButton>>,
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}
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// TODO: support gamepad discovery
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#[allow(dead_code)]
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impl GamepadButtonList {
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#[allow(crown::unrooted_must_root)]
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fn new_inherited(list: &[&GamepadButton]) -> GamepadButtonList {
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@ -26,6 +25,10 @@ impl GamepadButtonList {
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list: list.iter().map(|button| Dom::from_ref(*button)).collect(),
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}
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}
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pub fn new(global: &GlobalScope, list: &[&GamepadButton]) -> DomRoot<GamepadButtonList> {
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reflect_dom_object(Box::new(GamepadButtonList::new_inherited(list)), global)
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}
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}
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impl GamepadButtonListMethods for GamepadButtonList {
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@ -46,3 +49,31 @@ impl GamepadButtonListMethods for GamepadButtonList {
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self.Item(index)
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}
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}
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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 fn init_buttons(global: &GlobalScope) -> DomRoot<GamepadButtonList> {
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let standard_buttons = &[
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GamepadButton::new(global, false, false), // Bottom button in right cluster
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GamepadButton::new(global, false, false), // Right button in right cluster
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GamepadButton::new(global, false, false), // Left button in right cluster
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GamepadButton::new(global, false, false), // Top button in right cluster
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GamepadButton::new(global, false, false), // Top left front button
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GamepadButton::new(global, false, false), // Top right front button
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GamepadButton::new(global, false, false), // Bottom left front button
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GamepadButton::new(global, false, false), // Bottom right front button
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GamepadButton::new(global, false, false), // Left button in center cluster
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GamepadButton::new(global, false, false), // Right button in center cluster
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GamepadButton::new(global, false, false), // Left stick pressed button
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GamepadButton::new(global, false, false), // Right stick pressed button
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GamepadButton::new(global, false, false), // Top button in left cluster
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GamepadButton::new(global, false, false), // Bottom button in left cluster
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GamepadButton::new(global, false, false), // Left button in left cluster
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GamepadButton::new(global, false, false), // Right button in left cluster
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GamepadButton::new(global, false, false), // Center button in center cluster
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];
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rooted_vec!(let buttons <- standard_buttons.iter().map(|button| DomRoot::from_ref(&**button)));
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Self::new(global, buttons.r())
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}
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}
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