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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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@ -515,6 +515,8 @@ macro_rules! window_event_handlers(
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event_handler!(unhandledrejection, GetOnunhandledrejection,
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SetOnunhandledrejection);
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event_handler!(unload, GetOnunload, SetOnunload);
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event_handler!(gamepadconnected, GetOngamepadconnected, SetOngamepadconnected);
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event_handler!(gamepaddisconnected, GetOngamepaddisconnected, SetOngamepaddisconnected);
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);
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(ForwardToWindow) => (
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window_owned_event_handler!(afterprint, GetOnafterprint,
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@ -541,6 +543,8 @@ macro_rules! window_event_handlers(
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window_owned_event_handler!(unhandledrejection, GetOnunhandledrejection,
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SetOnunhandledrejection);
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window_owned_event_handler!(unload, GetOnunload, SetOnunload);
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window_owned_event_handler!(gamepadconnected, GetOngamepadconnected, SetOngamepadconnected);
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window_owned_event_handler!(gamepaddisconnected, GetOngamepaddisconnected, SetOngamepaddisconnected);
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);
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);
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