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
This commit is contained in:
Daniel Adams 2024-02-17 08:42:31 -10:00 committed by GitHub
parent 1cc546c4fc
commit c999d4546c
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
27 changed files with 695 additions and 208 deletions

View file

@ -52,6 +52,7 @@ egui_glow = { version = "0.22.0", features = ["winit"] }
egui-winit = { version = "0.22.0", default-features = false, features = ["clipboard", "wayland"] }
euclid = { workspace = true }
getopts = { workspace = true }
gilrs = "0.10.4"
gleam = { workspace = true }
glow = "0.12.2"
keyboard-types = { workspace = true }

View file

@ -438,6 +438,9 @@ impl App {
// Catch some keyboard events, and push the rest onto the WebViewManager event queue.
webviews.handle_window_events(embedder_events);
if webviews.webview_id().is_some() {
webviews.handle_gamepad_events();
}
// Take any new embedder messages from Servo itself.
let mut embedder_messages = self.servo.as_mut().unwrap().get_events();

View file

@ -12,6 +12,7 @@ use std::{env, thread};
use arboard::Clipboard;
use euclid::{Point2D, Vector2D};
use gilrs::{EventType, Gilrs};
use keyboard_types::{Key, KeyboardEvent, Modifiers, ShortcutMatcher};
use log::{debug, error, info, trace, warn};
use servo::compositing::windowing::{EmbedderEvent, WebRenderDebugOption};
@ -20,7 +21,9 @@ use servo::embedder_traits::{
PermissionRequest, PromptDefinition, PromptOrigin, PromptResult,
};
use servo::msg::constellation_msg::{TopLevelBrowsingContextId as WebViewId, TraversalDirection};
use servo::script_traits::TouchEventType;
use servo::script_traits::{
GamepadEvent, GamepadIndex, GamepadInputBounds, GamepadUpdateType, TouchEventType,
};
use servo::servo_config::opts;
use servo::servo_url::ServoUrl;
use servo::webrender_api::ScrollLocation;
@ -51,6 +54,7 @@ pub struct WebViewManager<Window: WindowPortsMethods + ?Sized> {
window: Rc<Window>,
event_queue: Vec<EmbedderEvent>,
clipboard: Option<Clipboard>,
gamepad: Option<Gilrs>,
shutdown_requested: bool,
}
@ -82,6 +86,13 @@ where
None
},
},
gamepad: match Gilrs::new() {
Ok(g) => Some(g),
Err(e) => {
warn!("Error creating gamepad input connection ({})", e);
None
},
},
event_queue: Vec::new(),
shutdown_requested: false,
}
@ -113,6 +124,109 @@ where
}
}
/// Handle updates to connected gamepads from GilRs
pub fn handle_gamepad_events(&mut self) {
if let Some(ref mut gilrs) = self.gamepad {
while let Some(event) = gilrs.next_event() {
let gamepad = gilrs.gamepad(event.id);
let name = gamepad.name();
let index = GamepadIndex(event.id.into());
match event.event {
EventType::ButtonPressed(button, _) => {
let mapped_index = Self::map_gamepad_button(button);
// We only want to send this for a valid digital button, aka on/off only
if !matches!(mapped_index, 6 | 7 | 17) {
let update_type = GamepadUpdateType::Button(mapped_index, 1.0);
let event = GamepadEvent::Updated(index, update_type);
self.event_queue.push(EmbedderEvent::Gamepad(event));
}
},
EventType::ButtonReleased(button, _) => {
let mapped_index = Self::map_gamepad_button(button);
// We only want to send this for a valid digital button, aka on/off only
if !matches!(mapped_index, 6 | 7 | 17) {
let update_type = GamepadUpdateType::Button(mapped_index, 0.0);
let event = GamepadEvent::Updated(index, update_type);
self.event_queue.push(EmbedderEvent::Gamepad(event));
}
},
EventType::ButtonChanged(button, value, _) => {
let mapped_index = Self::map_gamepad_button(button);
// We only want to send this for a valid non-digital button, aka the triggers
if matches!(mapped_index, 6 | 7) {
let update_type = GamepadUpdateType::Button(mapped_index, value as f64);
let event = GamepadEvent::Updated(index, update_type);
self.event_queue.push(EmbedderEvent::Gamepad(event));
}
},
EventType::AxisChanged(axis, value, _) => {
// Map axis index and value to represent Standard Gamepad axis
// <https://www.w3.org/TR/gamepad/#dfn-represents-a-standard-gamepad-axis>
let mapped_axis: usize = match axis {
gilrs::Axis::LeftStickX => 0,
gilrs::Axis::LeftStickY => 1,
gilrs::Axis::RightStickX => 2,
gilrs::Axis::RightStickY => 3,
_ => 4, // Other axes do not map to "standard" gamepad mapping and are ignored
};
if mapped_axis < 4 {
// The Gamepad spec designates down as positive and up as negative.
// GilRs does the inverse of this, so correct for it here.
let axis_value = match mapped_axis {
0 | 2 => value,
1 | 3 => -value,
_ => 0., // Should not reach here
};
let update_type =
GamepadUpdateType::Axis(mapped_axis, axis_value as f64);
let event = GamepadEvent::Updated(index, update_type);
self.event_queue.push(EmbedderEvent::Gamepad(event));
}
},
EventType::Connected => {
let name = String::from(name);
let bounds = GamepadInputBounds {
axis_bounds: (-1.0, 1.0),
button_bounds: (0.0, 1.0),
};
let event = GamepadEvent::Connected(index, name, bounds);
self.event_queue.push(EmbedderEvent::Gamepad(event));
},
EventType::Disconnected => {
let event = GamepadEvent::Disconnected(index);
self.event_queue.push(EmbedderEvent::Gamepad(event));
},
_ => {},
}
}
}
}
// Map button index and value to represent Standard Gamepad button
// <https://www.w3.org/TR/gamepad/#dfn-represents-a-standard-gamepad-button>
fn map_gamepad_button(button: gilrs::Button) -> usize {
match button {
gilrs::Button::South => 0,
gilrs::Button::East => 1,
gilrs::Button::West => 2,
gilrs::Button::North => 3,
gilrs::Button::LeftTrigger => 4,
gilrs::Button::RightTrigger => 5,
gilrs::Button::LeftTrigger2 => 6,
gilrs::Button::RightTrigger2 => 7,
gilrs::Button::Select => 8,
gilrs::Button::Start => 9,
gilrs::Button::LeftThumb => 10,
gilrs::Button::RightThumb => 11,
gilrs::Button::DPadUp => 12,
gilrs::Button::DPadDown => 13,
gilrs::Button::DPadLeft => 14,
gilrs::Button::DPadRight => 15,
gilrs::Button::Mode => 16,
_ => 17, // Other buttons do not map to "standard" gamepad mapping and are ignored
}
}
pub fn shutdown_requested(&self) -> bool {
self.shutdown_requested
}