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Rename Root<T> to DomRoot<T>
In a later PR, DomRoot<T> will become a type alias of Root<Dom<T>>, where Root<T> will be able to handle all the things that need to be rooted that have a stable traceable address that doesn't move for the whole lifetime of the root. Stay tuned.
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291 changed files with 1774 additions and 1770 deletions
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@ -9,7 +9,7 @@ use dom::bindings::codegen::Bindings::VRDisplayBinding::VRDisplayMethods;
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use dom::bindings::error::Error;
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use dom::bindings::inheritance::Castable;
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use dom::bindings::reflector::{DomObject, Reflector, reflect_dom_object};
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use dom::bindings::root::{Dom, Root};
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use dom::bindings::root::{Dom, DomRoot};
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use dom::event::Event;
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use dom::eventtarget::EventTarget;
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use dom::gamepad::Gamepad;
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@ -41,7 +41,7 @@ impl VR {
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}
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}
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pub fn new(global: &GlobalScope) -> Root<VR> {
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pub fn new(global: &GlobalScope) -> DomRoot<VR> {
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let root = reflect_dom_object(box VR::new_inherited(),
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global,
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VRBinding::Wrap);
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@ -83,9 +83,9 @@ impl VRMethods for VR {
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return promise;
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}
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// convert from Dom to Root
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let displays: Vec<Root<VRDisplay>> = self.displays.borrow().iter()
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.map(|d| Root::from_ref(&**d))
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// convert from Dom to DomRoot
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let displays: Vec<DomRoot<VRDisplay>> = self.displays.borrow().iter()
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.map(|d| DomRoot::from_ref(&**d))
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.collect();
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promise.resolve_native(&displays);
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@ -99,11 +99,11 @@ impl VR {
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self.global().as_window().webvr_thread()
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}
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fn find_display(&self, display_id: u32) -> Option<Root<VRDisplay>> {
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fn find_display(&self, display_id: u32) -> Option<DomRoot<VRDisplay>> {
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self.displays.borrow()
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.iter()
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.find(|d| d.DisplayId() == display_id)
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.map(|d| Root::from_ref(&**d))
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.map(|d| DomRoot::from_ref(&**d))
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}
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fn register(&self) {
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@ -120,7 +120,7 @@ impl VR {
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}
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}
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fn sync_display(&self, display: &WebVRDisplayData) -> Root<VRDisplay> {
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fn sync_display(&self, display: &WebVRDisplayData) -> DomRoot<VRDisplay> {
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if let Some(existing) = self.find_display(display.display_id) {
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existing.update_display(&display);
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existing
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@ -206,11 +206,11 @@ impl VR {
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// Gamepad
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impl VR {
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fn find_gamepad(&self, gamepad_id: u32) -> Option<Root<Gamepad>> {
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fn find_gamepad(&self, gamepad_id: u32) -> Option<DomRoot<Gamepad>> {
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self.gamepads.borrow()
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.iter()
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.find(|g| g.gamepad_id() == gamepad_id)
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.map(|g| Root::from_ref(&**g))
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.map(|g| DomRoot::from_ref(&**g))
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}
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fn sync_gamepad(&self, data: Option<WebVRGamepadData>, state: &WebVRGamepadState) {
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@ -234,7 +234,7 @@ impl VR {
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// The current approach allows the to sample gamepad state multiple times per frame. This
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// guarantees that the gamepads always have a valid state and can be very useful for
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// motion capture or drawing applications.
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pub fn get_gamepads(&self) -> Vec<Root<Gamepad>> {
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pub fn get_gamepads(&self) -> Vec<DomRoot<Gamepad>> {
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if let Some(wevbr_sender) = self.webvr_thread() {
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let (sender, receiver) = ipc::channel().unwrap();
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let synced_ids = self.gamepads.borrow().iter().map(|g| g.gamepad_id()).collect();
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@ -252,7 +252,7 @@ impl VR {
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// We can add other not VR related gamepad providers here
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self.gamepads.borrow().iter()
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.map(|g| Root::from_ref(&**g))
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.map(|g| DomRoot::from_ref(&**g))
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.collect()
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}
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}
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