Implement WebXR Gamepads Module (#32860)

* Expose gamepad attribute on XRInputSource

Signed-off-by: Daniel Adams <msub2official@gmail.com>

* Tidy, add spec links

Signed-off-by: Daniel Adams <msub2official@gmail.com>

* Update WPT test expectations

Signed-off-by: Daniel Adams <msub2official@gmail.com>

* Update gamepad state on InputChanged event

Signed-off-by: Daniel Adams <msub2official@gmail.com>

* Pin webxr commit

Signed-off-by: Daniel Adams <msub2official@gmail.com>

* Apply gamepad updates during frame updates

Signed-off-by: Daniel Adams <msub2official@gmail.com>

* Drain input frame map

Signed-off-by: Daniel Adams <msub2official@gmail.com>

* Don't store gamepad as option

Signed-off-by: Daniel Adams <msub2official@gmail.com>

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Signed-off-by: Daniel Adams <msub2official@gmail.com>
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Daniel Adams 2024-08-03 02:51:44 -10:00 committed by GitHub
parent 0672eca749
commit fd83281657
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8 changed files with 90 additions and 32 deletions

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@ -22,7 +22,7 @@ interface XRInputSource {
readonly attribute XRTargetRayMode targetRayMode;
[SameObject] readonly attribute XRSpace targetRaySpace;
[SameObject] readonly attribute XRSpace? gripSpace;
// [SameObject] readonly attribute Gamepad? gamepad;
[SameObject] readonly attribute Gamepad? gamepad;
/* [SameObject] */ readonly attribute /* FrozenArray<DOMString> */ any profiles;
[Pref="dom.webxr.hands.enabled"]