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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> --------- Signed-off-by: Daniel Adams <msub2official@gmail.com>
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@ -22,7 +22,7 @@ interface XRInputSource {
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readonly attribute XRTargetRayMode targetRayMode;
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[SameObject] readonly attribute XRSpace targetRaySpace;
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[SameObject] readonly attribute XRSpace? gripSpace;
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// [SameObject] readonly attribute Gamepad? gamepad;
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[SameObject] readonly attribute Gamepad? gamepad;
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/* [SameObject] */ readonly attribute /* FrozenArray<DOMString> */ any profiles;
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[Pref="dom.webxr.hands.enabled"]
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