servo/components/script/dom/vr.rs
2017-04-12 15:43:14 +02:00

251 lines
8.9 KiB
Rust

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
use dom::bindings::cell::DOMRefCell;
use dom::bindings::codegen::Bindings::VRBinding;
use dom::bindings::codegen::Bindings::VRBinding::VRMethods;
use dom::bindings::codegen::Bindings::VRDisplayBinding::VRDisplayMethods;
use dom::bindings::error::Error;
use dom::bindings::inheritance::Castable;
use dom::bindings::js::{JS, Root};
use dom::bindings::reflector::{DomObject, reflect_dom_object};
use dom::event::Event;
use dom::eventtarget::EventTarget;
use dom::gamepad::Gamepad;
use dom::gamepadevent::GamepadEventType;
use dom::globalscope::GlobalScope;
use dom::promise::Promise;
use dom::vrdisplay::VRDisplay;
use dom::vrdisplayevent::VRDisplayEvent;
use dom_struct::dom_struct;
use ipc_channel::ipc;
use ipc_channel::ipc::IpcSender;
use std::rc::Rc;
use webvr_traits::{WebVRDisplayData, WebVRDisplayEvent, WebVREvent, WebVRMsg};
use webvr_traits::{WebVRGamepadData, WebVRGamepadEvent, WebVRGamepadState};
#[dom_struct]
pub struct VR {
eventtarget: EventTarget,
displays: DOMRefCell<Vec<JS<VRDisplay>>>,
gamepads: DOMRefCell<Vec<JS<Gamepad>>>
}
impl VR {
fn new_inherited() -> VR {
VR {
eventtarget: EventTarget::new_inherited(),
displays: DOMRefCell::new(Vec::new()),
gamepads: DOMRefCell::new(Vec::new()),
}
}
pub fn new(global: &GlobalScope) -> Root<VR> {
let root = reflect_dom_object(box VR::new_inherited(),
global,
VRBinding::Wrap);
root.register();
root
}
}
impl Drop for VR {
fn drop(&mut self) {
self.unregister();
}
}
impl VRMethods for VR {
#[allow(unrooted_must_root)]
// https://w3c.github.io/webvr/#interface-navigator
fn GetDisplays(&self) -> Rc<Promise> {
let promise = Promise::new(&self.global());
if let Some(webvr_thread) = self.webvr_thread() {
let (sender, receiver) = ipc::channel().unwrap();
webvr_thread.send(WebVRMsg::GetDisplays(sender)).unwrap();
match receiver.recv().unwrap() {
Ok(displays) => {
// Sync displays
for display in displays {
self.sync_display(&display);
}
},
Err(e) => {
promise.reject_native(promise.global().get_cx(), &e);
return promise;
}
}
} else {
// WebVR spec: The Promise MUST be rejected if WebVR is not enabled/supported.
promise.reject_error(promise.global().get_cx(), Error::Security);
return promise;
}
// convert from JS to Root
let displays: Vec<Root<VRDisplay>> = self.displays.borrow().iter()
.map(|d| Root::from_ref(&**d))
.collect();
promise.resolve_native(promise.global().get_cx(), &displays);
promise
}
}
impl VR {
fn webvr_thread(&self) -> Option<IpcSender<WebVRMsg>> {
self.global().as_window().webvr_thread()
}
fn find_display(&self, display_id: u32) -> Option<Root<VRDisplay>> {
self.displays.borrow()
.iter()
.find(|d| d.DisplayId() == display_id)
.map(|d| Root::from_ref(&**d))
}
fn register(&self) {
if let Some(webvr_thread) = self.webvr_thread() {
let msg = WebVRMsg::RegisterContext(self.global().pipeline_id());
webvr_thread.send(msg).unwrap();
}
}
fn unregister(&self) {
if let Some(webvr_thread) = self.webvr_thread() {
let msg = WebVRMsg::UnregisterContext(self.global().pipeline_id());
webvr_thread.send(msg).unwrap();
}
}
fn sync_display(&self, display: &WebVRDisplayData) -> Root<VRDisplay> {
if let Some(existing) = self.find_display(display.display_id) {
existing.update_display(&display);
existing
} else {
let root = VRDisplay::new(&self.global(), display.clone());
self.displays.borrow_mut().push(JS::from_ref(&*root));
root
}
}
fn handle_display_event(&self, event: WebVRDisplayEvent) {
match event {
WebVRDisplayEvent::Connect(ref display) => {
let display = self.sync_display(&display);
display.handle_webvr_event(&event);
self.notify_display_event(&display, &event);
},
WebVRDisplayEvent::Disconnect(id) => {
if let Some(display) = self.find_display(id) {
display.handle_webvr_event(&event);
self.notify_display_event(&display, &event);
}
},
WebVRDisplayEvent::Activate(ref display, _) |
WebVRDisplayEvent::Deactivate(ref display, _) |
WebVRDisplayEvent::Blur(ref display) |
WebVRDisplayEvent::Focus(ref display) |
WebVRDisplayEvent::PresentChange(ref display, _) |
WebVRDisplayEvent::Change(ref display) => {
let display = self.sync_display(&display);
display.handle_webvr_event(&event);
}
};
}
fn handle_gamepad_event(&self, event: WebVRGamepadEvent) {
match event {
WebVRGamepadEvent::Connect(data, state) => {
if let Some(gamepad) = self.find_gamepad(state.gamepad_id) {
gamepad.update_from_vr(&state);
} else {
// new gamepad
self.sync_gamepad(Some(data), &state);
}
},
WebVRGamepadEvent::Disconnect(id) => {
if let Some(gamepad) = self.find_gamepad(id) {
gamepad.update_connected(false);
}
}
};
}
pub fn handle_webvr_event(&self, event: WebVREvent) {
match event {
WebVREvent::Display(event) => {
self.handle_display_event(event);
},
WebVREvent::Gamepad(event) => {
self.handle_gamepad_event(event);
}
};
}
pub fn handle_webvr_events(&self, events: Vec<WebVREvent>) {
for event in events {
self.handle_webvr_event(event);
}
}
fn notify_display_event(&self, display: &VRDisplay, event: &WebVRDisplayEvent) {
let event = VRDisplayEvent::new_from_webvr(&self.global(), &display, &event);
event.upcast::<Event>().fire(self.upcast());
}
}
// Gamepad
impl VR {
fn find_gamepad(&self, gamepad_id: u32) -> Option<Root<Gamepad>> {
self.gamepads.borrow()
.iter()
.find(|g| g.gamepad_id() == gamepad_id)
.map(|g| Root::from_ref(&**g))
}
fn sync_gamepad(&self, data: Option<WebVRGamepadData>, state: &WebVRGamepadState) {
if let Some(existing) = self.find_gamepad(state.gamepad_id) {
existing.update_from_vr(&state);
} else {
let index = self.gamepads.borrow().len();
let data = data.unwrap_or_default();
let root = Gamepad::new_from_vr(&self.global(),
index as i32,
&data,
&state);
self.gamepads.borrow_mut().push(JS::from_ref(&*root));
if state.connected {
root.notify_event(GamepadEventType::Connected);
}
}
}
// Gamepads are synced immediately in response to the API call.
// The current approach allows the to sample gamepad state multiple times per frame. This
// guarantees that the gamepads always have a valid state and can be very useful for
// motion capture or drawing applications.
pub fn get_gamepads(&self) -> Vec<Root<Gamepad>> {
if let Some(wevbr_sender) = self.webvr_thread() {
let (sender, receiver) = ipc::channel().unwrap();
let synced_ids = self.gamepads.borrow().iter().map(|g| g.gamepad_id()).collect();
wevbr_sender.send(WebVRMsg::GetGamepads(synced_ids, sender)).unwrap();
match receiver.recv().unwrap() {
Ok(gamepads) => {
// Sync displays
for gamepad in gamepads {
self.sync_gamepad(gamepad.0, &gamepad.1);
}
},
Err(_) => {}
}
}
// We can add other not VR related gamepad providers here
self.gamepads.borrow().iter()
.map(|g| Root::from_ref(&**g))
.collect()
}
}