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https://github.com/servo/servo.git
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Signed-off-by: Martin Robinson <mrobinson@igalia.com> Co-authored-by: Delan Azabani <dazabani@igalia.com> Co-authored-by: Mukilan Thiyagarajan <mukilan@igalia.com>
230 lines
9.6 KiB
Rust
230 lines
9.6 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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use std::collections::HashMap;
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use gilrs::ff::{BaseEffect, BaseEffectType, Effect, EffectBuilder, Repeat, Replay, Ticks};
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use gilrs::{EventType, Gilrs};
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use log::{debug, warn};
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use servo::ipc_channel::ipc::IpcSender;
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use servo::{
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GamepadEvent, GamepadHapticEffectType, GamepadIndex, GamepadInputBounds,
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GamepadSupportedHapticEffects, GamepadUpdateType, WebView,
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};
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pub struct HapticEffect {
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pub effect: Effect,
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pub sender: IpcSender<bool>,
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}
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pub(crate) struct GamepadSupport {
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handle: Gilrs,
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haptic_effects: HashMap<usize, HapticEffect>,
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}
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impl GamepadSupport {
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pub(crate) fn maybe_new() -> Option<Self> {
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let handle = match Gilrs::new() {
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Ok(handle) => handle,
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Err(error) => {
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warn!("Error creating gamepad input connection ({error})");
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return None;
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},
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};
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Some(Self {
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handle,
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haptic_effects: Default::default(),
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})
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}
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/// Handle updates to connected gamepads from GilRs
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pub(crate) fn handle_gamepad_events(&mut self, active_webview: WebView) {
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while let Some(event) = self.handle.next_event() {
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let gamepad = self.handle.gamepad(event.id);
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let name = gamepad.name();
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let index = GamepadIndex(event.id.into());
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let mut gamepad_event: Option<GamepadEvent> = None;
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match event.event {
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EventType::ButtonPressed(button, _) => {
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let mapped_index = Self::map_gamepad_button(button);
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// We only want to send this for a valid digital button, aka on/off only
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if !matches!(mapped_index, 6 | 7 | 17) {
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let update_type = GamepadUpdateType::Button(mapped_index, 1.0);
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gamepad_event = Some(GamepadEvent::Updated(index, update_type));
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}
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},
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EventType::ButtonReleased(button, _) => {
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let mapped_index = Self::map_gamepad_button(button);
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// We only want to send this for a valid digital button, aka on/off only
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if !matches!(mapped_index, 6 | 7 | 17) {
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let update_type = GamepadUpdateType::Button(mapped_index, 0.0);
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gamepad_event = Some(GamepadEvent::Updated(index, update_type));
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}
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},
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EventType::ButtonChanged(button, value, _) => {
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let mapped_index = Self::map_gamepad_button(button);
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// We only want to send this for a valid non-digital button, aka the triggers
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if matches!(mapped_index, 6 | 7) {
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let update_type = GamepadUpdateType::Button(mapped_index, value as f64);
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gamepad_event = Some(GamepadEvent::Updated(index, update_type));
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}
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},
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EventType::AxisChanged(axis, value, _) => {
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// Map axis index and value to represent Standard Gamepad axis
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// <https://www.w3.org/TR/gamepad/#dfn-represents-a-standard-gamepad-axis>
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let mapped_axis: usize = match axis {
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gilrs::Axis::LeftStickX => 0,
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gilrs::Axis::LeftStickY => 1,
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gilrs::Axis::RightStickX => 2,
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gilrs::Axis::RightStickY => 3,
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_ => 4, // Other axes do not map to "standard" gamepad mapping and are ignored
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};
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if mapped_axis < 4 {
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// The Gamepad spec designates down as positive and up as negative.
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// GilRs does the inverse of this, so correct for it here.
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let axis_value = match mapped_axis {
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0 | 2 => value,
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1 | 3 => -value,
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_ => 0., // Should not reach here
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};
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let update_type = GamepadUpdateType::Axis(mapped_axis, axis_value as f64);
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gamepad_event = Some(GamepadEvent::Updated(index, update_type));
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}
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},
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EventType::Connected => {
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let name = String::from(name);
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let bounds = GamepadInputBounds {
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axis_bounds: (-1.0, 1.0),
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button_bounds: (0.0, 1.0),
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};
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// GilRs does not yet support trigger rumble
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let supported_haptic_effects = GamepadSupportedHapticEffects {
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supports_dual_rumble: true,
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supports_trigger_rumble: false,
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};
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gamepad_event = Some(GamepadEvent::Connected(
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index,
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name,
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bounds,
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supported_haptic_effects,
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));
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},
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EventType::Disconnected => {
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gamepad_event = Some(GamepadEvent::Disconnected(index));
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},
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EventType::ForceFeedbackEffectCompleted => {
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let Some(effect) = self.haptic_effects.get(&event.id.into()) else {
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warn!("Failed to find haptic effect for id {}", event.id);
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return;
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};
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effect
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.sender
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.send(true)
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.expect("Failed to send haptic effect completion.");
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self.haptic_effects.remove(&event.id.into());
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},
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_ => {},
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}
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if let Some(event) = gamepad_event {
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active_webview.notify_gamepad_event(event);
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}
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}
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}
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// Map button index and value to represent Standard Gamepad button
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// <https://www.w3.org/TR/gamepad/#dfn-represents-a-standard-gamepad-button>
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fn map_gamepad_button(button: gilrs::Button) -> usize {
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match button {
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gilrs::Button::South => 0,
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gilrs::Button::East => 1,
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gilrs::Button::West => 2,
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gilrs::Button::North => 3,
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gilrs::Button::LeftTrigger => 4,
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gilrs::Button::RightTrigger => 5,
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gilrs::Button::LeftTrigger2 => 6,
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gilrs::Button::RightTrigger2 => 7,
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gilrs::Button::Select => 8,
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gilrs::Button::Start => 9,
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gilrs::Button::LeftThumb => 10,
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gilrs::Button::RightThumb => 11,
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gilrs::Button::DPadUp => 12,
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gilrs::Button::DPadDown => 13,
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gilrs::Button::DPadLeft => 14,
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gilrs::Button::DPadRight => 15,
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gilrs::Button::Mode => 16,
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_ => 17, // Other buttons do not map to "standard" gamepad mapping and are ignored
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}
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}
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pub(crate) fn play_haptic_effect(
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&mut self,
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index: usize,
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effect_type: GamepadHapticEffectType,
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effect_complete_sender: IpcSender<bool>,
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) {
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let GamepadHapticEffectType::DualRumble(params) = effect_type;
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if let Some(connected_gamepad) = self
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.handle
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.gamepads()
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.find(|gamepad| usize::from(gamepad.0) == index)
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{
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let start_delay = Ticks::from_ms(params.start_delay as u32);
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let duration = Ticks::from_ms(params.duration as u32);
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let strong_magnitude = (params.strong_magnitude * u16::MAX as f64).round() as u16;
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let weak_magnitude = (params.weak_magnitude * u16::MAX as f64).round() as u16;
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let scheduling = Replay {
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after: start_delay,
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play_for: duration,
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with_delay: Ticks::from_ms(0),
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};
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let effect = EffectBuilder::new()
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.add_effect(BaseEffect {
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kind: BaseEffectType::Strong { magnitude: strong_magnitude },
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scheduling,
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envelope: Default::default(),
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})
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.add_effect(BaseEffect {
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kind: BaseEffectType::Weak { magnitude: weak_magnitude },
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scheduling,
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envelope: Default::default(),
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})
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.repeat(Repeat::For(start_delay + duration))
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.add_gamepad(&connected_gamepad.1)
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.finish(&mut self.handle)
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.expect("Failed to create haptic effect, ensure connected gamepad supports force feedback.");
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self.haptic_effects.insert(
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index,
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HapticEffect {
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effect,
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sender: effect_complete_sender,
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},
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);
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self.haptic_effects[&index]
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.effect
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.play()
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.expect("Failed to play haptic effect.");
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} else {
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debug!("Couldn't find connected gamepad to play haptic effect on");
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}
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}
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pub(crate) fn stop_haptic_effect(&mut self, index: usize) -> bool {
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let Some(haptic_effect) = self.haptic_effects.get(&index) else {
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return false;
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};
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let stopped_successfully = match haptic_effect.effect.stop() {
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Ok(()) => true,
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Err(e) => {
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debug!("Failed to stop haptic effect: {:?}", e);
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false
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},
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};
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self.haptic_effects.remove(&index);
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stopped_successfully
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}
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}
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