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The only code that calls these methods is in the script thread, and the code is simpler when we can assume a Window global. Pulling this thread led to cleaning up a lot of constructors for Window-only WebXR code, too. Testing: Existing WPT coverage. --------- Signed-off-by: Josh Matthews <josh@joshmatthews.net>
88 lines
3.9 KiB
Rust
88 lines
3.9 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 dom_struct::dom_struct;
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use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadButtonListMethods;
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use crate::dom::bindings::reflector::{Reflector, reflect_dom_object};
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use crate::dom::bindings::root::{Dom, DomRoot, DomSlice};
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use crate::dom::gamepadbutton::GamepadButton;
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use crate::dom::window::Window;
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use crate::script_runtime::CanGc;
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// https://w3c.github.io/gamepad/#gamepadbutton-interface
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#[dom_struct]
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pub(crate) struct GamepadButtonList {
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reflector_: Reflector,
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list: Vec<Dom<GamepadButton>>,
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}
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impl GamepadButtonList {
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#[cfg_attr(crown, allow(crown::unrooted_must_root))]
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fn new_inherited(list: &[&GamepadButton]) -> GamepadButtonList {
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GamepadButtonList {
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reflector_: Reflector::new(),
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list: list.iter().map(|button| Dom::from_ref(*button)).collect(),
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}
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}
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pub(crate) fn new(
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window: &Window,
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list: &[&GamepadButton],
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can_gc: CanGc,
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) -> DomRoot<GamepadButtonList> {
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reflect_dom_object(
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Box::new(GamepadButtonList::new_inherited(list)),
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window,
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can_gc,
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)
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}
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}
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impl GamepadButtonListMethods<crate::DomTypeHolder> for GamepadButtonList {
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// https://w3c.github.io/gamepad/#dom-gamepad-buttons
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fn Length(&self) -> u32 {
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self.list.len() as u32
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}
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// https://w3c.github.io/gamepad/#dom-gamepad-buttons
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fn Item(&self, index: u32) -> Option<DomRoot<GamepadButton>> {
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self.list
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.get(index as usize)
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.map(|button| DomRoot::from_ref(&**button))
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}
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// https://w3c.github.io/gamepad/#dom-gamepad-buttons
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fn IndexedGetter(&self, index: u32) -> Option<DomRoot<GamepadButton>> {
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self.Item(index)
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}
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}
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impl GamepadButtonList {
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/// Initialize the number of buttons in the "standard" gamepad mapping.
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/// <https://www.w3.org/TR/gamepad/#dfn-initializing-buttons>
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pub(crate) fn init_buttons(window: &Window, can_gc: CanGc) -> DomRoot<GamepadButtonList> {
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let standard_buttons = &[
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GamepadButton::new(window, false, false, can_gc), // Bottom button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Right button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Left button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Top button in right cluster
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GamepadButton::new(window, false, false, can_gc), // Top left front button
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GamepadButton::new(window, false, false, can_gc), // Top right front button
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GamepadButton::new(window, false, false, can_gc), // Bottom left front button
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GamepadButton::new(window, false, false, can_gc), // Bottom right front button
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GamepadButton::new(window, false, false, can_gc), // Left button in center cluster
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GamepadButton::new(window, false, false, can_gc), // Right button in center cluster
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GamepadButton::new(window, false, false, can_gc), // Left stick pressed button
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GamepadButton::new(window, false, false, can_gc), // Right stick pressed button
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GamepadButton::new(window, false, false, can_gc), // Top button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Bottom button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Left button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Right button in left cluster
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GamepadButton::new(window, false, false, can_gc), // Center button in center cluster
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];
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rooted_vec!(let buttons <- standard_buttons.iter().map(DomRoot::as_traced));
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Self::new(window, buttons.r(), can_gc)
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}
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}
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