servo/components/script/dom/vr.rs
Anthony Ramine 577370746e Rename DOMRefCell<T> to DomRefCell<T>
I don't want to do such a gratuitous rename, but with all the other types
now having "Dom" as part of their name, and especially with "DomOnceCell",
I feel like the other cell type that we already have should also follow
the convention. That argument loses weight though when we realise there
is still DOMString and other things.
2017-09-26 09:49:08 +02:00

258 lines
9.1 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::reflector::{DomObject, Reflector, reflect_dom_object};
use dom::bindings::root::{Dom, Root};
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 {
reflector_: Reflector,
displays: DomRefCell<Vec<Dom<VRDisplay>>>,
gamepads: DomRefCell<Vec<Dom<Gamepad>>>
}
impl VR {
fn new_inherited() -> VR {
VR {
reflector_: Reflector::new(),
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(&e);
return promise;
}
}
} else {
// WebVR spec: The Promise MUST be rejected if WebVR is not enabled/supported.
promise.reject_error(Error::Security);
return promise;
}
// convert from Dom to Root
let displays: Vec<Root<VRDisplay>> = self.displays.borrow().iter()
.map(|d| Root::from_ref(&**d))
.collect();
promise.resolve_native(&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(Dom::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);
},
WebVRDisplayEvent::Pause(id) |
WebVRDisplayEvent::Resume(id) |
WebVRDisplayEvent::Exit(id) => {
if let Some(display) = self.find_display(id) {
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.global().upcast::<EventTarget>());
}
}
// 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(Dom::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()
}
}