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