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* Use FLoat32Array in GamepadPose Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com> * Remove unused create_typed_array Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com> --------- Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>
92 lines
3.3 KiB
Rust
92 lines
3.3 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 js::typedarray::Float32Array;
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use super::bindings::typedarrays::HeapFloat32Array;
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use crate::dom::bindings::codegen::Bindings::GamepadPoseBinding::GamepadPoseMethods;
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use crate::dom::bindings::reflector::{reflect_dom_object, Reflector};
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use crate::dom::bindings::root::DomRoot;
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use crate::dom::globalscope::GlobalScope;
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use crate::script_runtime::JSContext;
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#[dom_struct]
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pub struct GamepadPose {
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reflector_: Reflector,
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#[ignore_malloc_size_of = "mozjs"]
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position: HeapFloat32Array,
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#[ignore_malloc_size_of = "mozjs"]
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orientation: HeapFloat32Array,
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#[ignore_malloc_size_of = "mozjs"]
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linear_vel: HeapFloat32Array,
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#[ignore_malloc_size_of = "mozjs"]
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angular_vel: HeapFloat32Array,
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#[ignore_malloc_size_of = "mozjs"]
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linear_acc: HeapFloat32Array,
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#[ignore_malloc_size_of = "mozjs"]
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angular_acc: HeapFloat32Array,
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}
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// TODO: support gamepad discovery
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#[allow(dead_code)]
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impl GamepadPose {
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fn new_inherited() -> GamepadPose {
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GamepadPose {
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reflector_: Reflector::new(),
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position: HeapFloat32Array::default(),
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orientation: HeapFloat32Array::default(),
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linear_vel: HeapFloat32Array::default(),
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angular_vel: HeapFloat32Array::default(),
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linear_acc: HeapFloat32Array::default(),
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angular_acc: HeapFloat32Array::default(),
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}
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}
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pub fn new(global: &GlobalScope) -> DomRoot<GamepadPose> {
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reflect_dom_object(Box::new(GamepadPose::new_inherited()), global)
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}
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}
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impl GamepadPoseMethods for GamepadPose {
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-position
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fn GetPosition(&self, _cx: JSContext) -> Option<Float32Array> {
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self.position.internal_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-hasposition
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fn HasPosition(&self) -> bool {
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self.position.is_initialized()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-linearvelocity
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fn GetLinearVelocity(&self, _cx: JSContext) -> Option<Float32Array> {
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self.linear_vel.internal_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-linearacceleration
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fn GetLinearAcceleration(&self, _cx: JSContext) -> Option<Float32Array> {
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self.linear_acc.internal_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-orientation
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fn GetOrientation(&self, _cx: JSContext) -> Option<Float32Array> {
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self.orientation.internal_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-orientation
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fn HasOrientation(&self) -> bool {
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self.orientation.is_initialized()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-angularvelocity
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fn GetAngularVelocity(&self, _cx: JSContext) -> Option<Float32Array> {
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self.angular_vel.internal_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-angularacceleration
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fn GetAngularAcceleration(&self, _cx: JSContext) -> Option<Float32Array> {
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self.angular_acc.internal_to_option()
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}
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}
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