servo/components/script/dom/gamepadbuttonlist.rs
Daniel Adams c999d4546c
Implement non-XR Gamepad discovery and input (#31200)
* Create embedder event to send to constellation

* Handle gamepad message in constellation, send to script thread

* Handle GamepadEvent in script thread and dispatch event to document

* Add missing Clones, fix event

* Add gamepad task source

* Adjust GamepadIndex type, remove unused imports

* Add internal getter for gamepads list

* Update gamepad new methods

* Handle gamepad connect and disconnect events

* Proto will be none, no need for HandleObject

* Initialize buttons and axes to standard mapping

* Adjust update type index types

* Update GamepadButton update function

* Adjust Gamepad mapping comments to match spec, add update logic

* Amend comment

* Update button and axis inputs on Updated event

* Add GilRs as gamepad backend in servoshell

* Add spec links, queue gamepad updates on task source

* ./mach fmt

* Fix comment length

* Split out button init, update spec comments

* Move gamepad event handling from document to global

* Map and normalize axes/button values

* Use std::time for gamepad timestamp

* Adjust gamepad handling in event loop

* Move button press/touch check into map+normalize function

- Small change but is more in line with spec

* ./mach fmt

* Update comment spec links and warning messages

* Doc comments -> regular comments

* Add window event handlers for gamepad connect/disconnect

* Adjust gamepad disconnect behavior

* Add missing TODO's, adjust gamepad/gamepadbutton list methods and formatting

* Update button handling from gilrs, add comments

* Enable gamepad pref during WPT tests and update expectations

* Update WPT expectations in meta-legacy-layout
2024-02-17 18:42:31 +00:00

79 lines
3.6 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 https://mozilla.org/MPL/2.0/. */
use dom_struct::dom_struct;
use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadButtonListMethods;
use crate::dom::bindings::reflector::{reflect_dom_object, Reflector};
use crate::dom::bindings::root::{Dom, DomRoot, DomSlice};
use crate::dom::gamepadbutton::GamepadButton;
use crate::dom::globalscope::GlobalScope;
// https://w3c.github.io/gamepad/#gamepadbutton-interface
#[dom_struct]
pub struct GamepadButtonList {
reflector_: Reflector,
list: Vec<Dom<GamepadButton>>,
}
impl GamepadButtonList {
#[allow(crown::unrooted_must_root)]
fn new_inherited(list: &[&GamepadButton]) -> GamepadButtonList {
GamepadButtonList {
reflector_: Reflector::new(),
list: list.iter().map(|button| Dom::from_ref(*button)).collect(),
}
}
pub fn new(global: &GlobalScope, list: &[&GamepadButton]) -> DomRoot<GamepadButtonList> {
reflect_dom_object(Box::new(GamepadButtonList::new_inherited(list)), global)
}
}
impl GamepadButtonListMethods for GamepadButtonList {
// https://w3c.github.io/gamepad/#dom-gamepad-buttons
fn Length(&self) -> u32 {
self.list.len() as u32
}
// https://w3c.github.io/gamepad/#dom-gamepad-buttons
fn Item(&self, index: u32) -> Option<DomRoot<GamepadButton>> {
self.list
.get(index as usize)
.map(|button| DomRoot::from_ref(&**button))
}
// https://w3c.github.io/gamepad/#dom-gamepad-buttons
fn IndexedGetter(&self, index: u32) -> Option<DomRoot<GamepadButton>> {
self.Item(index)
}
}
impl GamepadButtonList {
/// Initialize the number of buttons in the "standard" gamepad mapping.
/// <https://www.w3.org/TR/gamepad/#dfn-initializing-buttons>
pub fn init_buttons(global: &GlobalScope) -> DomRoot<GamepadButtonList> {
let standard_buttons = &[
GamepadButton::new(global, false, false), // Bottom button in right cluster
GamepadButton::new(global, false, false), // Right button in right cluster
GamepadButton::new(global, false, false), // Left button in right cluster
GamepadButton::new(global, false, false), // Top button in right cluster
GamepadButton::new(global, false, false), // Top left front button
GamepadButton::new(global, false, false), // Top right front button
GamepadButton::new(global, false, false), // Bottom left front button
GamepadButton::new(global, false, false), // Bottom right front button
GamepadButton::new(global, false, false), // Left button in center cluster
GamepadButton::new(global, false, false), // Right button in center cluster
GamepadButton::new(global, false, false), // Left stick pressed button
GamepadButton::new(global, false, false), // Right stick pressed button
GamepadButton::new(global, false, false), // Top button in left cluster
GamepadButton::new(global, false, false), // Bottom button in left cluster
GamepadButton::new(global, false, false), // Left button in left cluster
GamepadButton::new(global, false, false), // Right button in left cluster
GamepadButton::new(global, false, false), // Center button in center cluster
];
rooted_vec!(let buttons <- standard_buttons.iter().map(|button| DomRoot::from_ref(&**button)));
Self::new(global, buttons.r())
}
}