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* WebIDL use FLoat64Array Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com> * Use to_vec to convert array to vec * avoid allocating a new vec --------- Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>
152 lines
4.4 KiB
Rust
152 lines
4.4 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 std::cell::Cell;
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use dom_struct::dom_struct;
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use js::typedarray::{Float64, Float64Array};
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use super::bindings::typedarrays::HeapTypedArray;
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use crate::dom::bindings::codegen::Bindings::GamepadBinding::{GamepadHand, GamepadMethods};
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use crate::dom::bindings::inheritance::Castable;
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use crate::dom::bindings::num::Finite;
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use crate::dom::bindings::reflector::{DomObject, Reflector};
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use crate::dom::bindings::root::{Dom, DomRoot};
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use crate::dom::bindings::str::DOMString;
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use crate::dom::event::Event;
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use crate::dom::eventtarget::EventTarget;
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use crate::dom::gamepadbuttonlist::GamepadButtonList;
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use crate::dom::gamepadevent::{GamepadEvent, GamepadEventType};
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use crate::dom::gamepadpose::GamepadPose;
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use crate::script_runtime::JSContext;
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#[dom_struct]
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pub struct Gamepad {
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reflector_: Reflector,
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gamepad_id: u32,
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id: String,
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index: Cell<i32>,
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connected: Cell<bool>,
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timestamp: Cell<f64>,
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mapping_type: String,
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#[ignore_malloc_size_of = "mozjs"]
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axes: HeapTypedArray<Float64>,
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buttons: Dom<GamepadButtonList>,
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pose: Option<Dom<GamepadPose>>,
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#[ignore_malloc_size_of = "Defined in rust-webvr"]
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hand: GamepadHand,
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}
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// TODO: support gamepad discovery
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#[allow(dead_code)]
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impl Gamepad {
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fn new_inherited(
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gamepad_id: u32,
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id: String,
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index: i32,
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connected: bool,
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timestamp: f64,
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mapping_type: String,
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buttons: &GamepadButtonList,
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pose: Option<&GamepadPose>,
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hand: GamepadHand,
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) -> Gamepad {
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Self {
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reflector_: Reflector::new(),
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gamepad_id: gamepad_id,
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id: id,
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index: Cell::new(index),
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connected: Cell::new(connected),
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timestamp: Cell::new(timestamp),
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mapping_type: mapping_type,
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axes: HeapTypedArray::default(),
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buttons: Dom::from_ref(buttons),
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pose: pose.map(Dom::from_ref),
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hand: hand,
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}
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}
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}
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impl GamepadMethods for Gamepad {
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// https://w3c.github.io/gamepad/#dom-gamepad-id
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fn Id(&self) -> DOMString {
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DOMString::from(self.id.clone())
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}
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// https://w3c.github.io/gamepad/#dom-gamepad-index
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fn Index(&self) -> i32 {
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self.index.get()
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}
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// https://w3c.github.io/gamepad/#dom-gamepad-connected
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fn Connected(&self) -> bool {
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self.connected.get()
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}
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// https://w3c.github.io/gamepad/#dom-gamepad-timestamp
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fn Timestamp(&self) -> Finite<f64> {
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Finite::wrap(self.timestamp.get())
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}
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// https://w3c.github.io/gamepad/#dom-gamepad-mapping
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fn Mapping(&self) -> DOMString {
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DOMString::from(self.mapping_type.clone())
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}
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// https://w3c.github.io/gamepad/#dom-gamepad-axes
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fn Axes(&self, _cx: JSContext) -> Float64Array {
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self.axes
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.get_internal()
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.expect("Failed to get gamepad axes.")
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}
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// https://w3c.github.io/gamepad/#dom-gamepad-buttons
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fn Buttons(&self) -> DomRoot<GamepadButtonList> {
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DomRoot::from_ref(&*self.buttons)
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}
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// https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
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fn Hand(&self) -> GamepadHand {
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self.hand
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepad-pose
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fn GetPose(&self) -> Option<DomRoot<GamepadPose>> {
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self.pose.as_ref().map(|p| DomRoot::from_ref(&**p))
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}
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}
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// TODO: support gamepad discovery
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#[allow(dead_code)]
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impl Gamepad {
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pub fn gamepad_id(&self) -> u32 {
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self.gamepad_id
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}
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pub fn update_connected(&self, connected: bool) {
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if self.connected.get() == connected {
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return;
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}
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self.connected.set(connected);
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let event_type = if connected {
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GamepadEventType::Connected
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} else {
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GamepadEventType::Disconnected
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};
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self.notify_event(event_type);
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}
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pub fn update_index(&self, index: i32) {
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self.index.set(index);
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}
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pub fn notify_event(&self, event_type: GamepadEventType) {
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let event = GamepadEvent::new_with_type(&self.global(), event_type, &self);
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event
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.upcast::<Event>()
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.fire(self.global().as_window().upcast::<EventTarget>());
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}
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}
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