servo/components/script/dom/gamepadpose.rs
Taym Haddadi d0b663800f
WedIDL: bring dom/bindings/typedarray further in line with spec (#31375)
* WedIDL: bring dom/bindings/typedarray further in line with spec

Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>

* Rename HeapBufferSourceTypes to HeapBufferSource

Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>

* fmt code

Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>

---------

Signed-off-by: Bentaimia Haddadi <haddadi.taym@gmail.com>
2024-02-25 12:13:17 +00:00

92 lines
3.4 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 js::typedarray::{Float32, Float32Array};
use super::bindings::buffer_source::HeapBufferSource;
use crate::dom::bindings::codegen::Bindings::GamepadPoseBinding::GamepadPoseMethods;
use crate::dom::bindings::reflector::{reflect_dom_object, Reflector};
use crate::dom::bindings::root::DomRoot;
use crate::dom::globalscope::GlobalScope;
use crate::script_runtime::JSContext;
#[dom_struct]
pub struct GamepadPose {
reflector_: Reflector,
#[ignore_malloc_size_of = "mozjs"]
position: HeapBufferSource<Float32>,
#[ignore_malloc_size_of = "mozjs"]
orientation: HeapBufferSource<Float32>,
#[ignore_malloc_size_of = "mozjs"]
linear_vel: HeapBufferSource<Float32>,
#[ignore_malloc_size_of = "mozjs"]
angular_vel: HeapBufferSource<Float32>,
#[ignore_malloc_size_of = "mozjs"]
linear_acc: HeapBufferSource<Float32>,
#[ignore_malloc_size_of = "mozjs"]
angular_acc: HeapBufferSource<Float32>,
}
// TODO: support gamepad discovery
#[allow(dead_code)]
impl GamepadPose {
fn new_inherited() -> GamepadPose {
GamepadPose {
reflector_: Reflector::new(),
position: HeapBufferSource::default(),
orientation: HeapBufferSource::default(),
linear_vel: HeapBufferSource::default(),
angular_vel: HeapBufferSource::default(),
linear_acc: HeapBufferSource::default(),
angular_acc: HeapBufferSource::default(),
}
}
pub fn new(global: &GlobalScope) -> DomRoot<GamepadPose> {
reflect_dom_object(Box::new(GamepadPose::new_inherited()), global)
}
}
impl GamepadPoseMethods for GamepadPose {
// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-position
fn GetPosition(&self, _cx: JSContext) -> Option<Float32Array> {
self.position.buffer_to_option()
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-hasposition
fn HasPosition(&self) -> bool {
self.position.is_initialized()
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-linearvelocity
fn GetLinearVelocity(&self, _cx: JSContext) -> Option<Float32Array> {
self.linear_vel.buffer_to_option()
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-linearacceleration
fn GetLinearAcceleration(&self, _cx: JSContext) -> Option<Float32Array> {
self.linear_acc.buffer_to_option()
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-orientation
fn GetOrientation(&self, _cx: JSContext) -> Option<Float32Array> {
self.orientation.buffer_to_option()
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-orientation
fn HasOrientation(&self) -> bool {
self.orientation.is_initialized()
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-angularvelocity
fn GetAngularVelocity(&self, _cx: JSContext) -> Option<Float32Array> {
self.angular_vel.buffer_to_option()
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-angularacceleration
fn GetAngularAcceleration(&self, _cx: JSContext) -> Option<Float32Array> {
self.angular_acc.buffer_to_option()
}
}