servo/components/script/dom/gamepad.rs
Martin Robinson a1cf0cbf86
libservo: Stop using script_traits in the embedding layer (#35185)
Many types used directly in the `libservo` API are in the
`script_traits` crate, which was created to break circular dependencies.
Move all API exposed types to `embedder_traits` which now contains types
exposed via the `libservo` embedding API. Also expose these at the root
of the `libservo` `servo` crate so that the API won't break when they
move around in the future.

The idea with `embedder_traits` in the future is that it contains types
that are available throughout servo because they are used in the
embedding API and thus should have minimal dependencies on other Servo
crates (a bit like `base`).

Signed-off-by: Martin Robinson <mrobinson@igalia.com>
2025-01-28 11:15:36 +00:00

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/* 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 std::cell::Cell;
use dom_struct::dom_struct;
use embedder_traits::{GamepadSupportedHapticEffects, GamepadUpdateType};
use js::typedarray::{Float64, Float64Array};
use super::bindings::buffer_source::HeapBufferSource;
use crate::dom::bindings::codegen::Bindings::GamepadBinding::{GamepadHand, GamepadMethods};
use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadButtonListMethods;
use crate::dom::bindings::inheritance::Castable;
use crate::dom::bindings::num::Finite;
use crate::dom::bindings::reflector::{reflect_dom_object_with_proto, DomObject, Reflector};
use crate::dom::bindings::root::{Dom, DomRoot};
use crate::dom::bindings::str::DOMString;
use crate::dom::event::Event;
use crate::dom::eventtarget::EventTarget;
use crate::dom::gamepadbuttonlist::GamepadButtonList;
use crate::dom::gamepadevent::{GamepadEvent, GamepadEventType};
use crate::dom::gamepadhapticactuator::GamepadHapticActuator;
use crate::dom::gamepadpose::GamepadPose;
use crate::dom::globalscope::GlobalScope;
use crate::script_runtime::{CanGc, JSContext};
// This value is for determining when to consider a gamepad as having a user gesture
// from an axis tilt. This matches the threshold in Chromium.
const AXIS_TILT_THRESHOLD: f64 = 0.5;
// This value is for determining when to consider a non-digital button "pressed".
// Like Gecko and Chromium it derives from the XInput trigger threshold.
const BUTTON_PRESS_THRESHOLD: f64 = 30.0 / 255.0;
#[dom_struct]
pub(crate) struct Gamepad {
reflector_: Reflector,
gamepad_id: u32,
id: String,
index: Cell<i32>,
connected: Cell<bool>,
timestamp: Cell<f64>,
mapping_type: String,
#[ignore_malloc_size_of = "mozjs"]
axes: HeapBufferSource<Float64>,
buttons: Dom<GamepadButtonList>,
pose: Option<Dom<GamepadPose>>,
#[ignore_malloc_size_of = "Defined in rust-webvr"]
hand: GamepadHand,
axis_bounds: (f64, f64),
button_bounds: (f64, f64),
exposed: Cell<bool>,
vibration_actuator: Dom<GamepadHapticActuator>,
}
impl Gamepad {
#[allow(clippy::too_many_arguments)]
fn new_inherited(
gamepad_id: u32,
id: String,
index: i32,
connected: bool,
timestamp: f64,
mapping_type: String,
buttons: &GamepadButtonList,
pose: Option<&GamepadPose>,
hand: GamepadHand,
axis_bounds: (f64, f64),
button_bounds: (f64, f64),
vibration_actuator: &GamepadHapticActuator,
) -> Gamepad {
Self {
reflector_: Reflector::new(),
gamepad_id,
id,
index: Cell::new(index),
connected: Cell::new(connected),
timestamp: Cell::new(timestamp),
mapping_type,
axes: HeapBufferSource::default(),
buttons: Dom::from_ref(buttons),
pose: pose.map(Dom::from_ref),
hand,
axis_bounds,
button_bounds,
exposed: Cell::new(false),
vibration_actuator: Dom::from_ref(vibration_actuator),
}
}
#[allow(clippy::too_many_arguments)]
pub(crate) fn new(
global: &GlobalScope,
gamepad_id: u32,
id: String,
mapping_type: String,
axis_bounds: (f64, f64),
button_bounds: (f64, f64),
supported_haptic_effects: GamepadSupportedHapticEffects,
xr: bool,
can_gc: CanGc,
) -> DomRoot<Gamepad> {
Self::new_with_proto(
global,
gamepad_id,
id,
mapping_type,
axis_bounds,
button_bounds,
supported_haptic_effects,
xr,
can_gc,
)
}
/// When we construct a new gamepad, we initialize the number of buttons and
/// axes corresponding to the "standard" gamepad mapping.
/// The spec says UAs *may* do this for fingerprint mitigation, and it also
/// happens to simplify implementation
/// <https://www.w3.org/TR/gamepad/#fingerprinting-mitigation>
#[allow(clippy::too_many_arguments)]
fn new_with_proto(
global: &GlobalScope,
gamepad_id: u32,
id: String,
mapping_type: String,
axis_bounds: (f64, f64),
button_bounds: (f64, f64),
supported_haptic_effects: GamepadSupportedHapticEffects,
xr: bool,
can_gc: CanGc,
) -> DomRoot<Gamepad> {
let button_list = GamepadButtonList::init_buttons(global);
let vibration_actuator =
GamepadHapticActuator::new(global, gamepad_id, supported_haptic_effects, can_gc);
let index = if xr { -1 } else { 0 };
let gamepad = reflect_dom_object_with_proto(
Box::new(Gamepad::new_inherited(
gamepad_id,
id,
index,
true,
0.,
mapping_type,
&button_list,
None,
GamepadHand::_empty,
axis_bounds,
button_bounds,
&vibration_actuator,
)),
global,
None,
can_gc,
);
gamepad.init_axes();
gamepad
}
}
impl GamepadMethods<crate::DomTypeHolder> for Gamepad {
// https://w3c.github.io/gamepad/#dom-gamepad-id
fn Id(&self) -> DOMString {
DOMString::from(self.id.clone())
}
// https://w3c.github.io/gamepad/#dom-gamepad-index
fn Index(&self) -> i32 {
self.index.get()
}
// https://w3c.github.io/gamepad/#dom-gamepad-connected
fn Connected(&self) -> bool {
self.connected.get()
}
// https://w3c.github.io/gamepad/#dom-gamepad-timestamp
fn Timestamp(&self) -> Finite<f64> {
Finite::wrap(self.timestamp.get())
}
// https://w3c.github.io/gamepad/#dom-gamepad-mapping
fn Mapping(&self) -> DOMString {
DOMString::from(self.mapping_type.clone())
}
// https://w3c.github.io/gamepad/#dom-gamepad-axes
fn Axes(&self, _cx: JSContext) -> Float64Array {
self.axes.get_buffer().expect("Failed to get gamepad axes.")
}
// https://w3c.github.io/gamepad/#dom-gamepad-buttons
fn Buttons(&self) -> DomRoot<GamepadButtonList> {
DomRoot::from_ref(&*self.buttons)
}
// https://w3c.github.io/gamepad/#dom-gamepad-vibrationactuator
fn VibrationActuator(&self) -> DomRoot<GamepadHapticActuator> {
DomRoot::from_ref(&*self.vibration_actuator)
}
// https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
fn Hand(&self) -> GamepadHand {
self.hand
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepad-pose
fn GetPose(&self) -> Option<DomRoot<GamepadPose>> {
self.pose.as_ref().map(|p| DomRoot::from_ref(&**p))
}
}
#[allow(dead_code)]
impl Gamepad {
pub(crate) fn gamepad_id(&self) -> u32 {
self.gamepad_id
}
pub(crate) fn update_connected(&self, connected: bool, has_gesture: bool, can_gc: CanGc) {
if self.connected.get() == connected {
return;
}
self.connected.set(connected);
let event_type = if connected {
GamepadEventType::Connected
} else {
GamepadEventType::Disconnected
};
if has_gesture {
self.notify_event(event_type, can_gc);
}
}
pub(crate) fn index(&self) -> i32 {
self.index.get()
}
pub(crate) fn update_index(&self, index: i32) {
self.index.set(index);
}
pub(crate) fn update_timestamp(&self, timestamp: f64) {
self.timestamp.set(timestamp);
}
pub(crate) fn notify_event(&self, event_type: GamepadEventType, can_gc: CanGc) {
let event = GamepadEvent::new_with_type(&self.global(), event_type, self, can_gc);
event
.upcast::<Event>()
.fire(self.global().as_window().upcast::<EventTarget>(), can_gc);
}
/// Initialize the number of axes in the "standard" gamepad mapping.
/// <https://www.w3.org/TR/gamepad/#dfn-initializing-axes>
fn init_axes(&self) {
let initial_axes: Vec<f64> = vec![
0., // Horizontal axis for left stick (negative left/positive right)
0., // Vertical axis for left stick (negative up/positive down)
0., // Horizontal axis for right stick (negative left/positive right)
0., // Vertical axis for right stick (negative up/positive down)
];
self.axes
.set_data(GlobalScope::get_cx(), &initial_axes)
.expect("Failed to set axes data on gamepad.")
}
#[allow(unsafe_code)]
/// <https://www.w3.org/TR/gamepad/#dfn-map-and-normalize-axes>
pub(crate) fn map_and_normalize_axes(&self, axis_index: usize, value: f64) {
// Let normalizedValue be 2 (logicalValue logicalMinimum) / (logicalMaximum logicalMinimum) 1.
let numerator = value - self.axis_bounds.0;
let denominator = self.axis_bounds.1 - self.axis_bounds.0;
if denominator != 0.0 && denominator.is_finite() {
let normalized_value: f64 = 2.0 * numerator / denominator - 1.0;
if normalized_value.is_finite() {
let mut axis_vec = self
.axes
.buffer_to_option()
.expect("Axes have not been initialized!");
unsafe {
axis_vec.as_mut_slice()[axis_index] = normalized_value;
}
} else {
warn!("Axis value is not finite!");
}
} else {
warn!("Axis bounds difference is either 0 or non-finite!");
}
}
/// <https://www.w3.org/TR/gamepad/#dfn-map-and-normalize-buttons>
pub(crate) fn map_and_normalize_buttons(&self, button_index: usize, value: f64) {
// Let normalizedValue be (logicalValue logicalMinimum) / (logicalMaximum logicalMinimum).
let numerator = value - self.button_bounds.0;
let denominator = self.button_bounds.1 - self.button_bounds.0;
if denominator != 0.0 && denominator.is_finite() {
let normalized_value: f64 = numerator / denominator;
if normalized_value.is_finite() {
let pressed = normalized_value >= BUTTON_PRESS_THRESHOLD;
// TODO: Determine a way of getting touch capability for button
if let Some(button) = self.buttons.IndexedGetter(button_index as u32) {
button.update(pressed, /*touched*/ pressed, normalized_value);
}
} else {
warn!("Button value is not finite!");
}
} else {
warn!("Button bounds difference is either 0 or non-finite!");
}
}
/// <https://www.w3.org/TR/gamepad/#dfn-exposed>
pub(crate) fn exposed(&self) -> bool {
self.exposed.get()
}
/// <https://www.w3.org/TR/gamepad/#dfn-exposed>
pub(crate) fn set_exposed(&self, exposed: bool) {
self.exposed.set(exposed);
}
pub(crate) fn vibration_actuator(&self) -> &GamepadHapticActuator {
&self.vibration_actuator
}
}
/// <https://www.w3.org/TR/gamepad/#dfn-gamepad-user-gesture>
pub(crate) fn contains_user_gesture(update_type: GamepadUpdateType) -> bool {
match update_type {
GamepadUpdateType::Axis(_, value) => value.abs() > AXIS_TILT_THRESHOLD,
GamepadUpdateType::Button(_, value) => value > BUTTON_PRESS_THRESHOLD,
}
}