servo/components/script/dom/gamepad.rs
Simon Sapin aa15dc269f Remove use of unstable box syntax.
http://www.robohornet.org gives a score of 101.36 on master,
and 102.68 with this PR. The latter is slightly better,
but probably within noise level.
So it looks like this PR does not affect DOM performance.

This is expected since `Box::new` is defined as:

```rust
impl<T> Box<T> {
    #[inline(always)]
    pub fn new(x: T) -> Box<T> {
        box x
    }
}
```

With inlining, it should compile to the same as box syntax.
2017-10-16 17:16:20 +02:00

209 lines
6.4 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 http://mozilla.org/MPL/2.0/. */
use core::nonzero::NonZero;
use dom::bindings::codegen::Bindings::GamepadBinding;
use dom::bindings::codegen::Bindings::GamepadBinding::GamepadMethods;
use dom::bindings::inheritance::Castable;
use dom::bindings::num::Finite;
use dom::bindings::reflector::{DomObject, Reflector, reflect_dom_object};
use dom::bindings::root::{Dom, DomRoot};
use dom::bindings::str::DOMString;
use dom::event::Event;
use dom::eventtarget::EventTarget;
use dom::gamepadbuttonlist::GamepadButtonList;
use dom::gamepadevent::{GamepadEvent, GamepadEventType};
use dom::globalscope::GlobalScope;
use dom::vrpose::VRPose;
use dom_struct::dom_struct;
use js::jsapi::{Heap, JSContext, JSObject};
use js::typedarray::{Float64Array, CreateWith};
use std::cell::Cell;
use std::ptr;
use webvr_traits::{WebVRGamepadData, WebVRGamepadHand, WebVRGamepadState};
#[dom_struct]
pub struct Gamepad {
reflector_: Reflector,
gamepad_id: u32,
id: String,
index: Cell<i32>,
connected: Cell<bool>,
timestamp: Cell<f64>,
mapping_type: String,
axes: Heap<*mut JSObject>,
buttons: Dom<GamepadButtonList>,
pose: Option<Dom<VRPose>>,
#[ignore_heap_size_of = "Defined in rust-webvr"]
hand: WebVRGamepadHand,
display_id: u32
}
impl Gamepad {
fn new_inherited(gamepad_id: u32,
id: String,
index: i32,
connected: bool,
timestamp: f64,
mapping_type: String,
buttons: &GamepadButtonList,
pose: Option<&VRPose>,
hand: WebVRGamepadHand,
display_id: u32) -> Gamepad {
Self {
reflector_: Reflector::new(),
gamepad_id: gamepad_id,
id: id,
index: Cell::new(index),
connected: Cell::new(connected),
timestamp: Cell::new(timestamp),
mapping_type: mapping_type,
axes: Heap::default(),
buttons: Dom::from_ref(buttons),
pose: pose.map(Dom::from_ref),
hand: hand,
display_id: display_id
}
}
#[allow(unsafe_code)]
pub fn new_from_vr(global: &GlobalScope,
index: i32,
data: &WebVRGamepadData,
state: &WebVRGamepadState) -> DomRoot<Gamepad> {
let buttons = GamepadButtonList::new_from_vr(&global, &state.buttons);
let pose = VRPose::new(&global, &state.pose);
let gamepad = reflect_dom_object(
Box::new(Gamepad::new_inherited(
state.gamepad_id,
data.name.clone(),
index,
state.connected,
state.timestamp,
"".into(),
&buttons,
Some(&pose),
data.hand.clone(),
data.display_id
)),
global,
GamepadBinding::Wrap
);
let cx = global.get_cx();
rooted!(in (cx) let mut array = ptr::null_mut());
unsafe {
let _ = Float64Array::create(cx, CreateWith::Slice(&state.axes), array.handle_mut());
}
gamepad.axes.set(array.get());
gamepad
}
}
impl GamepadMethods 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())
}
#[allow(unsafe_code)]
// https://w3c.github.io/gamepad/#dom-gamepad-axes
unsafe fn Axes(&self, _cx: *mut JSContext) -> NonZero<*mut JSObject> {
NonZero::new_unchecked(self.axes.get())
}
// https://w3c.github.io/gamepad/#dom-gamepad-buttons
fn Buttons(&self) -> DomRoot<GamepadButtonList> {
DomRoot::from_ref(&*self.buttons)
}
// https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
fn Hand(&self) -> DOMString {
let value = match self.hand {
WebVRGamepadHand::Unknown => "",
WebVRGamepadHand::Left => "left",
WebVRGamepadHand::Right => "right"
};
value.into()
}
// https://w3c.github.io/gamepad/extensions.html#dom-gamepad-pose
fn GetPose(&self) -> Option<DomRoot<VRPose>> {
self.pose.as_ref().map(|p| DomRoot::from_ref(&**p))
}
// https://w3c.github.io/webvr/spec/1.1/#gamepad-getvrdisplays-attribute
fn DisplayId(&self) -> u32 {
self.display_id
}
}
impl Gamepad {
#[allow(unsafe_code)]
pub fn update_from_vr(&self, state: &WebVRGamepadState) {
self.timestamp.set(state.timestamp);
unsafe {
let cx = self.global().get_cx();
typedarray!(in(cx) let axes: Float64Array = self.axes.get());
if let Ok(mut array) = axes {
array.update(&state.axes);
}
}
self.buttons.sync_from_vr(&state.buttons);
if let Some(ref pose) = self.pose {
pose.update(&state.pose);
}
self.update_connected(state.connected);
}
pub fn gamepad_id(&self) -> u32 {
self.gamepad_id
}
pub fn update_connected(&self, connected: bool) {
if self.connected.get() == connected {
return;
}
self.connected.set(connected);
let event_type = if connected {
GamepadEventType::Connected
} else {
GamepadEventType::Disconnected
};
self.notify_event(event_type);
}
pub fn update_index(&self, index: i32) {
self.index.set(index);
}
pub fn notify_event(&self, event_type: GamepadEventType) {
let event = GamepadEvent::new_with_type(&self.global(), event_type, &self);
event.upcast::<Event>().fire(self.global().as_window().upcast::<EventTarget>());
}
}