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