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* script: Restrict reexport visibility of DOM types. Signed-off-by: Josh Matthews <josh@joshmatthews.net> * script: Mass pub->pub(crate) conversion. Signed-off-by: Josh Matthews <josh@joshmatthews.net> * script: Hide existing dead code warnings. Signed-off-by: Josh Matthews <josh@joshmatthews.net> * Formatting. Signed-off-by: Josh Matthews <josh@joshmatthews.net> * Fix clippy warnings. Signed-off-by: Josh Matthews <josh@joshmatthews.net> * Formatting. Signed-off-by: Josh Matthews <josh@joshmatthews.net> * Fix unit tests. Signed-off-by: Josh Matthews <josh@joshmatthews.net> * Fix clippy. Signed-off-by: Josh Matthews <josh@joshmatthews.net> * More formatting. Signed-off-by: Josh Matthews <josh@joshmatthews.net> --------- Signed-off-by: Josh Matthews <josh@joshmatthews.net>
96 lines
3.5 KiB
Rust
96 lines
3.5 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 dom_struct::dom_struct;
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use js::typedarray::{Float32, Float32Array};
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use super::bindings::buffer_source::HeapBufferSource;
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use crate::dom::bindings::codegen::Bindings::GamepadPoseBinding::GamepadPoseMethods;
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use crate::dom::bindings::reflector::{reflect_dom_object, Reflector};
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use crate::dom::bindings::root::DomRoot;
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use crate::dom::globalscope::GlobalScope;
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use crate::script_runtime::{CanGc, JSContext};
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#[dom_struct]
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pub(crate) struct GamepadPose {
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reflector_: Reflector,
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#[ignore_malloc_size_of = "mozjs"]
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position: HeapBufferSource<Float32>,
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#[ignore_malloc_size_of = "mozjs"]
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orientation: HeapBufferSource<Float32>,
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#[ignore_malloc_size_of = "mozjs"]
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linear_vel: HeapBufferSource<Float32>,
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#[ignore_malloc_size_of = "mozjs"]
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angular_vel: HeapBufferSource<Float32>,
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#[ignore_malloc_size_of = "mozjs"]
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linear_acc: HeapBufferSource<Float32>,
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#[ignore_malloc_size_of = "mozjs"]
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angular_acc: HeapBufferSource<Float32>,
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}
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// TODO: support gamepad discovery
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#[allow(dead_code)]
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impl GamepadPose {
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fn new_inherited() -> GamepadPose {
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GamepadPose {
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reflector_: Reflector::new(),
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position: HeapBufferSource::default(),
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orientation: HeapBufferSource::default(),
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linear_vel: HeapBufferSource::default(),
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angular_vel: HeapBufferSource::default(),
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linear_acc: HeapBufferSource::default(),
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angular_acc: HeapBufferSource::default(),
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}
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}
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pub(crate) fn new(global: &GlobalScope) -> DomRoot<GamepadPose> {
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reflect_dom_object(
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Box::new(GamepadPose::new_inherited()),
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global,
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CanGc::note(),
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)
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}
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}
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impl GamepadPoseMethods<crate::DomTypeHolder> for GamepadPose {
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-position
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fn GetPosition(&self, _cx: JSContext) -> Option<Float32Array> {
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self.position.buffer_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-hasposition
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fn HasPosition(&self) -> bool {
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self.position.is_initialized()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-linearvelocity
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fn GetLinearVelocity(&self, _cx: JSContext) -> Option<Float32Array> {
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self.linear_vel.buffer_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-linearacceleration
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fn GetLinearAcceleration(&self, _cx: JSContext) -> Option<Float32Array> {
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self.linear_acc.buffer_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-orientation
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fn GetOrientation(&self, _cx: JSContext) -> Option<Float32Array> {
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self.orientation.buffer_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-orientation
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fn HasOrientation(&self) -> bool {
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self.orientation.is_initialized()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-angularvelocity
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fn GetAngularVelocity(&self, _cx: JSContext) -> Option<Float32Array> {
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self.angular_vel.buffer_to_option()
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}
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// https://w3c.github.io/gamepad/extensions.html#dom-gamepadpose-angularacceleration
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fn GetAngularAcceleration(&self, _cx: JSContext) -> Option<Float32Array> {
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self.angular_acc.buffer_to_option()
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}
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}
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