servo/components/script/dom/gamepadlist.rs
Daniel Adams 48fa77df67
Gamepad: Align closer to spec and implement missing slots (#31385)
* Implement missing gamepad slots, align to spec more

- Fixes TODO's from initial gamepad implementation
- Adds some missing spec steps

* Only handle gamepad events when pref is enabled

* Return empty list in getGamepads if document not active

* ./mach fmt

* Update getGamepads to return an array instead of GamepadList

* Add spec link for [[exposed]] slot

* Remove failing test expectations for not-fully-active

* A few fixes

- Change should_notify to has_gesture
- Add spec links and TODO to navigator
- Remove unneeded clone from GamepadList::list
- Move gamepadconnected event firing into has_gesture block

* Use queue_with_canceller for tasks and add expects

* Explicitly check for gamepad user gesture

* Move user gesture check into separate function

* Change contains_user_gesture to be a gamepad function

* mach fmt

* Change axis/button threshold constants to be private to module
2024-03-12 12:32:30 +00:00

79 lines
2.5 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 crate::dom::bindings::cell::DomRefCell;
use crate::dom::bindings::codegen::Bindings::GamepadListBinding::GamepadListMethods;
use crate::dom::bindings::reflector::{reflect_dom_object, Reflector};
use crate::dom::bindings::root::{Dom, DomRoot};
use crate::dom::gamepad::Gamepad;
use crate::dom::globalscope::GlobalScope;
// https://www.w3.org/TR/gamepad/
#[dom_struct]
pub struct GamepadList {
reflector_: Reflector,
list: DomRefCell<Vec<Dom<Gamepad>>>,
}
impl GamepadList {
fn new_inherited(list: &[&Gamepad]) -> GamepadList {
GamepadList {
reflector_: Reflector::new(),
list: DomRefCell::new(list.iter().map(|g| Dom::from_ref(&**g)).collect()),
}
}
pub fn new(global: &GlobalScope, list: &[&Gamepad]) -> DomRoot<GamepadList> {
reflect_dom_object(Box::new(GamepadList::new_inherited(list)), global)
}
pub fn add_if_not_exists(&self, gamepads: &[DomRoot<Gamepad>]) {
for gamepad in gamepads {
if !self
.list
.borrow()
.iter()
.any(|g| g.gamepad_id() == gamepad.gamepad_id())
{
self.list.borrow_mut().push(Dom::from_ref(&*gamepad));
// Ensure that the gamepad has the correct index
gamepad.update_index(self.list.borrow().len() as i32 - 1);
}
}
}
pub fn remove_gamepad(&self, index: usize) {
self.list.borrow_mut().remove(index);
}
pub fn list(&self) -> Vec<Option<DomRoot<Gamepad>>> {
self.list
.borrow()
.iter()
.map(|gamepad| Some(DomRoot::from_ref(&**gamepad)))
.collect()
}
}
impl GamepadListMethods for GamepadList {
// https://w3c.github.io/gamepad/#dom-navigator-getgamepads
fn Length(&self) -> u32 {
self.list.borrow().len() as u32
}
// https://w3c.github.io/gamepad/#dom-navigator-getgamepads
fn Item(&self, index: u32) -> Option<DomRoot<Gamepad>> {
self.list
.borrow()
.get(index as usize)
.map(|gamepad| DomRoot::from_ref(&**gamepad))
}
// https://w3c.github.io/gamepad/#dom-navigator-getgamepads
fn IndexedGetter(&self, index: u32) -> Option<DomRoot<Gamepad>> {
self.Item(index)
}
}