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