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Flatten and simplify Servo's preferences code. In addition, have both preferences and options passed in as arguments to `Servo::new()` and make sure not to use the globally set preferences in `servoshell` (as much as possible now). Instead of a complex procedural macro to generate preferences, just expose a very simple derive macro that adds string based getters and setters. - All command-line parsing is moved to servoshell. - There is no longer the concept of a missing preference. - Preferences no longer have to be part of the resources bundle because they now have reasonable default values. - servoshell specific preferences are no longer part of the preferences exposed by the Servo API. Signed-off-by: Martin Robinson <mrobinson@igalia.com>
36 lines
1.3 KiB
Text
36 lines
1.3 KiB
Text
/* 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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// https://w3c.github.io/gamepad/#gamepad-interface
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[Exposed=Window, Pref="dom_gamepad_enabled"]
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interface Gamepad {
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readonly attribute DOMString id;
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readonly attribute long index;
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readonly attribute boolean connected;
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readonly attribute DOMHighResTimeStamp timestamp;
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readonly attribute DOMString mapping;
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readonly attribute Float64Array axes;
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[SameObject] readonly attribute GamepadButtonList buttons;
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[SameObject] readonly attribute GamepadHapticActuator vibrationActuator;
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};
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// https://w3c.github.io/gamepad/extensions.html#partial-gamepad-interface
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partial interface Gamepad {
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readonly attribute GamepadHand hand;
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// readonly attribute FrozenArray<GamepadHapticActuator> hapticActuators;
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readonly attribute GamepadPose? pose;
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};
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// https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
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enum GamepadHand {
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"", /* unknown, both hands, or not applicable */
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"left",
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"right"
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};
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// https://www.w3.org/TR/gamepad/#extensions-to-the-windoweventhandlers-interface-mixin
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partial interface mixin WindowEventHandlers {
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attribute EventHandler ongamepadconnected;
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attribute EventHandler ongamepaddisconnected;
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};
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