servo/components/script/dom/xr.rs
2019-04-25 11:37:35 +02:00

348 lines
12 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 crate::compartments::{AlreadyInCompartment, InCompartment};
use crate::dom::bindings::cell::DomRefCell;
use crate::dom::bindings::codegen::Bindings::VRDisplayBinding::VRDisplayMethods;
use crate::dom::bindings::codegen::Bindings::XRBinding;
use crate::dom::bindings::codegen::Bindings::XRBinding::XRSessionCreationOptions;
use crate::dom::bindings::codegen::Bindings::XRBinding::{XRMethods, XRSessionMode};
use crate::dom::bindings::error::Error;
use crate::dom::bindings::inheritance::Castable;
use crate::dom::bindings::reflector::{reflect_dom_object, DomObject};
use crate::dom::bindings::root::{Dom, DomRoot, MutNullableDom};
use crate::dom::event::Event;
use crate::dom::eventtarget::EventTarget;
use crate::dom::gamepad::Gamepad;
use crate::dom::gamepadevent::GamepadEventType;
use crate::dom::globalscope::GlobalScope;
use crate::dom::promise::Promise;
use crate::dom::vrdisplay::VRDisplay;
use crate::dom::vrdisplayevent::VRDisplayEvent;
use crate::dom::xrsession::XRSession;
use dom_struct::dom_struct;
use ipc_channel::ipc::IpcSender;
use profile_traits::ipc;
use std::cell::Cell;
use std::rc::Rc;
use webvr_traits::{WebVRDisplayData, WebVRDisplayEvent, WebVREvent, WebVRMsg};
use webvr_traits::{WebVRGamepadData, WebVRGamepadEvent, WebVRGamepadState};
#[dom_struct]
pub struct XR {
eventtarget: EventTarget,
displays: DomRefCell<Vec<Dom<VRDisplay>>>,
gamepads: DomRefCell<Vec<Dom<Gamepad>>>,
pending_immersive_session: Cell<bool>,
active_immersive_session: MutNullableDom<VRDisplay>,
}
impl XR {
fn new_inherited() -> XR {
XR {
eventtarget: EventTarget::new_inherited(),
displays: DomRefCell::new(Vec::new()),
gamepads: DomRefCell::new(Vec::new()),
pending_immersive_session: Cell::new(false),
active_immersive_session: Default::default(),
}
}
pub fn new(global: &GlobalScope) -> DomRoot<XR> {
let root = reflect_dom_object(Box::new(XR::new_inherited()), global, XRBinding::Wrap);
root.register();
root
}
pub fn pending_or_active_session(&self) -> bool {
self.pending_immersive_session.get() || self.active_immersive_session.get().is_some()
}
pub fn set_pending(&self) {
self.pending_immersive_session.set(true)
}
pub fn set_active_immersive_session(&self, session: &VRDisplay) {
// XXXManishearth when we support non-immersive (inline) sessions we should
// ensure they never reach these codepaths
self.pending_immersive_session.set(false);
self.active_immersive_session.set(Some(session))
}
pub fn deactivate_session(&self) {
self.pending_immersive_session.set(false);
self.active_immersive_session.set(None)
}
}
impl Drop for XR {
fn drop(&mut self) {
self.unregister();
}
}
impl XRMethods for XR {
/// https://immersive-web.github.io/webxr/#dom-xr-supportssessionmode
fn SupportsSessionMode(&self, mode: XRSessionMode) -> Rc<Promise> {
// XXXManishearth this should select an XR device first
let in_compartment_proof = AlreadyInCompartment::assert(&self.global());
let promise = Promise::new_in_current_compartment(
&self.global(),
InCompartment::Already(&in_compartment_proof),
);
if mode == XRSessionMode::Immersive_vr {
promise.resolve_native(&());
} else {
// XXXManishearth support other modes
promise.reject_error(Error::NotSupported);
}
promise
}
/// https://immersive-web.github.io/webxr/#dom-xr-requestsession
fn RequestSession(&self, options: &XRSessionCreationOptions) -> Rc<Promise> {
let in_compartment_proof = AlreadyInCompartment::assert(&self.global());
let promise = Promise::new_in_current_compartment(
&self.global(),
InCompartment::Already(&in_compartment_proof),
);
if options.mode != XRSessionMode::Immersive_vr {
promise.reject_error(Error::NotSupported);
return promise;
}
if self.pending_or_active_session() {
promise.reject_error(Error::InvalidState);
return promise;
}
// we set pending immersive session to true further down
// to handle rejections in a cleaner way
let displays = self.get_displays();
let displays = match displays {
Ok(d) => d,
Err(_) => {
promise.reject_native(&());
return promise;
},
};
// XXXManishearth filter for displays which can_present
if displays.is_empty() {
promise.reject_error(Error::Security);
}
self.set_pending();
let session = XRSession::new(&self.global(), &displays[0]);
session.xr_present(promise.clone());
promise
}
}
impl XR {
pub fn get_displays(&self) -> Result<Vec<DomRoot<VRDisplay>>, ()> {
if let Some(webvr_thread) = self.webvr_thread() {
let (sender, receiver) =
ipc::channel(self.global().time_profiler_chan().clone()).unwrap();
webvr_thread.send(WebVRMsg::GetDisplays(sender)).unwrap();
// FIXME(#22505) we should not block here and instead produce a promise
match receiver.recv().unwrap() {
Ok(displays) => {
// Sync displays
for display in displays {
self.sync_display(&display);
}
},
Err(_) => return Err(()),
}
} else {
// WebVR spec: The Promise MUST be rejected if WebVR is not enabled/supported.
return Err(());
}
// convert from Dom to DomRoot
Ok(self
.displays
.borrow()
.iter()
.map(|d| DomRoot::from_ref(&**d))
.collect())
}
fn webvr_thread(&self) -> Option<IpcSender<WebVRMsg>> {
self.global().as_window().webvr_thread()
}
fn find_display(&self, display_id: u32) -> Option<DomRoot<VRDisplay>> {
self.displays
.borrow()
.iter()
.find(|d| d.DisplayId() == display_id)
.map(|d| DomRoot::from_ref(&**d))
}
fn register(&self) {
if let Some(webvr_thread) = self.webvr_thread() {
let msg = WebVRMsg::RegisterContext(self.global().pipeline_id());
webvr_thread.send(msg).unwrap();
}
}
fn unregister(&self) {
if let Some(webvr_thread) = self.webvr_thread() {
let msg = WebVRMsg::UnregisterContext(self.global().pipeline_id());
webvr_thread.send(msg).unwrap();
}
}
fn sync_display(&self, display: &WebVRDisplayData) -> DomRoot<VRDisplay> {
if let Some(existing) = self.find_display(display.display_id) {
existing.update_display(&display);
existing
} else {
let root = VRDisplay::new(&self.global(), display.clone());
self.displays.borrow_mut().push(Dom::from_ref(&*root));
root
}
}
fn handle_display_event(&self, event: WebVRDisplayEvent) {
match event {
WebVRDisplayEvent::Connect(ref display) => {
let display = self.sync_display(&display);
display.handle_webvr_event(&event);
self.notify_display_event(&display, &event);
},
WebVRDisplayEvent::Disconnect(id) => {
if let Some(display) = self.find_display(id) {
display.handle_webvr_event(&event);
self.notify_display_event(&display, &event);
}
},
WebVRDisplayEvent::Activate(ref display, _) |
WebVRDisplayEvent::Deactivate(ref display, _) |
WebVRDisplayEvent::Blur(ref display) |
WebVRDisplayEvent::Focus(ref display) |
WebVRDisplayEvent::PresentChange(ref display, _) |
WebVRDisplayEvent::Change(ref display) => {
let display = self.sync_display(&display);
display.handle_webvr_event(&event);
},
WebVRDisplayEvent::Pause(id) |
WebVRDisplayEvent::Resume(id) |
WebVRDisplayEvent::Exit(id) => {
if let Some(display) = self.find_display(id) {
display.handle_webvr_event(&event);
}
},
};
}
fn handle_gamepad_event(&self, event: WebVRGamepadEvent) {
match event {
WebVRGamepadEvent::Connect(data, state) => {
if let Some(gamepad) = self.find_gamepad(state.gamepad_id) {
gamepad.update_from_vr(&state);
} else {
// new gamepad
self.sync_gamepad(Some(data), &state);
}
},
WebVRGamepadEvent::Disconnect(id) => {
if let Some(gamepad) = self.find_gamepad(id) {
gamepad.update_connected(false);
}
},
};
}
pub fn handle_webvr_event(&self, event: WebVREvent) {
match event {
WebVREvent::Display(event) => {
self.handle_display_event(event);
},
WebVREvent::Gamepad(event) => {
self.handle_gamepad_event(event);
},
};
}
pub fn handle_webvr_events(&self, events: Vec<WebVREvent>) {
for event in events {
self.handle_webvr_event(event);
}
}
fn notify_display_event(&self, display: &VRDisplay, event: &WebVRDisplayEvent) {
let event = VRDisplayEvent::new_from_webvr(&self.global(), &display, &event);
event
.upcast::<Event>()
.fire(self.global().upcast::<EventTarget>());
}
}
// Gamepad
impl XR {
fn find_gamepad(&self, gamepad_id: u32) -> Option<DomRoot<Gamepad>> {
self.gamepads
.borrow()
.iter()
.find(|g| g.gamepad_id() == gamepad_id)
.map(|g| DomRoot::from_ref(&**g))
}
fn sync_gamepad(&self, data: Option<WebVRGamepadData>, state: &WebVRGamepadState) {
if let Some(existing) = self.find_gamepad(state.gamepad_id) {
existing.update_from_vr(&state);
} else {
let index = self.gamepads.borrow().len();
let data = data.unwrap_or_default();
let root = Gamepad::new_from_vr(&self.global(), index as i32, &data, &state);
self.gamepads.borrow_mut().push(Dom::from_ref(&*root));
if state.connected {
root.notify_event(GamepadEventType::Connected);
}
}
}
// Gamepads are synced immediately in response to the API call.
// The current approach allows the to sample gamepad state multiple times per frame. This
// guarantees that the gamepads always have a valid state and can be very useful for
// motion capture or drawing applications.
pub fn get_gamepads(&self) -> Vec<DomRoot<Gamepad>> {
if let Some(wevbr_sender) = self.webvr_thread() {
let (sender, receiver) =
ipc::channel(self.global().time_profiler_chan().clone()).unwrap();
let synced_ids = self
.gamepads
.borrow()
.iter()
.map(|g| g.gamepad_id())
.collect();
wevbr_sender
.send(WebVRMsg::GetGamepads(synced_ids, sender))
.unwrap();
match receiver.recv().unwrap() {
Ok(gamepads) => {
// Sync displays
for gamepad in gamepads {
self.sync_gamepad(gamepad.0, &gamepad.1);
}
},
Err(_) => {},
}
}
// We can add other not VR related gamepad providers here
self.gamepads
.borrow()
.iter()
.map(|g| DomRoot::from_ref(&**g))
.collect()
}
}