fune/servo/components/script/dom/gamepadevent.rs
Imanol Fernandez 975fde609c servo: Merge #16260 - Gamepad API implementation (from MortimerGoro:gamepad); r=nox,larsbergstrom
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Gamepad API implementation. Tested with HTC Vive and Daydream controllers ;)

---
<!-- Thank you for contributing to Servo! Please replace each `[ ]` by `[X]` when the step is complete, and replace `__` with appropriate data: -->
- [x] `./mach build -d` does not report any errors
- [x] `./mach test-tidy` does not report any errors
- [x] These changes fix #10977

<!-- Either: -->
- [ ] There are tests for these changes OR
- [X] These changes do not require tests because : current gamepad tests are manual (https://github.com/w3c/web-platform-tests/tree/master/gamepad). There is a  open issue about the best way to test WebVR/Gamepad without real devices https://github.com/w3c/webvr/issues/187. We'll work on the testing suite & mock devices/data on a separate issue.

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Source-Repo: https://github.com/servo/servo
Source-Revision: 26c45275ffaccf746e47606a74b3aee519673e54

--HG--
extra : subtree_source : https%3A//hg.mozilla.org/projects/converted-servo-linear
extra : subtree_revision : 5ae2853a5fc26b6a0fedc0cbb9b3eef9e6ad6049
2017-04-13 16:10:42 -05:00

92 lines
2.9 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 http://mozilla.org/MPL/2.0/. */
use dom::bindings::codegen::Bindings::EventBinding::EventBinding::EventMethods;
use dom::bindings::codegen::Bindings::GamepadEventBinding;
use dom::bindings::codegen::Bindings::GamepadEventBinding::GamepadEventMethods;
use dom::bindings::error::Fallible;
use dom::bindings::inheritance::Castable;
use dom::bindings::js::{JS, Root};
use dom::bindings::reflector::{DomObject, reflect_dom_object};
use dom::bindings::str::DOMString;
use dom::event::Event;
use dom::gamepad::Gamepad;
use dom::globalscope::GlobalScope;
use dom::window::Window;
use dom_struct::dom_struct;
use servo_atoms::Atom;
#[dom_struct]
pub struct GamepadEvent {
event: Event,
gamepad: JS<Gamepad>,
}
pub enum GamepadEventType {
Connected,
Disconnected
}
impl GamepadEvent {
fn new_inherited(gamepad: &Gamepad) -> GamepadEvent {
GamepadEvent {
event: Event::new_inherited(),
gamepad: JS::from_ref(gamepad),
}
}
pub fn new(global: &GlobalScope,
type_: Atom,
bubbles: bool,
cancelable: bool,
gamepad: &Gamepad)
-> Root<GamepadEvent> {
let ev = reflect_dom_object(box GamepadEvent::new_inherited(&gamepad),
global,
GamepadEventBinding::Wrap);
{
let event = ev.upcast::<Event>();
event.init_event(type_, bubbles, cancelable);
}
ev
}
pub fn new_with_type(global: &GlobalScope, event_type: GamepadEventType, gamepad: &Gamepad)
-> Root<GamepadEvent> {
let name = match event_type {
GamepadEventType::Connected => "gamepadconnected",
GamepadEventType::Disconnected => "gamepaddisconnected"
};
GamepadEvent::new(&global,
name.into(),
false,
false,
&gamepad)
}
// https://w3c.github.io/gamepad/#gamepadevent-interface
pub fn Constructor(window: &Window,
type_: DOMString,
init: &GamepadEventBinding::GamepadEventInit)
-> Fallible<Root<GamepadEvent>> {
Ok(GamepadEvent::new(&window.global(),
Atom::from(type_),
init.parent.bubbles,
init.parent.cancelable,
&init.gamepad))
}
}
impl GamepadEventMethods for GamepadEvent {
// https://w3c.github.io/gamepad/#gamepadevent-interface
fn Gamepad(&self) -> Root<Gamepad> {
Root::from_ref(&*self.gamepad)
}
// https://dom.spec.whatwg.org/#dom-event-istrusted
fn IsTrusted(&self) -> bool {
self.event.IsTrusted()
}
}