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Gamepad

Struct Gamepad 

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#[repr(C)]
pub(crate) struct Gamepad {
Show 17 fields reflector_: Reflector, gamepad_id: u32, id: String, index: Cell<i32>, connected: Cell<bool>, timestamp: Cell<f64>, mapping_type: String, frozen_buttons: CachedFrozenArray, buttons: Vec<Dom<GamepadButton>>, frozen_axes: CachedFrozenArray, axes: RefCell<Vec<f64>>, pose: Option<Dom<GamepadPose>>, hand: GamepadHand, axis_bounds: (f64, f64), button_bounds: (f64, f64), exposed: Cell<bool>, vibration_actuator: Dom<GamepadHapticActuator>,
}

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§reflector_: Reflector§gamepad_id: u32§id: String§index: Cell<i32>§connected: Cell<bool>§timestamp: Cell<f64>§mapping_type: String§frozen_buttons: CachedFrozenArray§buttons: Vec<Dom<GamepadButton>>§frozen_axes: CachedFrozenArray§axes: RefCell<Vec<f64>>§pose: Option<Dom<GamepadPose>>§hand: GamepadHand§axis_bounds: (f64, f64)§button_bounds: (f64, f64)§exposed: Cell<bool>§vibration_actuator: Dom<GamepadHapticActuator>

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impl Gamepad

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impl Gamepad

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fn new_inherited( gamepad_id: u32, id: String, index: i32, connected: bool, timestamp: f64, mapping_type: String, buttons: &[&GamepadButton], pose: Option<&GamepadPose>, hand: GamepadHand, axis_bounds: (f64, f64), button_bounds: (f64, f64), vibration_actuator: &GamepadHapticActuator, ) -> Gamepad

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pub(crate) fn new( cx: &mut JSContext, window: &Window, gamepad_id: u32, id: String, mapping_type: String, axis_bounds: (f64, f64), button_bounds: (f64, f64), supported_haptic_effects: GamepadSupportedHapticEffects, xr: bool, ) -> DomRoot<Gamepad>

From: https://www.w3.org/TR/gamepad/#fingerprinting-mitigation The user agent MAY alter the device information exposed through the API to reduce the fingerprinting surface. As an example, an implementation can require that a Gamepad object have exactly the number of buttons and axes defined in the Standard Gamepad layout even if more or fewer inputs are present on the connected device.

So, we initialize the number of buttons and axes corresponding to the “standard” gamepad mapping and happens to simplify implementation. https://www.w3.org/TR/gamepad/#dfn-a-new-gamepad

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impl Gamepad

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pub(crate) fn gamepad_id(&self) -> u32

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fn init_buttons( cx: &mut JSContext, window: &Window, ) -> Vec<DomRoot<GamepadButton>>

Initialize the standard buttons for a gamepad. https://www.w3.org/TR/gamepad/#dfn-initializing-buttons

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pub(crate) fn update_connected(&self, connected: bool)

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pub(crate) fn index(&self) -> i32

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pub(crate) fn update_index(&self, index: i32)

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pub(crate) fn update_timestamp(&self, timestamp: f64)

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pub(crate) fn notify_event( &self, cx: &mut JSContext, event_type: GamepadEventType, )

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fn init_axes(&self)

Initialize the number of axes in the “standard” gamepad mapping. https://www.w3.org/TR/gamepad/#dfn-initializing-axes

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pub(crate) fn map_and_normalize_axes(&self, axis_index: usize, value: f64)

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pub(crate) fn map_and_normalize_buttons(&self, button_index: usize, value: f64)

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pub(crate) fn connected(&self) -> bool

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pub(crate) fn exposed(&self) -> bool

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pub(crate) fn set_exposed(&self, exposed: bool)

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pub(crate) fn vibration_actuator(&self) -> &GamepadHapticActuator

Trait Implementations§

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impl DomObject for Gamepad

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type ReflectorType = ()

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fn reflector(&self) -> &Reflector<Self::ReflectorType>

Returns the receiver’s reflector.
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impl DomObjectWrap<DomTypeHolder> for Gamepad

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const WRAP: unsafe fn(&mut JSContext, &GlobalScope, Option<HandleObject<'_>>, Box<Self>) -> Root<Dom<Self>>

Function pointer to the general wrap function type
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impl Drop for Gamepad

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fn drop(&mut self)

Executes the destructor for this type. Read more
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impl GamepadMethods<DomTypeHolder> for Gamepad

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impl HasParent for Gamepad

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fn as_parent(&self) -> &Reflector

This is used in a type assertion to ensure that the source and webidls agree as to what the parent type is

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type Parent = Reflector

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impl IDLInterface for Gamepad

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const PROTO_FIRST: u16 = 388

First prototype ID in the DFS-ordered range for this interface and its descendants.
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const PROTO_LAST: u16 = 388

Last prototype ID in the DFS-ordered range for this interface and its descendants.
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fn derives(class: &'static DOMClass) -> bool

Returns whether the given DOM class derives that interface.
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impl MallocSizeOf for Gamepad

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fn size_of(&self, ops: &mut MallocSizeOfOps) -> usize

Measure the heap usage of all descendant heap-allocated structures, but not the space taken up by the value itself.
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impl MutDomObject for Gamepad

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unsafe fn init_reflector<Actual>(&self, obj: *mut JSObject)

Initializes the Reflector Read more
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unsafe fn init_reflector_without_associated_memory(&self, obj: *mut JSObject)

Initializes the Reflector without recording any associated memory usage. Read more
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impl PartialEq for Gamepad

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fn eq(&self, other: &Self) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl ToJSValConvertible for Gamepad

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unsafe fn to_jsval(&self, cx: *mut JSContext, rval: MutableHandleValue<'_>)

Convert self to a JSVal. JSAPI failure causes a panic.
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fn safe_to_jsval(&self, cx: &mut JSContext, rval: MutableHandle<'_, Value>)

Convert self to a JSVal. JSAPI failure causes a panic.
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impl Traceable for Gamepad

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unsafe fn trace(&self, tracer: *mut JSTracer)

Trace self.
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impl Eq for Gamepad

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fn global_from_reflector(&self) -> Root<Dom<<D as DomTypes>::GlobalScope>>
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Returns the [GlobalScope] of the realm that the DomObject was created in. If this object is a Node, this will be different from it’s owning Document if adopted by. For Nodes it’s almost always better to use NodeTraits::owning_global.
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