Struct script::dom::gamepad::Gamepad

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#[repr(C)]
pub struct Gamepad {
Show 15 fields reflector_: Reflector, gamepad_id: u32, id: String, index: Cell<i32>, connected: Cell<bool>, timestamp: Cell<f64>, mapping_type: String, axes: HeapBufferSource<Float64>, buttons: Dom<GamepadButtonList>, 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§axes: HeapBufferSource<Float64>§buttons: Dom<GamepadButtonList>§pose: Option<Dom<GamepadPose>>§hand: GamepadHand§axis_bounds: (f64, f64)§button_bounds: (f64, f64)§exposed: Cell<bool>§vibration_actuator: Dom<GamepadHapticActuator>

Implementations§

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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: &GamepadButtonList, pose: Option<&GamepadPose>, hand: GamepadHand, axis_bounds: (f64, f64), button_bounds: (f64, f64), vibration_actuator: &GamepadHapticActuator, ) -> Gamepad

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pub fn new( global: &GlobalScope, gamepad_id: u32, id: String, mapping_type: String, axis_bounds: (f64, f64), button_bounds: (f64, f64), supported_haptic_effects: GamepadSupportedHapticEffects, xr: bool, can_gc: CanGc, ) -> Root<Dom<Gamepad>>

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fn new_with_proto( global: &GlobalScope, gamepad_id: u32, id: String, mapping_type: String, axis_bounds: (f64, f64), button_bounds: (f64, f64), supported_haptic_effects: GamepadSupportedHapticEffects, xr: bool, can_gc: CanGc, ) -> Root<Dom<Gamepad>>

When we construct a new gamepad, we initialize the number of buttons and axes corresponding to the “standard” gamepad mapping. The spec says UAs may do this for fingerprint mitigation, and it also happens to simplify implementation https://www.w3.org/TR/gamepad/#fingerprinting-mitigation

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impl Gamepad

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pub fn gamepad_id(&self) -> u32

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pub fn update_connected( &self, connected: bool, has_gesture: bool, can_gc: CanGc, )

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pub fn index(&self) -> i32

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pub fn update_index(&self, index: i32)

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pub fn update_timestamp(&self, timestamp: f64)

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pub fn notify_event(&self, event_type: GamepadEventType, can_gc: CanGc)

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

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

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pub fn exposed(&self) -> bool

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pub fn set_exposed(&self, exposed: bool)

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pub fn vibration_actuator(&self) -> &GamepadHapticActuator

Trait Implementations§

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impl DomObject for Gamepad

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fn reflector(&self) -> &Reflector

Returns the receiver’s reflector.
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fn global(&self) -> Root<Dom<GlobalScope>>
where Self: Sized,

Returns the global scope of the realm that the DomObject was created in.
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impl DomObjectWrap for Gamepad

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const WRAP: unsafe fn(_: SafeJSContext, _: &GlobalScope, _: Option<HandleObject<'_>>, _: Box<Self>, _: CanGc) -> Root<Dom<Self>> = {dom::bindings::codegen::Bindings::GamepadBinding::Gamepad_Binding::Wrap as for<'a, 'b> unsafe fn(script_runtime::JSContext, &'a dom::globalscope::GlobalScope, std::option::Option<js::rust::Handle<'b, *mut js::jsapi::JSObject>>, std::boxed::Box<dom::gamepad::Gamepad>, script_runtime::CanGc) -> dom::bindings::root::Root<dom::bindings::root::Dom<dom::gamepad::Gamepad>>}

Function pointer to the general wrap function type
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impl GamepadMethods 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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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(&self, obj: *mut JSObject)

Initializes the Reflector Read more
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impl PartialEq for Gamepad

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

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

This method 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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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

Auto Trait Implementations§

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impl !Freeze for Gamepad

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impl !RefUnwindSafe for Gamepad

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impl !Send for Gamepad

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impl !Sync for Gamepad

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impl Unpin for Gamepad

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impl !UnwindSafe for Gamepad

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Compare self to key and return true if they are equal.
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fn equivalent(&self, key: &K) -> bool

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