use std::cell::Cell;
use dom_struct::dom_struct;
use js::typedarray::{Float64, Float64Array};
use script_traits::{GamepadSupportedHapticEffects, GamepadUpdateType};
use super::bindings::buffer_source::HeapBufferSource;
use crate::dom::bindings::codegen::Bindings::GamepadBinding::{GamepadHand, GamepadMethods};
use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadButtonListMethods;
use crate::dom::bindings::inheritance::Castable;
use crate::dom::bindings::num::Finite;
use crate::dom::bindings::reflector::{reflect_dom_object_with_proto, DomObject, Reflector};
use crate::dom::bindings::root::{Dom, DomRoot};
use crate::dom::bindings::str::DOMString;
use crate::dom::event::Event;
use crate::dom::eventtarget::EventTarget;
use crate::dom::gamepadbuttonlist::GamepadButtonList;
use crate::dom::gamepadevent::{GamepadEvent, GamepadEventType};
use crate::dom::gamepadhapticactuator::GamepadHapticActuator;
use crate::dom::gamepadpose::GamepadPose;
use crate::dom::globalscope::GlobalScope;
use crate::script_runtime::{CanGc, JSContext};
const AXIS_TILT_THRESHOLD: f64 = 0.5;
const BUTTON_PRESS_THRESHOLD: f64 = 30.0 / 255.0;
#[dom_struct]
pub struct Gamepad {
reflector_: Reflector,
gamepad_id: u32,
id: String,
index: Cell<i32>,
connected: Cell<bool>,
timestamp: Cell<f64>,
mapping_type: String,
#[ignore_malloc_size_of = "mozjs"]
axes: HeapBufferSource<Float64>,
buttons: Dom<GamepadButtonList>,
pose: Option<Dom<GamepadPose>>,
#[ignore_malloc_size_of = "Defined in rust-webvr"]
hand: GamepadHand,
axis_bounds: (f64, f64),
button_bounds: (f64, f64),
exposed: Cell<bool>,
vibration_actuator: Dom<GamepadHapticActuator>,
}
impl Gamepad {
#[allow(clippy::too_many_arguments)]
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 {
Self {
reflector_: Reflector::new(),
gamepad_id,
id,
index: Cell::new(index),
connected: Cell::new(connected),
timestamp: Cell::new(timestamp),
mapping_type,
axes: HeapBufferSource::default(),
buttons: Dom::from_ref(buttons),
pose: pose.map(Dom::from_ref),
hand,
axis_bounds,
button_bounds,
exposed: Cell::new(false),
vibration_actuator: Dom::from_ref(vibration_actuator),
}
}
#[allow(clippy::too_many_arguments)]
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,
) -> DomRoot<Gamepad> {
Self::new_with_proto(
global,
gamepad_id,
id,
mapping_type,
axis_bounds,
button_bounds,
supported_haptic_effects,
xr,
can_gc,
)
}
#[allow(clippy::too_many_arguments)]
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,
) -> DomRoot<Gamepad> {
let button_list = GamepadButtonList::init_buttons(global);
let vibration_actuator =
GamepadHapticActuator::new(global, gamepad_id, supported_haptic_effects, can_gc);
let index = if xr { -1 } else { 0 };
let gamepad = reflect_dom_object_with_proto(
Box::new(Gamepad::new_inherited(
gamepad_id,
id,
index,
true,
0.,
mapping_type,
&button_list,
None,
GamepadHand::_empty,
axis_bounds,
button_bounds,
&vibration_actuator,
)),
global,
None,
can_gc,
);
gamepad.init_axes();
gamepad
}
}
impl GamepadMethods for Gamepad {
fn Id(&self) -> DOMString {
DOMString::from(self.id.clone())
}
fn Index(&self) -> i32 {
self.index.get()
}
fn Connected(&self) -> bool {
self.connected.get()
}
fn Timestamp(&self) -> Finite<f64> {
Finite::wrap(self.timestamp.get())
}
fn Mapping(&self) -> DOMString {
DOMString::from(self.mapping_type.clone())
}
fn Axes(&self, _cx: JSContext) -> Float64Array {
self.axes.get_buffer().expect("Failed to get gamepad axes.")
}
fn Buttons(&self) -> DomRoot<GamepadButtonList> {
DomRoot::from_ref(&*self.buttons)
}
fn VibrationActuator(&self) -> DomRoot<GamepadHapticActuator> {
DomRoot::from_ref(&*self.vibration_actuator)
}
fn Hand(&self) -> GamepadHand {
self.hand
}
fn GetPose(&self) -> Option<DomRoot<GamepadPose>> {
self.pose.as_ref().map(|p| DomRoot::from_ref(&**p))
}
}
#[allow(dead_code)]
impl Gamepad {
pub fn gamepad_id(&self) -> u32 {
self.gamepad_id
}
pub fn update_connected(&self, connected: bool, has_gesture: bool, can_gc: CanGc) {
if self.connected.get() == connected {
return;
}
self.connected.set(connected);
let event_type = if connected {
GamepadEventType::Connected
} else {
GamepadEventType::Disconnected
};
if has_gesture {
self.notify_event(event_type, can_gc);
}
}
pub fn index(&self) -> i32 {
self.index.get()
}
pub fn update_index(&self, index: i32) {
self.index.set(index);
}
pub fn update_timestamp(&self, timestamp: f64) {
self.timestamp.set(timestamp);
}
pub fn notify_event(&self, event_type: GamepadEventType, can_gc: CanGc) {
let event = GamepadEvent::new_with_type(&self.global(), event_type, self, can_gc);
event
.upcast::<Event>()
.fire(self.global().as_window().upcast::<EventTarget>(), can_gc);
}
fn init_axes(&self) {
let initial_axes: Vec<f64> = vec![
0., 0., 0., 0., ];
self.axes
.set_data(GlobalScope::get_cx(), &initial_axes)
.expect("Failed to set axes data on gamepad.")
}
#[allow(unsafe_code)]
pub fn map_and_normalize_axes(&self, axis_index: usize, value: f64) {
let numerator = value - self.axis_bounds.0;
let denominator = self.axis_bounds.1 - self.axis_bounds.0;
if denominator != 0.0 && denominator.is_finite() {
let normalized_value: f64 = 2.0 * numerator / denominator - 1.0;
if normalized_value.is_finite() {
let mut axis_vec = self
.axes
.buffer_to_option()
.expect("Axes have not been initialized!");
unsafe {
axis_vec.as_mut_slice()[axis_index] = normalized_value;
}
} else {
warn!("Axis value is not finite!");
}
} else {
warn!("Axis bounds difference is either 0 or non-finite!");
}
}
pub fn map_and_normalize_buttons(&self, button_index: usize, value: f64) {
let numerator = value - self.button_bounds.0;
let denominator = self.button_bounds.1 - self.button_bounds.0;
if denominator != 0.0 && denominator.is_finite() {
let normalized_value: f64 = numerator / denominator;
if normalized_value.is_finite() {
let pressed = normalized_value >= BUTTON_PRESS_THRESHOLD;
if let Some(button) = self.buttons.IndexedGetter(button_index as u32) {
button.update(pressed, pressed, normalized_value);
}
} else {
warn!("Button value is not finite!");
}
} else {
warn!("Button bounds difference is either 0 or non-finite!");
}
}
pub fn exposed(&self) -> bool {
self.exposed.get()
}
pub fn set_exposed(&self, exposed: bool) {
self.exposed.set(exposed);
}
pub fn vibration_actuator(&self) -> &GamepadHapticActuator {
&self.vibration_actuator
}
}
pub fn contains_user_gesture(update_type: GamepadUpdateType) -> bool {
match update_type {
GamepadUpdateType::Axis(_, value) => value.abs() > AXIS_TILT_THRESHOLD,
GamepadUpdateType::Button(_, value) => value > BUTTON_PRESS_THRESHOLD,
}
}