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/* 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::dom::bindings::codegen::Bindings::GamepadBinding::GamepadHand;
use crate::dom::bindings::codegen::Bindings::GamepadBinding::GamepadMethods;
use crate::dom::bindings::inheritance::Castable;
use crate::dom::bindings::num::Finite;
use crate::dom::bindings::reflector::{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::gamepadpose::GamepadPose;
use crate::script_runtime::JSContext;
use dom_struct::dom_struct;
use js::jsapi::{Heap, JSObject};
use std::cell::Cell;
use std::ptr::NonNull;

#[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: Heap<*mut JSObject>,
    buttons: Dom<GamepadButtonList>,
    pose: Option<Dom<GamepadPose>>,
    #[ignore_malloc_size_of = "Defined in rust-webvr"]
    hand: GamepadHand,
}

// TODO: support gamepad discovery
#[allow(dead_code)]
impl Gamepad {
    fn new_inherited(
        gamepad_id: u32,
        id: String,
        index: i32,
        connected: bool,
        timestamp: f64,
        mapping_type: String,
        buttons: &GamepadButtonList,
        pose: Option<&GamepadPose>,
        hand: GamepadHand,
    ) -> Gamepad {
        Self {
            reflector_: Reflector::new(),
            gamepad_id: gamepad_id,
            id: id,
            index: Cell::new(index),
            connected: Cell::new(connected),
            timestamp: Cell::new(timestamp),
            mapping_type: mapping_type,
            axes: Heap::default(),
            buttons: Dom::from_ref(buttons),
            pose: pose.map(Dom::from_ref),
            hand: hand,
        }
    }
}

impl GamepadMethods for Gamepad {
    // https://w3c.github.io/gamepad/#dom-gamepad-id
    fn Id(&self) -> DOMString {
        DOMString::from(self.id.clone())
    }

    // https://w3c.github.io/gamepad/#dom-gamepad-index
    fn Index(&self) -> i32 {
        self.index.get()
    }

    // https://w3c.github.io/gamepad/#dom-gamepad-connected
    fn Connected(&self) -> bool {
        self.connected.get()
    }

    // https://w3c.github.io/gamepad/#dom-gamepad-timestamp
    fn Timestamp(&self) -> Finite<f64> {
        Finite::wrap(self.timestamp.get())
    }

    // https://w3c.github.io/gamepad/#dom-gamepad-mapping
    fn Mapping(&self) -> DOMString {
        DOMString::from(self.mapping_type.clone())
    }

    #[allow(unsafe_code)]
    // https://w3c.github.io/gamepad/#dom-gamepad-axes
    fn Axes(&self, _cx: JSContext) -> NonNull<JSObject> {
        unsafe { NonNull::new_unchecked(self.axes.get()) }
    }

    // https://w3c.github.io/gamepad/#dom-gamepad-buttons
    fn Buttons(&self) -> DomRoot<GamepadButtonList> {
        DomRoot::from_ref(&*self.buttons)
    }

    // https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
    fn Hand(&self) -> GamepadHand {
        self.hand
    }

    // https://w3c.github.io/gamepad/extensions.html#dom-gamepad-pose
    fn GetPose(&self) -> Option<DomRoot<GamepadPose>> {
        self.pose.as_ref().map(|p| DomRoot::from_ref(&**p))
    }
}

// TODO: support gamepad discovery
#[allow(dead_code)]
impl Gamepad {
    pub fn gamepad_id(&self) -> u32 {
        self.gamepad_id
    }

    pub fn update_connected(&self, connected: bool) {
        if self.connected.get() == connected {
            return;
        }
        self.connected.set(connected);

        let event_type = if connected {
            GamepadEventType::Connected
        } else {
            GamepadEventType::Disconnected
        };

        self.notify_event(event_type);
    }

    pub fn update_index(&self, index: i32) {
        self.index.set(index);
    }

    pub fn notify_event(&self, event_type: GamepadEventType) {
        let event = GamepadEvent::new_with_type(&self.global(), event_type, &self);
        event
            .upcast::<Event>()
            .fire(self.global().as_window().upcast::<EventTarget>());
    }
}