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script/dom/gamepad/
gamepadhapticactuator.rs

1/* This Source Code Form is subject to the terms of the Mozilla Public
2 * License, v. 2.0. If a copy of the MPL was not distributed with this
3 * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
4
5use std::cell::Cell;
6use std::rc::Rc;
7
8use dom_struct::dom_struct;
9use embedder_traits::{DualRumbleEffectParams, EmbedderMsg, GamepadSupportedHapticEffects};
10use js::context::JSContext;
11use js::realm::CurrentRealm;
12use js::rust::MutableHandleValue;
13use script_bindings::cell::DomRefCell;
14use script_bindings::reflector::{Reflector, reflect_dom_object_with_cx};
15use servo_base::generic_channel::GenericCallback;
16
17use crate::dom::bindings::codegen::Bindings::GamepadHapticActuatorBinding::{
18    GamepadEffectParameters, GamepadHapticActuatorMethods, GamepadHapticEffectType,
19};
20use crate::dom::bindings::codegen::Bindings::WindowBinding::Window_Binding::WindowMethods;
21use crate::dom::bindings::error::Error;
22use crate::dom::bindings::refcounted::{Trusted, TrustedPromise};
23use crate::dom::bindings::reflector::DomGlobal;
24use crate::dom::bindings::root::DomRoot;
25use crate::dom::bindings::str::DOMString;
26use crate::dom::bindings::utils::to_frozen_array;
27use crate::dom::promise::Promise;
28use crate::dom::window::Window;
29use crate::task_source::SendableTaskSource;
30
31struct HapticEffectListener {
32    task_source: SendableTaskSource,
33    context: Trusted<GamepadHapticActuator>,
34}
35
36impl HapticEffectListener {
37    fn handle_stopped(&self, stopped_successfully: bool) {
38        let context = self.context.clone();
39        self.task_source
40            .queue(task!(handle_haptic_effect_stopped: move || {
41                let actuator = context.root();
42                actuator.handle_haptic_effect_stopped(stopped_successfully);
43            }));
44    }
45
46    fn handle_completed(&self, completed_successfully: bool) {
47        let context = self.context.clone();
48        self.task_source
49            .queue(task!(handle_haptic_effect_completed: move |cx| {
50                let actuator = context.root();
51                actuator.handle_haptic_effect_completed(cx, completed_successfully);
52            }));
53    }
54}
55
56/// <https://www.w3.org/TR/gamepad/#gamepadhapticactuator-interface>
57#[dom_struct]
58pub(crate) struct GamepadHapticActuator {
59    reflector_: Reflector,
60    gamepad_index: u32,
61    /// <https://www.w3.org/TR/gamepad/#dfn-effects>
62    effects: Vec<GamepadHapticEffectType>,
63    /// <https://www.w3.org/TR/gamepad/#dfn-playingeffectpromise>
64    #[conditional_malloc_size_of]
65    playing_effect_promise: DomRefCell<Option<Rc<Promise>>>,
66    /// The current sequence ID for playing effects,
67    /// incremented on every call to playEffect() or reset().
68    /// Used to ensure that promises are resolved correctly.
69    /// Based on this pending PR <https://github.com/w3c/gamepad/pull/201>
70    sequence_id: Cell<u32>,
71    /// The sequence ID during the last playEffect() call
72    effect_sequence_id: Cell<u32>,
73    /// The sequence ID during the last reset() call
74    reset_sequence_id: Cell<u32>,
75}
76
77impl GamepadHapticActuator {
78    fn new_inherited(
79        gamepad_index: u32,
80        supported_haptic_effects: GamepadSupportedHapticEffects,
81    ) -> GamepadHapticActuator {
82        let mut effects = vec![];
83        if supported_haptic_effects.supports_dual_rumble {
84            effects.push(GamepadHapticEffectType::Dual_rumble);
85        }
86        if supported_haptic_effects.supports_trigger_rumble {
87            effects.push(GamepadHapticEffectType::Trigger_rumble);
88        }
89        Self {
90            reflector_: Reflector::new(),
91            gamepad_index,
92            effects,
93            playing_effect_promise: DomRefCell::new(None),
94            sequence_id: Cell::new(0),
95            effect_sequence_id: Cell::new(0),
96            reset_sequence_id: Cell::new(0),
97        }
98    }
99
100    pub(crate) fn new(
101        cx: &mut JSContext,
102        window: &Window,
103        gamepad_index: u32,
104        supported_haptic_effects: GamepadSupportedHapticEffects,
105    ) -> DomRoot<GamepadHapticActuator> {
106        reflect_dom_object_with_cx(
107            Box::new(GamepadHapticActuator::new_inherited(
108                gamepad_index,
109                supported_haptic_effects,
110            )),
111            window,
112            cx,
113        )
114    }
115}
116
117impl GamepadHapticActuatorMethods<crate::DomTypeHolder> for GamepadHapticActuator {
118    /// <https://www.w3.org/TR/gamepad/#dom-gamepadhapticactuator-effects>
119    fn Effects(&self, cx: &mut JSContext, retval: MutableHandleValue) {
120        to_frozen_array(cx, self.effects.as_slice(), retval)
121    }
122
123    /// <https://www.w3.org/TR/gamepad/#dom-gamepadhapticactuator-playeffect>
124    fn PlayEffect(
125        &self,
126        cx: &mut CurrentRealm,
127        type_: GamepadHapticEffectType,
128        params: &GamepadEffectParameters,
129    ) -> Rc<Promise> {
130        let playing_effect_promise = Promise::new_in_realm(cx);
131
132        // <https://www.w3.org/TR/gamepad/#dfn-valid-effect>
133        match type_ {
134            // <https://www.w3.org/TR/gamepad/#dfn-valid-dual-rumble-effect>
135            GamepadHapticEffectType::Dual_rumble => {
136                if *params.strongMagnitude < 0.0 || *params.strongMagnitude > 1.0 {
137                    playing_effect_promise.reject_error(
138                        cx,
139                        Error::Type(
140                            c"Strong magnitude value is not within range of 0.0 to 1.0.".to_owned(),
141                        ),
142                    );
143                    return playing_effect_promise;
144                } else if *params.weakMagnitude < 0.0 || *params.weakMagnitude > 1.0 {
145                    playing_effect_promise.reject_error(
146                        cx,
147                        Error::Type(
148                            c"Weak magnitude value is not within range of 0.0 to 1.0.".to_owned(),
149                        ),
150                    );
151                    return playing_effect_promise;
152                }
153            },
154            // <https://www.w3.org/TR/gamepad/#dfn-valid-trigger-rumble-effect>
155            GamepadHapticEffectType::Trigger_rumble => {
156                if *params.strongMagnitude < 0.0 || *params.strongMagnitude > 1.0 {
157                    playing_effect_promise.reject_error(
158                        cx,
159                        Error::Type(
160                            c"Strong magnitude value is not within range of 0.0 to 1.0.".to_owned(),
161                        ),
162                    );
163                    return playing_effect_promise;
164                } else if *params.weakMagnitude < 0.0 || *params.weakMagnitude > 1.0 {
165                    playing_effect_promise.reject_error(
166                        cx,
167                        Error::Type(
168                            c"Weak magnitude value is not within range of 0.0 to 1.0.".to_owned(),
169                        ),
170                    );
171                    return playing_effect_promise;
172                } else if *params.leftTrigger < 0.0 || *params.leftTrigger > 1.0 {
173                    playing_effect_promise.reject_error(
174                        cx,
175                        Error::Type(
176                            c"Left trigger value is not within range of 0.0 to 1.0.".to_owned(),
177                        ),
178                    );
179                    return playing_effect_promise;
180                } else if *params.rightTrigger < 0.0 || *params.rightTrigger > 1.0 {
181                    playing_effect_promise.reject_error(
182                        cx,
183                        Error::Type(
184                            c"Right trigger value is not within range of 0.0 to 1.0.".to_owned(),
185                        ),
186                    );
187                    return playing_effect_promise;
188                }
189            },
190        }
191
192        let document = self.global().as_window().Document();
193        if !document.is_fully_active() {
194            playing_effect_promise.reject_error(cx, Error::InvalidState(None));
195        }
196
197        self.sequence_id.set(self.sequence_id.get().wrapping_add(1));
198
199        if let Some(promise) = self.playing_effect_promise.borrow_mut().take() {
200            let trusted_promise = TrustedPromise::new(promise);
201            self.global().task_manager().gamepad_task_source().queue(
202                task!(preempt_promise: move |cx| {
203                    let promise = trusted_promise.root();
204                    let message = DOMString::from("preempted");
205                    promise.resolve_native(cx, &message);
206                }),
207            );
208        }
209
210        if !self.effects.contains(&type_) {
211            playing_effect_promise.reject_error(cx, Error::NotSupported(None));
212            return playing_effect_promise;
213        }
214
215        *self.playing_effect_promise.borrow_mut() = Some(playing_effect_promise.clone());
216        self.effect_sequence_id.set(self.sequence_id.get());
217
218        let context = Trusted::new(self);
219        let listener = HapticEffectListener {
220            task_source: self.global().task_manager().gamepad_task_source().into(),
221            context,
222        };
223
224        let callback = GenericCallback::new(move |message| match message {
225            Ok(msg) => listener.handle_completed(msg),
226            Err(error) => warn!("Error receiving a GamepadMsg: {error:?}"),
227        })
228        .expect("Could not create generic callback");
229
230        // Note: The spec says we SHOULD also pass a playEffectTimestamp for more precise playback timing
231        // when start_delay is non-zero, but this is left more as a footnote without much elaboration.
232        // <https://www.w3.org/TR/gamepad/#dfn-issue-a-haptic-effect>
233
234        let params = DualRumbleEffectParams {
235            duration: params.duration as f64,
236            start_delay: params.startDelay as f64,
237            strong_magnitude: *params.strongMagnitude,
238            weak_magnitude: *params.weakMagnitude,
239        };
240        let event = EmbedderMsg::PlayGamepadHapticEffect(
241            document.webview_id(),
242            self.gamepad_index as usize,
243            embedder_traits::GamepadHapticEffectType::DualRumble(params),
244            callback,
245        );
246        self.global().as_window().send_to_embedder(event);
247
248        playing_effect_promise
249    }
250
251    /// <https://www.w3.org/TR/gamepad/#dom-gamepadhapticactuator-reset>
252    fn Reset(&self, cx: &mut CurrentRealm) -> Rc<Promise> {
253        let promise = Promise::new_in_realm(cx);
254
255        let document = self.global().as_window().Document();
256        if !document.is_fully_active() {
257            promise.reject_error(cx, Error::InvalidState(None));
258            return promise;
259        }
260
261        self.sequence_id.set(self.sequence_id.get().wrapping_add(1));
262
263        if let Some(promise) = self.playing_effect_promise.borrow_mut().take() {
264            let trusted_promise = TrustedPromise::new(promise);
265            self.global().task_manager().gamepad_task_source().queue(
266                task!(preempt_promise: move |cx| {
267                    let promise = trusted_promise.root();
268                    let message = DOMString::from("preempted");
269                    promise.resolve_native(cx, &message);
270                }),
271            );
272        }
273
274        *self.playing_effect_promise.borrow_mut() = Some(promise);
275
276        self.reset_sequence_id.set(self.sequence_id.get());
277
278        let context = Trusted::new(self);
279        let listener = HapticEffectListener {
280            task_source: self.global().task_manager().gamepad_task_source().into(),
281            context,
282        };
283
284        let callback = GenericCallback::new(move |message| match message {
285            Ok(success) => listener.handle_stopped(success),
286            Err(error) => warn!("Error receiving a GamepadMsg: {error:?}"),
287        })
288        .expect("Could not create callback");
289
290        let event = EmbedderMsg::StopGamepadHapticEffect(
291            document.webview_id(),
292            self.gamepad_index as usize,
293            callback,
294        );
295        self.global().as_window().send_to_embedder(event);
296
297        self.playing_effect_promise.borrow().clone().unwrap()
298    }
299}
300
301impl GamepadHapticActuator {
302    /// <https://www.w3.org/TR/gamepad/#dom-gamepadhapticactuator-playeffect>
303    /// We are in the task queued by the "in-parallel" steps.
304    fn handle_haptic_effect_completed(&self, cx: &mut JSContext, completed_successfully: bool) {
305        if self.effect_sequence_id.get() != self.sequence_id.get() || !completed_successfully {
306            return;
307        }
308        let playing_effect_promise = self.playing_effect_promise.borrow_mut().take();
309        if let Some(promise) = playing_effect_promise {
310            let message = DOMString::from("complete");
311            promise.resolve_native(cx, &message);
312        }
313    }
314
315    /// <https://www.w3.org/TR/gamepad/#dom-gamepadhapticactuator-reset>
316    /// We are in the task queued by the "in-parallel" steps.
317    pub(crate) fn handle_haptic_effect_stopped(&self, stopped_successfully: bool) {
318        if !stopped_successfully {
319            return;
320        }
321
322        let playing_effect_promise = self.playing_effect_promise.borrow_mut().take();
323
324        if let Some(promise) = playing_effect_promise {
325            let trusted_promise = TrustedPromise::new(promise);
326            let sequence_id = self.sequence_id.get();
327            let reset_sequence_id = self.reset_sequence_id.get();
328            self.global().task_manager().gamepad_task_source().queue(
329                task!(complete_promise: move |cx| {
330                    if sequence_id != reset_sequence_id {
331                        warn!("Mismatched sequence/reset sequence ids: {} != {}", sequence_id, reset_sequence_id);
332                        return;
333                    }
334                    let promise = trusted_promise.root();
335                    let message = DOMString::from("complete");
336                    promise.resolve_native(cx, &message);
337                })
338            );
339        }
340    }
341
342    /// <https://www.w3.org/TR/gamepad/#handling-visibility-change>
343    pub(crate) fn handle_visibility_change(&self) {
344        if self.playing_effect_promise.borrow().is_none() {
345            return;
346        }
347
348        let this = Trusted::new(self);
349        self.global().task_manager().gamepad_task_source().queue(
350            task!(stop_playing_effect: move |cx| {
351                let actuator = this.root();
352                let Some(promise) = actuator.playing_effect_promise.borrow_mut().take() else {
353                    return;
354                };
355                let message = DOMString::from("preempted");
356                promise.resolve_native(cx, &message);
357            }),
358        );
359
360        let callback = GenericCallback::new(|_| ()).expect("Could not create callback");
361
362        let document = self.global().as_window().Document();
363        let event = EmbedderMsg::StopGamepadHapticEffect(
364            document.webview_id(),
365            self.gamepad_index as usize,
366            callback,
367        );
368        self.global().as_window().send_to_embedder(event);
369    }
370}