use dom_struct::dom_struct;
use js::rust::HandleObject;
use servo_atoms::Atom;
use crate::dom::bindings::codegen::Bindings::EventBinding::Event_Binding::EventMethods;
use crate::dom::bindings::codegen::Bindings::GamepadEventBinding;
use crate::dom::bindings::codegen::Bindings::GamepadEventBinding::GamepadEventMethods;
use crate::dom::bindings::error::Fallible;
use crate::dom::bindings::inheritance::Castable;
use crate::dom::bindings::reflector::{reflect_dom_object_with_proto, DomObject};
use crate::dom::bindings::root::{Dom, DomRoot};
use crate::dom::bindings::str::DOMString;
use crate::dom::event::Event;
use crate::dom::gamepad::Gamepad;
use crate::dom::globalscope::GlobalScope;
use crate::dom::window::Window;
use crate::script_runtime::CanGc;
#[dom_struct]
pub struct GamepadEvent {
event: Event,
gamepad: Dom<Gamepad>,
}
pub enum GamepadEventType {
Connected,
Disconnected,
}
impl GamepadEvent {
fn new_inherited(gamepad: &Gamepad) -> GamepadEvent {
GamepadEvent {
event: Event::new_inherited(),
gamepad: Dom::from_ref(gamepad),
}
}
pub fn new(
global: &GlobalScope,
type_: Atom,
bubbles: bool,
cancelable: bool,
gamepad: &Gamepad,
can_gc: CanGc,
) -> DomRoot<GamepadEvent> {
Self::new_with_proto(global, None, type_, bubbles, cancelable, gamepad, can_gc)
}
fn new_with_proto(
global: &GlobalScope,
proto: Option<HandleObject>,
type_: Atom,
bubbles: bool,
cancelable: bool,
gamepad: &Gamepad,
can_gc: CanGc,
) -> DomRoot<GamepadEvent> {
let ev = reflect_dom_object_with_proto(
Box::new(GamepadEvent::new_inherited(gamepad)),
global,
proto,
can_gc,
);
{
let event = ev.upcast::<Event>();
event.init_event(type_, bubbles, cancelable);
}
ev
}
pub fn new_with_type(
global: &GlobalScope,
event_type: GamepadEventType,
gamepad: &Gamepad,
can_gc: CanGc,
) -> DomRoot<GamepadEvent> {
let name = match event_type {
GamepadEventType::Connected => "gamepadconnected",
GamepadEventType::Disconnected => "gamepaddisconnected",
};
GamepadEvent::new(global, name.into(), false, false, gamepad, can_gc)
}
}
impl GamepadEventMethods for GamepadEvent {
fn Constructor(
window: &Window,
proto: Option<HandleObject>,
can_gc: CanGc,
type_: DOMString,
init: &GamepadEventBinding::GamepadEventInit,
) -> Fallible<DomRoot<GamepadEvent>> {
Ok(GamepadEvent::new_with_proto(
&window.global(),
proto,
Atom::from(type_),
init.parent.bubbles,
init.parent.cancelable,
&init.gamepad,
can_gc,
))
}
fn Gamepad(&self) -> DomRoot<Gamepad> {
DomRoot::from_ref(&*self.gamepad)
}
fn IsTrusted(&self) -> bool {
self.event.IsTrusted()
}
}