/* 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 dom_struct::dom_struct; use crate::dom::bindings::codegen::Bindings::GamepadButtonListBinding::GamepadButtonListMethods; use crate::dom::bindings::reflector::{reflect_dom_object, Reflector}; use crate::dom::bindings::root::{Dom, DomRoot, DomSlice}; use crate::dom::gamepadbutton::GamepadButton; use crate::dom::globalscope::GlobalScope; // https://w3c.github.io/gamepad/#gamepadbutton-interface #[dom_struct] pub struct GamepadButtonList { reflector_: Reflector, list: Vec>, } impl GamepadButtonList { #[allow(crown::unrooted_must_root)] fn new_inherited(list: &[&GamepadButton]) -> GamepadButtonList { GamepadButtonList { reflector_: Reflector::new(), list: list.iter().map(|button| Dom::from_ref(*button)).collect(), } } pub fn new(global: &GlobalScope, list: &[&GamepadButton]) -> DomRoot { reflect_dom_object(Box::new(GamepadButtonList::new_inherited(list)), global) } } impl GamepadButtonListMethods for GamepadButtonList { // https://w3c.github.io/gamepad/#dom-gamepad-buttons fn Length(&self) -> u32 { self.list.len() as u32 } // https://w3c.github.io/gamepad/#dom-gamepad-buttons fn Item(&self, index: u32) -> Option> { self.list .get(index as usize) .map(|button| DomRoot::from_ref(&**button)) } // https://w3c.github.io/gamepad/#dom-gamepad-buttons fn IndexedGetter(&self, index: u32) -> Option> { self.Item(index) } } impl GamepadButtonList { /// Initialize the number of buttons in the "standard" gamepad mapping. /// pub fn init_buttons(global: &GlobalScope) -> DomRoot { let standard_buttons = &[ GamepadButton::new(global, false, false), // Bottom button in right cluster GamepadButton::new(global, false, false), // Right button in right cluster GamepadButton::new(global, false, false), // Left button in right cluster GamepadButton::new(global, false, false), // Top button in right cluster GamepadButton::new(global, false, false), // Top left front button GamepadButton::new(global, false, false), // Top right front button GamepadButton::new(global, false, false), // Bottom left front button GamepadButton::new(global, false, false), // Bottom right front button GamepadButton::new(global, false, false), // Left button in center cluster GamepadButton::new(global, false, false), // Right button in center cluster GamepadButton::new(global, false, false), // Left stick pressed button GamepadButton::new(global, false, false), // Right stick pressed button GamepadButton::new(global, false, false), // Top button in left cluster GamepadButton::new(global, false, false), // Bottom button in left cluster GamepadButton::new(global, false, false), // Left button in left cluster GamepadButton::new(global, false, false), // Right button in left cluster GamepadButton::new(global, false, false), // Center button in center cluster ]; rooted_vec!(let buttons <- standard_buttons.iter().map(|button| DomRoot::from_ref(&**button))); Self::new(global, buttons.r()) } }