/* 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 http://mozilla.org/MPL/2.0/. */ use dom::bindings::cell::DOMRefCell; use dom::bindings::codegen::Bindings::VRBinding; use dom::bindings::codegen::Bindings::VRBinding::VRMethods; use dom::bindings::codegen::Bindings::VRDisplayBinding::VRDisplayMethods; use dom::bindings::error::Error; use dom::bindings::inheritance::Castable; use dom::bindings::js::{JS, Root}; use dom::bindings::reflector::{DomObject, Reflector, reflect_dom_object}; use dom::event::Event; use dom::eventtarget::EventTarget; use dom::gamepad::Gamepad; use dom::gamepadevent::GamepadEventType; use dom::globalscope::GlobalScope; use dom::promise::Promise; use dom::vrdisplay::VRDisplay; use dom::vrdisplayevent::VRDisplayEvent; use dom_struct::dom_struct; use ipc_channel::ipc; use ipc_channel::ipc::IpcSender; use std::rc::Rc; use webvr_traits::{WebVRDisplayData, WebVRDisplayEvent, WebVREvent, WebVRMsg}; use webvr_traits::{WebVRGamepadData, WebVRGamepadEvent, WebVRGamepadState}; #[dom_struct] pub struct VR { reflector_: Reflector, displays: DOMRefCell>>, gamepads: DOMRefCell>> } impl VR { fn new_inherited() -> VR { VR { reflector_: Reflector::new(), displays: DOMRefCell::new(Vec::new()), gamepads: DOMRefCell::new(Vec::new()), } } pub fn new(global: &GlobalScope) -> Root { let root = reflect_dom_object(box VR::new_inherited(), global, VRBinding::Wrap); root.register(); root } } impl Drop for VR { fn drop(&mut self) { self.unregister(); } } impl VRMethods for VR { #[allow(unrooted_must_root)] // https://w3c.github.io/webvr/#interface-navigator fn GetDisplays(&self) -> Rc { let promise = Promise::new(&self.global()); if let Some(webvr_thread) = self.webvr_thread() { let (sender, receiver) = ipc::channel().unwrap(); webvr_thread.send(WebVRMsg::GetDisplays(sender)).unwrap(); match receiver.recv().unwrap() { Ok(displays) => { // Sync displays for display in displays { self.sync_display(&display); } }, Err(e) => { promise.reject_native(promise.global().get_cx(), &e); return promise; } } } else { // WebVR spec: The Promise MUST be rejected if WebVR is not enabled/supported. promise.reject_error(promise.global().get_cx(), Error::Security); return promise; } // convert from JS to Root let displays: Vec> = self.displays.borrow().iter() .map(|d| Root::from_ref(&**d)) .collect(); promise.resolve_native(promise.global().get_cx(), &displays); promise } } impl VR { fn webvr_thread(&self) -> Option> { self.global().as_window().webvr_thread() } fn find_display(&self, display_id: u32) -> Option> { self.displays.borrow() .iter() .find(|d| d.DisplayId() == display_id) .map(|d| Root::from_ref(&**d)) } fn register(&self) { if let Some(webvr_thread) = self.webvr_thread() { let msg = WebVRMsg::RegisterContext(self.global().pipeline_id()); webvr_thread.send(msg).unwrap(); } } fn unregister(&self) { if let Some(webvr_thread) = self.webvr_thread() { let msg = WebVRMsg::UnregisterContext(self.global().pipeline_id()); webvr_thread.send(msg).unwrap(); } } fn sync_display(&self, display: &WebVRDisplayData) -> Root { if let Some(existing) = self.find_display(display.display_id) { existing.update_display(&display); existing } else { let root = VRDisplay::new(&self.global(), display.clone()); self.displays.borrow_mut().push(JS::from_ref(&*root)); root } } fn handle_display_event(&self, event: WebVRDisplayEvent) { match event { WebVRDisplayEvent::Connect(ref display) => { let display = self.sync_display(&display); display.handle_webvr_event(&event); self.notify_display_event(&display, &event); }, WebVRDisplayEvent::Disconnect(id) => { if let Some(display) = self.find_display(id) { display.handle_webvr_event(&event); self.notify_display_event(&display, &event); } }, WebVRDisplayEvent::Activate(ref display, _) | WebVRDisplayEvent::Deactivate(ref display, _) | WebVRDisplayEvent::Blur(ref display) | WebVRDisplayEvent::Focus(ref display) | WebVRDisplayEvent::PresentChange(ref display, _) | WebVRDisplayEvent::Change(ref display) => { let display = self.sync_display(&display); display.handle_webvr_event(&event); }, WebVRDisplayEvent::Pause(id) | WebVRDisplayEvent::Resume(id) | WebVRDisplayEvent::Exit(id) => { if let Some(display) = self.find_display(id) { display.handle_webvr_event(&event); } } }; } fn handle_gamepad_event(&self, event: WebVRGamepadEvent) { match event { WebVRGamepadEvent::Connect(data, state) => { if let Some(gamepad) = self.find_gamepad(state.gamepad_id) { gamepad.update_from_vr(&state); } else { // new gamepad self.sync_gamepad(Some(data), &state); } }, WebVRGamepadEvent::Disconnect(id) => { if let Some(gamepad) = self.find_gamepad(id) { gamepad.update_connected(false); } } }; } pub fn handle_webvr_event(&self, event: WebVREvent) { match event { WebVREvent::Display(event) => { self.handle_display_event(event); }, WebVREvent::Gamepad(event) => { self.handle_gamepad_event(event); } }; } pub fn handle_webvr_events(&self, events: Vec) { for event in events { self.handle_webvr_event(event); } } fn notify_display_event(&self, display: &VRDisplay, event: &WebVRDisplayEvent) { let event = VRDisplayEvent::new_from_webvr(&self.global(), &display, &event); event.upcast::().fire(self.global().upcast::()); } } // Gamepad impl VR { fn find_gamepad(&self, gamepad_id: u32) -> Option> { self.gamepads.borrow() .iter() .find(|g| g.gamepad_id() == gamepad_id) .map(|g| Root::from_ref(&**g)) } fn sync_gamepad(&self, data: Option, state: &WebVRGamepadState) { if let Some(existing) = self.find_gamepad(state.gamepad_id) { existing.update_from_vr(&state); } else { let index = self.gamepads.borrow().len(); let data = data.unwrap_or_default(); let root = Gamepad::new_from_vr(&self.global(), index as i32, &data, &state); self.gamepads.borrow_mut().push(JS::from_ref(&*root)); if state.connected { root.notify_event(GamepadEventType::Connected); } } } // Gamepads are synced immediately in response to the API call. // The current approach allows the to sample gamepad state multiple times per frame. This // guarantees that the gamepads always have a valid state and can be very useful for // motion capture or drawing applications. pub fn get_gamepads(&self) -> Vec> { if let Some(wevbr_sender) = self.webvr_thread() { let (sender, receiver) = ipc::channel().unwrap(); let synced_ids = self.gamepads.borrow().iter().map(|g| g.gamepad_id()).collect(); wevbr_sender.send(WebVRMsg::GetGamepads(synced_ids, sender)).unwrap(); match receiver.recv().unwrap() { Ok(gamepads) => { // Sync displays for gamepad in gamepads { self.sync_gamepad(gamepad.0, &gamepad.1); } }, Err(_) => {} } } // We can add other not VR related gamepad providers here self.gamepads.borrow().iter() .map(|g| Root::from_ref(&**g)) .collect() } }