ladybird/Libraries/LibWeb/Gamepad/Gamepad.cpp

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/*
* Copyright (c) 2025, Jelle Raaijmakers <jelle@ladybird.org>
* Copyright (c) 2025, Luke Wilde <luke@ladybird.org>
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*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/Gamepad/EventNames.h>
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#include <LibWeb/Gamepad/Gamepad.h>
#include <LibWeb/Gamepad/GamepadButton.h>
#include <LibWeb/Gamepad/GamepadEvent.h>
#include <LibWeb/Gamepad/GamepadHapticActuator.h>
#include <LibWeb/HTML/Navigator.h>
#include <LibWeb/HTML/Scripting/Environments.h>
#include <LibWeb/HTML/Window.h>
#include <LibWeb/HighResolutionTime/TimeOrigin.h>
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#include <SDL3/SDL_gamepad.h>
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namespace Web::Gamepad {
GC_DEFINE_ALLOCATOR(Gamepad);
// https://w3c.github.io/gamepad/#dfn-standard-gamepad
// Type Index Location
// Button 0 Bottom button in right cluster
// 1 Right button in right cluster
// 2 Left button in right cluster
// 3 Top button in right cluster
// 4 Top left front button
// 5 Top right front button
// 6 Bottom left front button
// 7 Bottom right front button
// 8 Left button in center cluster
// 9 Right button in center cluster
// 10 Left stick pressed button
// 11 Right stick pressed button
// 12 Top button in left cluster
// 13 Bottom button in left cluster
// 14 Left button in left cluster
// 15 Right button in left cluster
// 16 Center button in center cluster
static Array<Variant<SDL_GamepadButton, SDL_GamepadAxis, Empty>, 17> standard_gamepad_button_layout {
SDL_GAMEPAD_BUTTON_SOUTH,
SDL_GAMEPAD_BUTTON_EAST,
SDL_GAMEPAD_BUTTON_WEST,
SDL_GAMEPAD_BUTTON_NORTH,
SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
SDL_GAMEPAD_BUTTON_BACK,
SDL_GAMEPAD_BUTTON_START,
SDL_GAMEPAD_BUTTON_LEFT_STICK,
SDL_GAMEPAD_BUTTON_RIGHT_STICK,
SDL_GAMEPAD_BUTTON_DPAD_UP,
SDL_GAMEPAD_BUTTON_DPAD_DOWN,
SDL_GAMEPAD_BUTTON_DPAD_LEFT,
SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
SDL_GAMEPAD_BUTTON_GUIDE,
};
static Array<SDL_GamepadButton, 11> non_standard_gamepad_button_layout {
SDL_GAMEPAD_BUTTON_MISC1,
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,
SDL_GAMEPAD_BUTTON_LEFT_PADDLE1,
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,
SDL_GAMEPAD_BUTTON_LEFT_PADDLE2,
SDL_GAMEPAD_BUTTON_TOUCHPAD,
SDL_GAMEPAD_BUTTON_MISC2,
SDL_GAMEPAD_BUTTON_MISC3,
SDL_GAMEPAD_BUTTON_MISC4,
SDL_GAMEPAD_BUTTON_MISC5,
SDL_GAMEPAD_BUTTON_MISC6,
};
// axes 0 Horizontal axis for left stick (negative left/positive right)
// 1 Vertical axis for left stick (negative up/positive down)
// 2 Horizontal axis for right stick (negative left/positive right)
// 3 Vertical axis for right stick (negative up/positive down)
static Array<SDL_GamepadAxis, 4> standard_gamepad_axes_layout {
SDL_GAMEPAD_AXIS_LEFTX,
SDL_GAMEPAD_AXIS_LEFTY,
SDL_GAMEPAD_AXIS_RIGHTX,
SDL_GAMEPAD_AXIS_RIGHTY,
};
// https://w3c.github.io/gamepad/#dfn-button-press-threshold
// For buttons which do not have a digital switch to indicate a pure pressed or released state, the user
// agent MUST choose a button press threshold to indicate the button as pressed when its value is above a
// certain amount. If the platform API gives a recommended value, the user agent SHOULD use that. In other
// cases, the user agent SHOULD choose some other reasonable value.
static constexpr double ANALOG_BUTTON_PRESS_THRESHOLD = 0.1;
static constexpr double GAMEPAD_EXPOSURE_AXIS_THRESHOLD = 0.5;
// https://w3c.github.io/gamepad/#dfn-a-new-gamepad
GC::Ref<Gamepad> Gamepad::create(JS::Realm& realm, SDL_JoystickID sdl_joystick_id)
{
// 1. Let gamepad be a newly created Gamepad instance:
auto gamepad = realm.create<Gamepad>(realm, sdl_joystick_id);
// 1. Initialize gamepad's id attribute to an identification string for the gamepad.
// FIXME: What is the encoding used by SDL?
auto const* name = SDL_GetGamepadNameForID(sdl_joystick_id);
if (name) {
gamepad->m_id = Utf16String::from_utf8(StringView { name, strlen(name) });
}
// 2. Initialize gamepad's index attribute to the result of selecting an unused gamepad index for gamepad.
// https://w3c.github.io/gamepad/#dfn-selecting-an-unused-gamepad-index
// 1. Let navigator be gamepad's relevant global object's Navigator object.
// The rest of the steps are implemented in NavigatorGamepad.
// NOTE: Gamepad is only exposed on Window.
auto& window = as<HTML::Window>(HTML::relevant_global_object(gamepad));
gamepad->m_index = window.navigator()->select_an_unused_gamepad_index({});
// 3. Initialize gamepad's mapping attribute to the result of selecting a mapping for the gamepad device.
gamepad->select_a_mapping();
// 4. Set gamepad.[[connected]] to true.
gamepad->m_connected = true;
// 5. Set gamepad.[[timestamp]] to the current high resolution time given gamepad's relevant global object.
gamepad->m_timestamp = HighResolutionTime::current_high_resolution_time(HTML::relevant_global_object(gamepad));
// 6. Set gamepad.[[axes]] to the result of initializing axes for gamepad.
gamepad->initialize_axes();
// 7. Set gamepad.[[buttons]] to the result of initializing buttons for gamepad.
gamepad->initialize_buttons();
// 8. Set gamepad.[[vibrationActuator]] to the result of constructing a GamepadHapticActuator for gamepad.
gamepad->m_vibration_actuator = GamepadHapticActuator::create(realm, gamepad);
// 2. Return gamepad.
return gamepad;
}
Gamepad::Gamepad(JS::Realm& realm, SDL_JoystickID sdl_joystick_id)
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: PlatformObject(realm)
, m_sdl_joystick_id(sdl_joystick_id)
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{
m_sdl_gamepad = SDL_OpenGamepad(m_sdl_joystick_id);
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}
void Gamepad::initialize(JS::Realm& realm)
{
WEB_SET_PROTOTYPE_FOR_INTERFACE(Gamepad);
Base::initialize(realm);
}
void Gamepad::visit_edges(Cell::Visitor& visitor)
{
Base::visit_edges(visitor);
visitor.visit(m_buttons);
visitor.visit(m_vibration_actuator);
}
void Gamepad::finalize()
{
SDL_CloseGamepad(m_sdl_gamepad);
}
// https://w3c.github.io/gamepad/#dfn-initializing-axes
void Gamepad::initialize_axes()
{
// 1. Let inputCount be the number of axis inputs exposed by the device represented by gamepad.
Vector<SDL_GamepadAxis> inputs;
// 2. Set gamepad.[[axisMinimums]] to a list of unsigned long values with size equal to inputCount containing minimum logical values for each of the axis inputs.
// 3. Set gamepad.[[axisMaximums]] to a list of unsigned long values with size equal to inputCount containing maximum logical values for each of the axis inputs.
for (auto const standard_gamepad_axis : standard_gamepad_axes_layout) {
if (SDL_GamepadHasAxis(m_sdl_gamepad, standard_gamepad_axis)) {
inputs.append(standard_gamepad_axis);
m_axis_minimums.append(SDL_JOYSTICK_AXIS_MIN);
m_axis_maximums.append(SDL_JOYSTICK_AXIS_MAX);
}
}
// 4. Let unmappedInputList be an empty list.
Vector<size_t> unmapped_input_list;
// 5. Let mappedIndexList be an empty list.
Vector<size_t> mapped_index_list;
// 6. Let axesSize be 0.
size_t axes_size = 0;
// 7. For each rawInputIndex of the range from 0 to inputCount − 1:
for (size_t raw_input_index = 0; raw_input_index < inputs.size(); ++raw_input_index) {
// 1. If the gamepad axis at index rawInputIndex represents a Standard Gamepad axis:
auto const axis = inputs[raw_input_index];
if (auto maybe_index = standard_gamepad_axes_layout.first_index_of(axis); maybe_index.has_value()) {
// 1. Let canonicalIndex be the canonical index for the axis.
auto canonical_index = maybe_index.value();
// 2. If mappedIndexList contains canonicalIndex, then append rawInputIndex to unmappedInputList.
if (mapped_index_list.contains_slow(canonical_index)) {
unmapped_input_list.append(raw_input_index);
} else {
// Otherwise:
// 1. Set gamepad.[[axisMapping]][rawInputIndex] to canonicalIndex.
m_axis_mapping.set(raw_input_index, canonical_index);
// 2. Append canonicalIndex to mappedIndexList.
mapped_index_list.append(canonical_index);
// 3. If canonicalIndex + 1 is greater than axesSize, then set axesSize to canonicalIndex + 1.
if (canonical_index + 1 > axes_size)
axes_size = canonical_index + 1;
}
} else {
// Otherwise, append rawInputIndex to unmappedInputList.
unmapped_input_list.append(raw_input_index);
}
}
// 8. Let axisIndex be 0.
size_t axis_index = 0;
// 9. For each rawInputIndex of unmappedInputList:
for (size_t raw_input_index : unmapped_input_list) {
// 1. While mappedIndexList contains axisIndex:
while (mapped_index_list.contains_slow(axis_index)) {
// 1. Increment axisIndex.
++axis_index;
}
// 2. Set gamepad.[[axisMapping]][rawInputIndex] to axisIndex.
m_axis_mapping.set(raw_input_index, axis_index);
// 3. Append axisIndex to mappedIndexList.
mapped_index_list.append(axis_index);
// 4. If axisIndex + 1 is greater than axesSize, then set axesSize to axisIndex + 1.
if (axis_index + 1 > axes_size)
axes_size = axis_index + 1;
}
// NOTE: Instead of returning a list, we can just directly update m_buttons.
// 10. Let axes be an empty list.
// 11. For each axisIndex of the range from 0 to axesSize − 1, append 0 to axes.
// 12. Return axes.
for (size_t final_axis_index = 0; final_axis_index < axes_size; ++final_axis_index)
m_axes.append(0.0);
}
// https://w3c.github.io/gamepad/#dfn-initializing-buttons
void Gamepad::initialize_buttons()
{
auto& realm = this->realm();
// 1. Let inputCount be the number of button inputs exposed by the device represented by gamepad.
Vector<Variant<SDL_GamepadButton, SDL_GamepadAxis>> inputs;
// 2. Set gamepad.[[buttonMinimums]] to be a list of unsigned long values with size equal to inputCount containing minimum logical values for each of the button inputs.
// 3. Set gamepad.[[buttonMaximums]] to be a list of unsigned long values with size equal to inputCount containing maximum logical values for each of the button inputs.
for (auto const& standard_gamepad_button : standard_gamepad_button_layout) {
standard_gamepad_button.visit(
[this, &inputs](SDL_GamepadButton button) {
if (SDL_GamepadHasButton(m_sdl_gamepad, button)) {
inputs.append(button);
// Buttons are binary inputs with SDL.
m_button_minimums.append(0);
m_button_maximums.append(1);
}
},
[this, &inputs](SDL_GamepadAxis axis) {
if (SDL_GamepadHasAxis(m_sdl_gamepad, axis)) {
inputs.append(axis);
// "Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully
// pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the
// same range that will be reported by the lower-level SDL_GetJoystickAxis()."
m_button_minimums.append(0);
m_button_maximums.append(SDL_JOYSTICK_AXIS_MAX);
}
},
[](Empty) {
VERIFY_NOT_REACHED();
});
}
for (auto const non_standard_gamepad_button : non_standard_gamepad_button_layout) {
if (SDL_GamepadHasButton(m_sdl_gamepad, non_standard_gamepad_button)) {
inputs.append(non_standard_gamepad_button);
// Buttons are binary inputs with SDL.
m_button_minimums.append(0);
m_button_maximums.append(1);
}
}
// 4. Let unmappedInputList be an empty list.
Vector<size_t> unmapped_input_list;
// 5. Let mappedIndexList be an empty list.
Vector<size_t> mapped_index_list;
// 6. Let buttonsSize be 0.
size_t buttons_size = 0;
// 7. For each rawInputIndex of the range from 0 to inputCount − 1:
for (size_t raw_input_index = 0; raw_input_index < inputs.size(); ++raw_input_index) {
auto const& input = inputs[raw_input_index];
// 1. If the gamepad button at index rawInputIndex represents a Standard Gamepad button:
if (auto maybe_index = standard_gamepad_button_layout.first_index_of(input); maybe_index.has_value()) {
// 1. Let canonicalIndex be the canonical index for the button.
auto canonical_index = maybe_index.value();
// 2. If mappedIndexList contains canonicalIndex, then append rawInputIndex to unmappedInputList.
if (mapped_index_list.contains_slow(canonical_index)) {
unmapped_input_list.append(raw_input_index);
} else {
// Otherwise:
// 1. Set gamepad.[[buttonMapping]][rawInputIndex] to canonicalIndex.
m_button_mapping.set(raw_input_index, canonical_index);
// 2. Append canonicalIndex to mappedIndexList.
mapped_index_list.append(canonical_index);
// 3. If canonicalIndex + 1 is greater than buttonsSize, then set buttonsSize to canonicalIndex + 1.
if (canonical_index + 1 > buttons_size)
buttons_size = canonical_index + 1;
}
} else {
// Otherwise, append rawInputIndex to unmappedInputList.
unmapped_input_list.append(raw_input_index);
}
// 2. Increment rawInputIndex.
}
// 8. Let buttonIndex be 0.
size_t button_index = 0;
// 9. For each rawInputIndex of unmappedInputList:
for (size_t raw_input_index : unmapped_input_list) {
// 1. While mappedIndexList contains buttonIndex:
while (mapped_index_list.contains_slow(button_index)) {
// 1. Increment buttonIndex.
++button_index;
}
// 2. Set gamepad.[[buttonMapping]][rawInputIndex] to buttonIndex.
m_button_mapping.set(raw_input_index, button_index);
// 3. Append buttonIndex to mappedIndexList.
mapped_index_list.append(button_index);
// 4. If buttonIndex + 1 is greater than buttonsSize, then set buttonsSize to buttonIndex + 1.
if (button_index + 1 > buttons_size)
buttons_size = button_index + 1;
}
// NOTE: Instead of returning a list (and thus needing to use RootVector), we can just directly update m_buttons.
// 10. Let buttons be an empty list.
// 11. For each buttonIndex of the range from 0 to buttonsSize − 1, append a new GamepadButton to buttons.
// 12. Return buttons.
for (size_t final_button_index = 0; final_button_index < buttons_size; ++final_button_index) {
auto gamepad_button = realm.create<GamepadButton>(realm);
m_buttons.append(gamepad_button);
}
}
GC::Ref<GamepadHapticActuator> Gamepad::vibration_actuator() const
{
VERIFY(m_vibration_actuator);
return *m_vibration_actuator;
}
void Gamepad::set_connected(Badge<NavigatorGamepadPartial>, bool value)
{
m_connected = value;
}
void Gamepad::set_exposed(Badge<NavigatorGamepadPartial>, bool value)
{
m_exposed = value;
}
void Gamepad::set_timestamp(Badge<NavigatorGamepadPartial>, HighResolutionTime::DOMHighResTimeStamp value)
{
m_timestamp = value;
}
// https://w3c.github.io/gamepad/#dfn-selecting-a-mapping
void Gamepad::select_a_mapping()
{
// 1. If the button and axis layout of the gamepad device corresponds with the Standard Gamepad layout, then
// return "standard".
// 2. Return "".
for (auto const& standard_gamepad_button : standard_gamepad_button_layout) {
bool has_standard_button = standard_gamepad_button.visit(
[this](SDL_GamepadButton button) -> bool {
return SDL_GamepadHasButton(m_sdl_gamepad, button);
},
[this](SDL_GamepadAxis axis) -> bool {
return SDL_GamepadHasAxis(m_sdl_gamepad, axis);
},
[](Empty) -> bool {
VERIFY_NOT_REACHED();
});
if (!has_standard_button) {
m_mapping = Bindings::GamepadMappingType::Empty;
return;
}
}
for (auto const standard_gamepad_axis : standard_gamepad_axes_layout) {
if (!SDL_GamepadHasAxis(m_sdl_gamepad, standard_gamepad_axis)) {
m_mapping = Bindings::GamepadMappingType::Empty;
return;
}
}
m_mapping = Bindings::GamepadMappingType::Standard;
}
// https://w3c.github.io/gamepad/#dfn-map-and-normalize-axes
void Gamepad::map_and_normalize_axes()
{
// 1. Let axisValues be a list of unsigned long values representing the most recent logical axis input values for
// each axis input of the device represented by gamepad.
// NOTE: While the Gamepad API internally uses u32 to represent raw axis values, SDL uses i16 for axes.
Vector<i16> axis_values;
for (auto const standard_gamepad_axis : standard_gamepad_axes_layout) {
if (SDL_GamepadHasAxis(m_sdl_gamepad, standard_gamepad_axis))
axis_values.append(SDL_GetGamepadAxis(m_sdl_gamepad, standard_gamepad_axis));
}
// 2. Let maxRawAxisIndex be the size of axisValues − 1.
// 3. For each rawAxisIndex of the range from 0 to maxRawAxisIndex:
for (size_t raw_axis_index = 0; raw_axis_index < axis_values.size(); ++raw_axis_index) {
// 1. Let mappedIndex be gamepad.[[axisMapping]][rawAxisIndex].
auto mapped_index = m_axis_mapping.get(raw_axis_index).value();
// 2. Let logicalValue be axisValues[rawAxisIndex].
auto logical_value = axis_values[raw_axis_index];
// 3. Let logicalMinimum be gamepad.[[axisMinimums]][rawAxisIndex].
auto logical_minimum = m_axis_minimums[raw_axis_index];
// 4. Let logicalMaximum be gamepad.[[axisMaximums]][rawAxisIndex].
auto logical_maximum = m_axis_maximums[raw_axis_index];
// 5. Let normalizedValue be 2 (logicalValue − logicalMinimum) / (logicalMaximum − logicalMinimum) − 1.
double normalized_value = 2.0 * static_cast<double>(logical_value - logical_minimum) / static_cast<double>(logical_maximum - logical_minimum) - 1.0;
// 6. Set gamepad.[[axes]][axisIndex] to be normalizedValue.
// FIXME: axisIndex should be mappedIndex.
m_axes[mapped_index] = normalized_value;
}
}
// https://w3c.github.io/gamepad/#dfn-map-and-normalize-buttons
void Gamepad::map_and_normalize_buttons()
{
// 1. Let buttonValues be a list of unsigned long values representing the most recent logical button input values
// for each button input of the device represented by gamepad.
// NOTE: While the Gamepad API internally uses u32 to represent raw button values, SDL uses bool for buttons and
// i16 for axes. The left and right triggers are buttons in the Gamepad API.
Vector<i16> button_values;
for (auto const& standard_gamepad_button : standard_gamepad_button_layout) {
standard_gamepad_button.visit(
[this, &button_values](SDL_GamepadButton button) {
if (SDL_GamepadHasButton(m_sdl_gamepad, button)) {
bool button_pressed = SDL_GetGamepadButton(m_sdl_gamepad, button);
button_values.append(button_pressed ? 1 : 0);
}
},
[this, &button_values](SDL_GamepadAxis axis) {
if (SDL_GamepadHasAxis(m_sdl_gamepad, axis))
button_values.append(SDL_GetGamepadAxis(m_sdl_gamepad, axis));
},
[](Empty) {
VERIFY_NOT_REACHED();
});
}
for (auto const non_standard_gamepad_button : non_standard_gamepad_button_layout) {
if (SDL_GamepadHasButton(m_sdl_gamepad, non_standard_gamepad_button)) {
bool button_pressed = SDL_GetGamepadButton(m_sdl_gamepad, non_standard_gamepad_button);
button_values.append(button_pressed ? 1 : 0);
}
}
// 2. Let maxRawButtonIndex be the size of buttonValues − 1.
// 3. For each rawButtonIndex of the range from 0 to maxRawButtonIndex:
for (size_t raw_button_index = 0; raw_button_index < button_values.size(); ++raw_button_index) {
// 1. Let mappedIndex be gamepad.[[buttonMapping]][rawButtonIndex].
auto mapped_index = m_button_mapping.get(raw_button_index).value();
// 2. Let logicalValue be buttonValues[rawButtonIndex].
auto logical_value = button_values[raw_button_index];
// 3. Let logicalMinimum be gamepad.[[buttonMinimums]][rawButtonIndex].
auto logical_minimum = m_button_minimums[raw_button_index];
// 4. Let logicalMaximum be gamepad.[[buttonMaximums]][rawButtonIndex].
auto logical_maximum = m_button_maximums[raw_button_index];
// 5. Let normalizedValue be (logicalValue − logicalMinimum) / (logicalMaximum − logicalMinimum).
double value = static_cast<double>(logical_value - logical_minimum) / static_cast<double>(logical_maximum - logical_minimum);
// 6. Let button be gamepad.[[buttons]][mappedIndex].
auto button = m_buttons[mapped_index];
// 7. Set button.[[value]] to normalizedValue.
button->set_value({}, value);
// 8. If the button has a digital switch to indicate a pure pressed or released state, set button.[[pressed]]
// to true if the button is pressed or false if it is not pressed.
// Otherwise, set button.[[pressed]] to true if the value is above the button press threshold or false if
// it is not above the threshold.
if (logical_maximum == 1) {
button->set_pressed({}, logical_value == 1);
} else {
button->set_pressed({}, value > ANALOG_BUTTON_PRESS_THRESHOLD);
}
// 9. If the button is capable of detecting touch, set button.[[touched]] to true if the button is currently being touched.
// Otherwise, set button.[[touched]] to button.[[pressed]].
// FIXME: Support the PS4/PS5 controller which has a touchpad, which is a button that can be touched and not pressed in at the same time.
button->set_touched({}, button->pressed());
}
}
// https://w3c.github.io/gamepad/#dfn-update-gamepad-state
void Gamepad::update_gamepad_state(Badge<NavigatorGamepadPartial>)
{
auto& realm = this->realm();
// 1. Let now be the current high resolution time given gamepad's relevant global object.
auto& window = as<HTML::Window>(HTML::relevant_global_object(*this));
auto now = HighResolutionTime::current_high_resolution_time(window);
// 2. Set gamepad.[[timestamp]] to now.
m_timestamp = now;
// 3. Run the steps to map and normalize axes for gamepad.
map_and_normalize_axes();
// 4. Run the steps to map and normalize buttons for gamepad.
map_and_normalize_buttons();
// FIXME: 5. Run the steps to record touches for gamepad.
// 6. Let navigator be gamepad's relevant global object's Navigator object.
auto navigator = window.navigator();
// 7. If navigator.[[hasGamepadGesture]] is false and gamepad contains a gamepad user gesture:
if (!navigator->has_gamepad_gesture() && contains_gamepad_user_gesture()) {
// 1. Set navigator.[[hasGamepadGesture]] to true.
navigator->set_has_gamepad_gesture({}, true);
// 2. For each connectedGamepad of navigator.[[gamepads]]:
for (auto connected_gamepad : navigator->gamepads({})) {
// 1. If connectedGamepad is not equal to null:
if (connected_gamepad) {
// 1. Set connectedGamepad.[[exposed]] to true.
connected_gamepad->m_exposed = true;
// 2. Set connectedGamepad.[[timestamp]] to now.
connected_gamepad->m_timestamp = now;
// 3. Let document be gamepad's relevant global object's associated Document; otherwise null.
auto& document = window.associated_document();
// 4. If document is not null and is fully active, then queue a global task on the gamepad task source
// to fire an event named gamepadconnected at gamepad's relevant global object using GamepadEvent
// with its gamepad attribute initialized to connectedGamepad.
if (document.is_fully_active()) {
auto gamepad_connected_event_init = GamepadEventInit {
{
.bubbles = false,
.cancelable = false,
.composed = false,
},
connected_gamepad,
};
auto gamepad_connected_event = MUST(GamepadEvent::construct_impl(realm, EventNames::gamepadconnected, gamepad_connected_event_init));
window.dispatch_event(gamepad_connected_event);
}
}
}
}
}
// https://w3c.github.io/gamepad/#dfn-gamepad-user-gesture
bool Gamepad::contains_gamepad_user_gesture()
{
// A gamepad contains a gamepad user gesture if the current input state indicates that the user is currently
// interacting with the gamepad. The user agent MUST provide an algorithm to check if the input state contains a
// gamepad user gesture. For buttons that support a neutral default value and have reported a pressed value of
// false at least once, a pressed value of true SHOULD be considered interaction. If a button does not support a
// neutral default value (for example, a toggle switch), then a pressed value of true SHOULD NOT be considered
// interaction. If a button has never reported a pressed value of false then it SHOULD NOT be considered
// interaction. Axis movements SHOULD be considered interaction if the axis supports a neutral default value, the
// current displacement from neutral is greater than a threshold chosen by the user agent, and the axis has
// reported a value below the threshold at least once. If an axis does not support a neutral default value (for
// example, an axis for a joystick that does not self-center), or an axis has never reported a value below the axis
// gesture threshold, then the axis SHOULD NOT be considered when checking for interaction. The axis gesture
// threshold SHOULD be large enough that random jitter is not considered interaction.
// NOTE: This roughly follows Chrome, where it exposes gamepads if a button is pressed (even if it's held across
// a refresh) or an absolute axis is above 0.5.
auto pressed_button = m_buttons.find_if([](GC::Ref<GamepadButton> gamepad_button) {
return gamepad_button->pressed();
});
if (!pressed_button.is_end())
return true;
auto axis_above_threshold = m_axes.find_if([](double value) {
return abs(value) > GAMEPAD_EXPOSURE_AXIS_THRESHOLD;
});
return !axis_above_threshold.is_end();
}
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}