LibWeb: Add tests for Gamepad API by utilising virtual SDL3 joysticks

This commit is contained in:
Luke Wilde 2025-08-18 17:28:06 +01:00 committed by Andreas Kling
parent 74e0483ea5
commit 9adf27f009
Notes: github-actions[bot] 2025-09-01 19:11:51 +00:00
28 changed files with 897 additions and 0 deletions

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@ -0,0 +1,178 @@
/*
* Copyright (c) 2025, Luke Wilde <luke@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibWeb/Bindings/InternalGamepadPrototype.h>
#include <LibWeb/Bindings/Intrinsics.h>
#include <LibWeb/Internals/InternalGamepad.h>
namespace Web::Internals {
GC_DEFINE_ALLOCATOR(InternalGamepad);
static constexpr Array<SDL_GamepadButton, 15> BUTTONS = {
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_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 constexpr Array<SDL_GamepadAxis, 4> AXES {
SDL_GAMEPAD_AXIS_LEFTX,
SDL_GAMEPAD_AXIS_LEFTY,
SDL_GAMEPAD_AXIS_RIGHTX,
SDL_GAMEPAD_AXIS_RIGHTY,
};
static constexpr Array<SDL_GamepadAxis, 2> TRIGGERS {
SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
};
static constexpr char const* VIRTUAL_GAMEPAD_NAME = "Ladybird Virtual Gamepad";
static SDLCALL bool rumble(void* user_data, u16 low_frequency_rumble, u16 high_frequency_rumble)
{
auto* internal_gamepad = static_cast<InternalGamepad*>(user_data);
internal_gamepad->received_rumble(low_frequency_rumble, high_frequency_rumble);
return true;
}
static SDLCALL bool rumble_triggers(void* user_data, u16 left_rumble, u16 right_rumble)
{
auto* internal_gamepad = static_cast<InternalGamepad*>(user_data);
internal_gamepad->received_rumble_triggers(left_rumble, right_rumble);
return true;
}
InternalGamepad::InternalGamepad(JS::Realm& realm)
: Bindings::PlatformObject(realm)
{
SDL_VirtualJoystickDesc virtual_joystick_desc {};
SDL_INIT_INTERFACE(&virtual_joystick_desc);
virtual_joystick_desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
virtual_joystick_desc.naxes = AXES.size() + TRIGGERS.size();
virtual_joystick_desc.nbuttons = BUTTONS.size();
u32 button_mask = 0;
for (auto const button : BUTTONS)
button_mask |= 1 << button;
virtual_joystick_desc.button_mask = button_mask;
u32 axis_mask = 0;
for (auto const axis : AXES)
axis_mask |= 1 << axis;
for (auto const trigger : TRIGGERS)
axis_mask |= 1 << trigger;
virtual_joystick_desc.axis_mask = axis_mask;
virtual_joystick_desc.name = VIRTUAL_GAMEPAD_NAME;
virtual_joystick_desc.userdata = this;
virtual_joystick_desc.Rumble = rumble;
virtual_joystick_desc.RumbleTriggers = rumble_triggers;
m_sdl_joystick_id = SDL_AttachVirtualJoystick(&virtual_joystick_desc);
m_sdl_joystick = SDL_OpenJoystick(m_sdl_joystick_id);
}
InternalGamepad::~InternalGamepad() = default;
void InternalGamepad::initialize(JS::Realm& realm)
{
WEB_SET_PROTOTYPE_FOR_INTERFACE(InternalGamepad);
Base::initialize(realm);
}
void InternalGamepad::visit_edges(Cell::Visitor& visitor)
{
Base::visit_edges(visitor);
visitor.visit(m_received_rumble_effects);
visitor.visit(m_received_rumble_trigger_effects);
}
void InternalGamepad::finalize()
{
disconnect();
}
Array<SDL_GamepadButton, 15> const& InternalGamepad::buttons()
{
return BUTTONS;
}
Array<SDL_GamepadAxis, 4> const& InternalGamepad::axes()
{
return AXES;
}
Array<SDL_GamepadAxis, 2> const& InternalGamepad::triggers()
{
return TRIGGERS;
}
void InternalGamepad::set_button(int button, bool down)
{
SDL_SetJoystickVirtualButton(m_sdl_joystick, button, down);
}
void InternalGamepad::set_axis(int axis, short value)
{
SDL_SetJoystickVirtualAxis(m_sdl_joystick, axis, value);
}
GC::RootVector<JS::Object*> InternalGamepad::get_received_rumble_effects() const
{
GC::RootVector<JS::Object*> received_rumble_effects { realm().heap() };
for (auto const received_rumble_effect : m_received_rumble_effects)
received_rumble_effects.append(received_rumble_effect);
return received_rumble_effects;
}
GC::RootVector<JS::Object*> InternalGamepad::get_received_rumble_trigger_effects() const
{
GC::RootVector<JS::Object*> received_rumble_trigger_effects { realm().heap() };
for (auto const received_rumble_trigger_effect : m_received_rumble_trigger_effects)
received_rumble_trigger_effects.append(received_rumble_trigger_effect);
return received_rumble_trigger_effects;
}
void InternalGamepad::received_rumble(u16 low_frequency_rumble, u16 high_frequency_rumble)
{
auto object = JS::Object::create(realm(), nullptr);
object->define_direct_property("lowFrequencyRumble"_utf16, JS::Value(low_frequency_rumble), JS::default_attributes);
object->define_direct_property("highFrequencyRumble"_utf16, JS::Value(high_frequency_rumble), JS::default_attributes);
m_received_rumble_effects.append(object);
}
void InternalGamepad::received_rumble_triggers(u16 left_rumble, u16 right_rumble)
{
auto object = JS::Object::create(realm(), nullptr);
object->define_direct_property("leftRumble"_utf16, JS::Value(left_rumble), JS::default_attributes);
object->define_direct_property("rightRumble"_utf16, JS::Value(right_rumble), JS::default_attributes);
m_received_rumble_trigger_effects.append(object);
}
void InternalGamepad::disconnect()
{
SDL_CloseJoystick(m_sdl_joystick);
SDL_DetachVirtualJoystick(m_sdl_joystick_id);
}
}

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/*
* Copyright (c) 2025, Luke Wilde <luke@ladybird.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibWeb/Bindings/PlatformObject.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_joystick.h>
namespace Web::Internals {
class InternalGamepad : public Bindings::PlatformObject {
WEB_PLATFORM_OBJECT(InternalGamepad, Bindings::PlatformObject);
GC_DECLARE_ALLOCATOR(InternalGamepad);
public:
static GC::Ref<InternalGamepad> create(JS::Realm&);
virtual ~InternalGamepad() override;
Array<SDL_GamepadButton, 15> const& buttons();
Array<SDL_GamepadAxis, 4> const& axes();
Array<SDL_GamepadAxis, 2> const& triggers();
void set_button(int button, bool down);
void set_axis(int axis, short value);
GC::RootVector<JS::Object*> get_received_rumble_effects() const;
GC::RootVector<JS::Object*> get_received_rumble_trigger_effects() const;
void received_rumble(u16 low_frequency_rumble, u16 high_frequency_rumble);
void received_rumble_triggers(u16 left_rumble, u16 right_rumble);
void disconnect();
private:
InternalGamepad(JS::Realm&);
virtual void initialize(JS::Realm&) override;
virtual void visit_edges(Cell::Visitor&) override;
virtual void finalize() override;
SDL_JoystickID m_sdl_joystick_id;
SDL_Joystick* m_sdl_joystick;
Vector<GC::Ref<JS::Object>> m_received_rumble_effects;
Vector<GC::Ref<JS::Object>> m_received_rumble_trigger_effects;
};
}

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[Exposed=Nobody]
interface InternalGamepad {
readonly attribute sequence<long> buttons;
readonly attribute sequence<long> axes;
readonly attribute sequence<long> triggers;
undefined setButton(long button, boolean down);
undefined setAxis(long axis, short value);
sequence<object> getReceivedRumbleEffects();
sequence<object> getReceivedRumbleTriggerEffects();
undefined disconnect();
};

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@ -18,6 +18,7 @@
#include <LibWeb/DOMURL/DOMURL.h>
#include <LibWeb/HTML/HTMLElement.h>
#include <LibWeb/HTML/Window.h>
#include <LibWeb/Internals/InternalGamepad.h>
#include <LibWeb/Internals/Internals.h>
#include <LibWeb/Page/InputEvent.h>
#include <LibWeb/Page/Page.h>
@ -330,4 +331,15 @@ GC::Ptr<DOM::ShadowRoot> Internals::get_shadow_root(GC::Ref<DOM::Element> elemen
return element->shadow_root();
}
void Internals::handle_sdl_input_events()
{
page().handle_sdl_input_events();
}
GC::Ref<InternalGamepad> Internals::connect_virtual_gamepad()
{
auto& realm = this->realm();
return realm.create<InternalGamepad>(realm);
}
}

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@ -69,6 +69,10 @@ public:
GC::Ptr<DOM::ShadowRoot> get_shadow_root(GC::Ref<DOM::Element>);
void handle_sdl_input_events();
GC::Ref<InternalGamepad> connect_virtual_gamepad();
private:
explicit Internals(JS::Realm&);

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@ -1,6 +1,7 @@
#import <DOM/EventTarget.idl>
#import <HTML/HTMLElement.idl>
#import <Internals/InternalAnimationTimeline.idl>
#import <Internals/InternalGamepad.idl>
[Exposed=Nobody]
interface Internals {
@ -58,4 +59,8 @@ interface Internals {
// Returns the shadow root of the element, if it has one, even if it's not normally accessible to JS.
ShadowRoot? getShadowRoot(Element element);
undefined handleSDLInputEvents();
InternalGamepad connectVirtualGamepad();
};