Gamepad device events - Web/WASM (#1414)

Add gamepad support for stdweb and web-sys, as well as web-specific gamepad examples. 

* [web] Fix compilation error from device api

* [wasm] Apply device api changes

* [wasm] Format and cleanup

* [wasm32] Implement gamepad connections

* [wasm] Harmonize

* [Test] Made some tests with wasm-pack

* Quick fix instant non supporting Hash trait

* Fix on_received_character

* [web_sys] Split add_event and add_window_event

* [web] split device implementations

* Update tests/web...still does not work

* [tests/web] do not ignore index.html

* [web/web_sys] split canvas and window

* [tests/web] enable stack trace

* [web] fix borrowmut

* [web_sys] fix gamepad registration

* [web] harmonize naming

* [web_sys] create global emitter

* [web] implement gamepad buttons

* [web] implement gamepad axis

* [web] cleanup

* [web] update test

* [web] move tests/web to examples/web

* [web] axis does produce stick event

* [web] Support Stick event

* [web] implement gamepad to stdweb

* [web] rename examples/web to examples/wasm

* [web/web-sys] Move gamepad_manager from backend

* [web/web_sys] implement EventLoop::gamepads

* [web/web_sys] Drain gamepad events

* [web/stdweb] apply web_sys changes

* [web] update web/examples

* [web] move gamepads code to gamepad_manager

* [web] simplify and optimise

* [web] replace EventCode to GamepadAxis and GamepadButton structs

* [web] reuse gamepad events due to chrome issue

* [web] rumble does not work

* [web/stdweb] try debugging

* [web] fix Chrome gamepad not updated

* [web/stdweb] created an example

* [examples] fix paths

* fix warnings

* [web/examples] update comments

* [web/stdweb] add experimental support to vibrate()

* [web] add CR
This commit is contained in:
Christophe Massolin
2020-03-03 15:56:11 +01:00
committed by GitHub
parent 0729074ce3
commit e004bd2bb3
33 changed files with 1518 additions and 214 deletions

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[package]
name = "stdweb-gamepad"
version = "0.1.0"
authors = ["furiouzz <christophe.massolin@gmail.com>"]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
winit = { path = "../../../../", features = [ "stdweb" ] }
stdweb = "0.4.20"

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use winit::{
event::{device::GamepadEvent, Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
use stdweb::js;
/**
* Build example (from examples/web/gamepad/stdweb):
* cargo web build
* Run example (from examples/web/gamepad/stdweb):
* cargo web start
* Development (from project root):
* npx nodemon --watch src --watch examples/web/gamepad/stdweb/src -e rs --exec 'cargo web check'
*/
pub fn main() {
let event_loop = EventLoop::new();
let _window = WindowBuilder::new()
.with_title("Gamepad tests")
.build(&event_loop)
.unwrap();
let deadzone = 0.12;
event_loop.run(move |event, _, control_flow| match event {
Event::GamepadEvent(gamepad_handle, event) => match event {
GamepadEvent::Axis {
axis_id,
axis,
value,
stick,
} if value > deadzone => {
let string = format!("Axis {:#?} {:#?} {:#?} {:#?}", axis_id, axis, value, stick);
js! { console.log( @{string} ); }
}
GamepadEvent::Stick {
x_id,
y_id,
x_value,
y_value,
side,
} if (x_value.powi(2) + y_value.powi(2)).sqrt() > deadzone => {
let string = format!(
"Stick {:#?} {:#?} {:#?} {:#?} {:#?}",
x_id, y_id, x_value, y_value, side
);
js! { console.log( @{string} ); }
}
GamepadEvent::Button {
button_id,
button,
state,
} => {
let string = format!("Button {:#?} {:#?} {:#?}", button_id, button, state);
js! { console.log( @{string} ); }
}
GamepadEvent::Added => {
let string = format!("[{:?}] {:#?}", gamepad_handle, event);
js! { console.log( @{string} ); }
}
GamepadEvent::Removed => {
let string = format!("[{:?}] {:#?}", gamepad_handle, event);
js! { console.log( @{string} ); }
}
_ => {}
},
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => *control_flow = ControlFlow::Exit,
_ => (),
});
}

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/target
**/*.rs.bk
Cargo.lock
bin/
pkg/
wasm-pack.log
.DS_Store

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[package]
name = "websys-gamepad"
version = "0.0.1"
authors = ["The winit contributors", "Pierre Krieger <pierre.krieger1708@gmail.com>"]
edition = "2018"
[lib]
crate-type = ["cdylib", "rlib"]
[dependencies]
winit = { path = "../../../../", features = [ "web-sys" ] }
wasm-bindgen = "0.2.45"
wasm-bindgen-test = "0.3.8"
web-sys = { version = "0.3.22", features = [ "console" ] }
# The `console_error_panic_hook` crate provides better debugging of panics by
# logging them with `console.error`. This is great for development, but requires
# all the `std::fmt` and `std::panicking` infrastructure, so isn't great for
# code size when deploying.
console_error_panic_hook = "0.1.6"

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<title>Gamepad</title>
</head>
<body>
<canvas id="my_id"></canvas>
<script>
window.Module = {
canvas: document.getElementById('my_id')
}
</script>
<script type="module">
import example_gamepad from "../pkg/websys_examples.js"
example_gamepad()
.then((m) => console.log('Success', m))
.catch((e) => console.log('Ar error occured', e))
</script>
</body>
</html>

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mod utils;
use wasm_bindgen::prelude::*;
use winit::{
event::{device::GamepadEvent, Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
/**
* Build example (from examples/gamepad/websys):
* wasm-pack build --target web
* Run web server (from examples/gamepad/websys):
* npx http-server
* Open your browser at http://localhost:8000/files/${EXAMPLE}.html
* Development (from project root):
* npx nodemon --watch src --watch examples/web/gamepad/websys/src -e rs --exec 'cd examples/web/gamepad/websys && wasm-pack build --target web'
*/
macro_rules! console_log {
($($t:tt)*) => (web_sys::console::log_1(&format_args!($($t)*).to_string().into()))
}
#[wasm_bindgen(start)]
pub fn example_gamepad() {
utils::set_panic_hook(); // needed for error stack trace
let event_loop = EventLoop::new();
let _window = WindowBuilder::new()
.with_title("Gamepad tests")
.build(&event_loop)
.unwrap();
let deadzone = 0.12;
event_loop.run(move |event, _, control_flow| {
match event {
Event::GamepadEvent(gamepad_handle, event) => {
match event {
GamepadEvent::Axis {
axis_id,
axis,
value,
stick,
} if value > deadzone => {
console_log!("Axis {:#?} {:#?} {:#?} {:#?}", axis_id, axis, value, stick)
},
GamepadEvent::Stick {
x_id, y_id, x_value, y_value, side
} if (x_value.powi(2) + y_value.powi(2)).sqrt() > deadzone => {
console_log!("Stick {:#?} {:#?} {:#?} {:#?} {:#?}", x_id, y_id, x_value, y_value, side)
},
GamepadEvent::Button {
button_id,
button,
state,
} => {
console_log!("Button {:#?} {:#?} {:#?}", button_id, button, state)
},
GamepadEvent::Added => {
console_log!("[{:?}] {:#?}", gamepad_handle, event)
},
GamepadEvent::Removed => console_log!("[{:?}] {:#?}", gamepad_handle, event),
_ => {},
}
}
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => *control_flow = ControlFlow::Exit,
_ => (),
}
});
}

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pub fn set_panic_hook() {
// When the `console_error_panic_hook` feature is enabled, we can call the
// `set_panic_hook` function at least once during initialization, and then
// we will get better error messages if our code ever panics.
//
// For more details see
// https://github.com/rustwasm/console_error_panic_hook#readme
// #[cfg(feature = "console_error_panic_hook")]
console_error_panic_hook::set_once();
}