Files
winit/src/platform_impl/web/event_loop/mod.rs
Christophe Massolin e004bd2bb3 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
2020-03-03 09:56:11 -05:00

85 lines
2.2 KiB
Rust

mod proxy;
mod runner;
mod state;
mod window_target;
pub(crate) mod global;
pub use self::proxy::Proxy;
pub use self::window_target::WindowTarget;
use super::{backend, monitor, window};
use crate::event::Event;
use crate::event_loop as root;
use std::collections::{vec_deque::IntoIter as VecDequeIter, VecDeque};
use std::marker::PhantomData;
pub struct EventLoop<T: 'static> {
elw: root::EventLoopWindowTarget<T>,
}
impl<T> EventLoop<T> {
pub fn new() -> Self {
EventLoop {
elw: root::EventLoopWindowTarget {
p: WindowTarget::new(),
_marker: PhantomData,
},
}
}
pub fn available_monitors(&self) -> VecDequeIter<monitor::Handle> {
VecDeque::new().into_iter()
}
pub fn primary_monitor(&self) -> monitor::Handle {
monitor::Handle
}
pub fn run<F>(self, mut event_handler: F) -> !
where
F: 'static + FnMut(Event<T>, &root::EventLoopWindowTarget<T>, &mut root::ControlFlow),
{
let target = root::EventLoopWindowTarget {
p: self.elw.p.clone(),
_marker: PhantomData,
};
self.elw.p.run(Box::new(move |event, flow| {
event_handler(event, &target, flow)
}));
// Throw an exception to break out of Rust exceution and use unreachable to tell the
// compiler this function won't return, giving it a return type of '!'
backend::throw(
"Using exceptions for control flow, don't mind me. This isn't actually an error!",
);
unreachable!();
}
pub fn create_proxy(&self) -> Proxy<T> {
self.elw.p.proxy()
}
pub fn window_target(&self) -> &root::EventLoopWindowTarget<T> {
&self.elw
}
pub fn mice(&self) -> impl '_ + Iterator<Item = crate::event::device::MouseId> {
std::iter::empty()
}
pub fn keyboards(&self) -> impl '_ + Iterator<Item = crate::event::device::KeyboardId> {
std::iter::empty()
}
pub fn hids(&self) -> impl '_ + Iterator<Item = crate::event::device::HidId> {
std::iter::empty()
}
pub fn gamepads(&self) -> impl '_ + Iterator<Item = crate::event::device::GamepadHandle> {
self.elw.p.collect_gamepads().into_iter()
}
}