WebFakeXRInputController.idl   [plain text]


/*
 * Copyright (C) 2020 Igalia S.L. All rights reserved.
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[
    EnabledAtRuntime=WebXR,
    Conditional=WEBXR,
    ImplementationLacksVTable,
    InterfaceName=FakeXRInputController,
    NoInterfaceObject
] interface WebFakeXRInputController {
    // Indicates that the handedness of the device has changed.
    void setHandedness(XRHandedness handedness);

    // Indicates that the target ray mode of the device has changed.
    void setTargetRayMode(XRTargetRayMode targetRayMode);

    // Indicates that the list of profiles representing the device has changed.
    void setProfiles(sequence<DOMString> profiles);

    // Sets or clears the position of the controller.  If not set, the controller is assumed to
    // not be tracked.
    void setGripOrigin(FakeXRRigidTransformInit gripOrigin, optional boolean emulatedPosition = false);
    void clearGripOrigin();

    // Sets the pointer origin for the controller.
    void setPointerOrigin(FakeXRRigidTransformInit pointerOrigin, optional boolean emulatedPosition = false);

    // Temporarily disconnect the input device
    void disconnect();

    // Reconnect a disconnected input device
    void reconnect();

    // Start a selection for the current frame with the primary input
    // If a gamepad is supported, should update the state of the primary button accordingly.
    void startSelection();

    // End selection for the current frame with the primary input
    // If a gamepad is supported, should update the state of the primary button accordingly.
    void endSelection();

    // Simulates a start/endSelection for the current frame with the primary input
    // If a gamepad is supported, should update the state of the primary button accordingly.
    void simulateSelect();

    // Updates the set of supported buttons, including any initial state.
    // Note that this method should not be generally used to update the state of the
    // buttons, as the UA may treat this as re-creating the Gamepad.
    // Note that if any FakeXRButtonType is repeated the behavior is undefined.
    void setSupportedButtons(sequence<FakeXRButtonStateInit> supportedButtons);

    // Used to update the state of a button currently supported by the input source
    // Will not add support for that button if it is not currently supported.
    void updateButtonState(FakeXRButtonStateInit buttonState);
};