RPM build fix (reverted CI changes which will need to be un-reverted or made conditional) and vendor Rust dependencies to make builds much faster in any CI system.
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99
zeroidc/vendor/web-sys/webidls/enabled/Gamepad.webidl
vendored
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99
zeroidc/vendor/web-sys/webidls/enabled/Gamepad.webidl
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/* -*- Mode: IDL; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* The origin of this IDL file is
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* https://w3c.github.io/gamepad/
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* https://w3c.github.io/gamepad/extensions.html
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* https://w3c.github.io/webvr/spec/1.1/#interface-gamepad
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*/
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[Pref="dom.gamepad.enabled"]
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interface GamepadButton {
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readonly attribute boolean pressed;
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readonly attribute boolean touched;
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readonly attribute double value;
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};
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enum GamepadHand {
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"",
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"left",
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"right"
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};
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enum GamepadMappingType {
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"",
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"standard"
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};
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[Pref="dom.gamepad.enabled"]
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interface Gamepad {
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/**
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* An identifier, unique per type of device.
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*/
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readonly attribute DOMString id;
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/**
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* The game port index for the device. Unique per device
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* attached to this system.
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*/
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readonly attribute unsigned long index;
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/**
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* The mapping in use for this device. The empty string
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* indicates that no mapping is in use.
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*/
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readonly attribute GamepadMappingType mapping;
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/**
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* The hand in use for this device. The empty string
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* indicates that unknown, both hands, or not applicable
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*/
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[Pref="dom.gamepad.extensions.enabled"]
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readonly attribute GamepadHand hand;
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/**
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* The displayId in use for as an association point in the VRDisplay API
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* to identify which VRDisplay that the gamepad is associated with.
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*/
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[Pref="dom.vr.enabled"]
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readonly attribute unsigned long displayId;
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/**
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* true if this gamepad is currently connected to the system.
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*/
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readonly attribute boolean connected;
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/**
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* The current state of all buttons on the device, an
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* array of GamepadButton.
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*/
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[Pure, Cached, Frozen]
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readonly attribute sequence<GamepadButton> buttons;
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/**
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* The current position of all axes on the device, an
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* array of doubles.
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*/
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[Pure, Cached, Frozen]
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readonly attribute sequence<double> axes;
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/**
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* Timestamp from when the data of this device was last updated.
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*/
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readonly attribute DOMHighResTimeStamp timestamp;
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/**
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* The current pose of the device, a GamepadPose.
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*/
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[Pref="dom.gamepad.extensions.enabled"]
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readonly attribute GamepadPose? pose;
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/**
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* The current haptic actuator of the device, an array of
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* GamepadHapticActuator.
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*/
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[Constant, Cached, Frozen, Pref="dom.gamepad.extensions.enabled"]
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readonly attribute sequence<GamepadHapticActuator> hapticActuators;
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};
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