virtualx-engine/platform/javascript/js/libs/library_godot_input.js

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/*************************************************************************/
/* library_godot_input.js */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
/*
* Gamepad API helper.
*/
const GodotInputGamepads = {
$GodotInputGamepads__deps: ['$GodotRuntime', '$GodotEventListeners'],
$GodotInputGamepads: {
samples: [],
get_pads: function () {
try {
// Will throw in iframe when permission is denied.
// Will throw/warn in the future for insecure contexts.
// See https://github.com/w3c/gamepad/pull/120
const pads = navigator.getGamepads();
if (pads) {
return pads;
}
return [];
} catch (e) {
return [];
}
},
get_samples: function () {
return GodotInputGamepads.samples;
},
get_sample: function (index) {
const samples = GodotInputGamepads.samples;
return index < samples.length ? samples[index] : null;
},
sample: function () {
const pads = GodotInputGamepads.get_pads();
const samples = [];
for (let i = 0; i < pads.length; i++) {
const pad = pads[i];
if (!pad) {
samples.push(null);
continue;
}
const s = {
standard: pad.mapping === 'standard',
buttons: [],
axes: [],
connected: pad.connected,
};
for (let b = 0; b < pad.buttons.length; b++) {
s.buttons.push(pad.buttons[b].value);
}
for (let a = 0; a < pad.axes.length; a++) {
s.axes.push(pad.axes[a]);
}
samples.push(s);
}
GodotInputGamepads.samples = samples;
},
init: function (onchange) {
GodotInputGamepads.samples = [];
function add(pad) {
const guid = GodotInputGamepads.get_guid(pad);
const c_id = GodotRuntime.allocString(pad.id);
const c_guid = GodotRuntime.allocString(guid);
onchange(pad.index, 1, c_id, c_guid);
GodotRuntime.free(c_id);
GodotRuntime.free(c_guid);
}
const pads = GodotInputGamepads.get_pads();
for (let i = 0; i < pads.length; i++) {
// Might be reserved space.
if (pads[i]) {
add(pads[i]);
}
}
GodotEventListeners.add(window, 'gamepadconnected', function (evt) {
if (evt.gamepad) {
add(evt.gamepad);
}
}, false);
GodotEventListeners.add(window, 'gamepaddisconnected', function (evt) {
if (evt.gamepad) {
onchange(evt.gamepad.index, 0);
}
}, false);
},
get_guid: function (pad) {
if (pad.mapping) {
return pad.mapping;
}
const ua = navigator.userAgent;
let os = 'Unknown';
if (ua.indexOf('Android') >= 0) {
os = 'Android';
} else if (ua.indexOf('Linux') >= 0) {
os = 'Linux';
} else if (ua.indexOf('iPhone') >= 0) {
os = 'iOS';
} else if (ua.indexOf('Macintosh') >= 0) {
// Updated iPads will fall into this category.
os = 'MacOSX';
} else if (ua.indexOf('Windows') >= 0) {
os = 'Windows';
}
const id = pad.id;
// Chrom* style: NAME (Vendor: xxxx Product: xxxx)
const exp1 = /vendor: ([0-9a-f]{4}) product: ([0-9a-f]{4})/i;
// Firefox/Safari style (safari may remove leading zeores)
const exp2 = /^([0-9a-f]+)-([0-9a-f]+)-/i;
let vendor = '';
let product = '';
if (exp1.test(id)) {
const match = exp1.exec(id);
vendor = match[1].padStart(4, '0');
product = match[2].padStart(4, '0');
} else if (exp2.test(id)) {
const match = exp2.exec(id);
vendor = match[1].padStart(4, '0');
product = match[2].padStart(4, '0');
}
if (!vendor || !product) {
return `${os}Unknown`;
}
return os + vendor + product;
},
},
};
mergeInto(LibraryManager.library, GodotInputGamepads);
/*
* Drag and drop helper.
* This is pretty big, but basically detect dropped files on GodotConfig.canvas,
* process them one by one (recursively for directories), and copies them to
* the temporary FS path '/tmp/drop-[random]/' so it can be emitted as a godot
* event (that requires a string array of paths).
*
* NOTE: The temporary files are removed after the callback. This means that
* deferred callbacks won't be able to access the files.
*/
const GodotInputDragDrop = {
$GodotInputDragDrop__deps: ['$FS', '$GodotFS'],
$GodotInputDragDrop: {
promises: [],
pending_files: [],
add_entry: function (entry) {
if (entry.isDirectory) {
GodotInputDragDrop.add_dir(entry);
} else if (entry.isFile) {
GodotInputDragDrop.add_file(entry);
} else {
GodotRuntime.error('Unrecognized entry...', entry);
}
},
add_dir: function (entry) {
GodotInputDragDrop.promises.push(new Promise(function (resolve, reject) {
const reader = entry.createReader();
reader.readEntries(function (entries) {
for (let i = 0; i < entries.length; i++) {
GodotInputDragDrop.add_entry(entries[i]);
}
resolve();
});
}));
},
add_file: function (entry) {
GodotInputDragDrop.promises.push(new Promise(function (resolve, reject) {
entry.file(function (file) {
const reader = new FileReader();
reader.onload = function () {
const f = {
'path': file.relativePath || file.webkitRelativePath,
'name': file.name,
'type': file.type,
'size': file.size,
'data': reader.result,
};
if (!f['path']) {
f['path'] = f['name'];
}
GodotInputDragDrop.pending_files.push(f);
resolve();
};
reader.onerror = function () {
GodotRuntime.print('Error reading file');
reject();
};
reader.readAsArrayBuffer(file);
}, function (err) {
GodotRuntime.print('Error!');
reject();
});
}));
},
process: function (resolve, reject) {
if (GodotInputDragDrop.promises.length === 0) {
resolve();
return;
}
GodotInputDragDrop.promises.pop().then(function () {
setTimeout(function () {
GodotInputDragDrop.process(resolve, reject);
}, 0);
});
},
_process_event: function (ev, callback) {
ev.preventDefault();
if (ev.dataTransfer.items) {
// Use DataTransferItemList interface to access the file(s)
for (let i = 0; i < ev.dataTransfer.items.length; i++) {
const item = ev.dataTransfer.items[i];
let entry = null;
if ('getAsEntry' in item) {
entry = item.getAsEntry();
} else if ('webkitGetAsEntry' in item) {
entry = item.webkitGetAsEntry();
}
if (entry) {
GodotInputDragDrop.add_entry(entry);
}
}
} else {
GodotRuntime.error('File upload not supported');
}
new Promise(GodotInputDragDrop.process).then(function () {
const DROP = `/tmp/drop-${parseInt(Math.random() * (1 << 30), 10)}/`;
const drops = [];
const files = [];
FS.mkdir(DROP.slice(0, -1)); // Without trailing slash
GodotInputDragDrop.pending_files.forEach((elem) => {
const path = elem['path'];
GodotFS.copy_to_fs(DROP + path, elem['data']);
let idx = path.indexOf('/');
if (idx === -1) {
// Root file
drops.push(DROP + path);
} else {
// Subdir
const sub = path.substr(0, idx);
idx = sub.indexOf('/');
if (idx < 0 && drops.indexOf(DROP + sub) === -1) {
drops.push(DROP + sub);
}
}
files.push(DROP + path);
});
GodotInputDragDrop.promises = [];
GodotInputDragDrop.pending_files = [];
callback(drops);
if (GodotConfig.persistent_drops) {
// Delay removal at exit.
GodotOS.atexit(function (resolve, reject) {
GodotInputDragDrop.remove_drop(files, DROP);
resolve();
});
} else {
GodotInputDragDrop.remove_drop(files, DROP);
}
});
},
remove_drop: function (files, drop_path) {
const dirs = [drop_path.substr(0, drop_path.length - 1)];
// Remove temporary files
files.forEach(function (file) {
FS.unlink(file);
let dir = file.replace(drop_path, '');
let idx = dir.lastIndexOf('/');
while (idx > 0) {
dir = dir.substr(0, idx);
if (dirs.indexOf(drop_path + dir) === -1) {
dirs.push(drop_path + dir);
}
idx = dir.lastIndexOf('/');
}
});
// Remove dirs.
dirs.sort(function (a, b) {
const al = (a.match(/\//g) || []).length;
const bl = (b.match(/\//g) || []).length;
if (al > bl) {
return -1;
} else if (al < bl) {
return 1;
}
return 0;
}).forEach(function (dir) {
FS.rmdir(dir);
});
},
handler: function (callback) {
return function (ev) {
GodotInputDragDrop._process_event(ev, callback);
};
},
},
};
mergeInto(LibraryManager.library, GodotInputDragDrop);
/*
* Godot exposed input functions.
*/
const GodotInput = {
$GodotInput__deps: ['$GodotRuntime', '$GodotConfig', '$GodotEventListeners', '$GodotInputGamepads', '$GodotInputDragDrop'],
$GodotInput: {
getModifiers: function (evt) {
return (evt.shiftKey + 0) + ((evt.altKey + 0) << 1) + ((evt.ctrlKey + 0) << 2) + ((evt.metaKey + 0) << 3);
},
computePosition: function (evt, rect) {
const canvas = GodotConfig.canvas;
const rw = canvas.width / rect.width;
const rh = canvas.height / rect.height;
const x = (evt.clientX - rect.x) * rw;
const y = (evt.clientY - rect.y) * rh;
return [x, y];
},
},
/*
* Mouse API
*/
godot_js_input_mouse_move_cb__sig: 'vi',
godot_js_input_mouse_move_cb: function (callback) {
const func = GodotRuntime.get_func(callback);
const canvas = GodotConfig.canvas;
function move_cb(evt) {
const rect = canvas.getBoundingClientRect();
const pos = GodotInput.computePosition(evt, rect);
// Scale movement
const rw = canvas.width / rect.width;
const rh = canvas.height / rect.height;
const rel_pos_x = evt.movementX * rw;
const rel_pos_y = evt.movementY * rh;
const modifiers = GodotInput.getModifiers(evt);
func(pos[0], pos[1], rel_pos_x, rel_pos_y, modifiers);
}
GodotEventListeners.add(window, 'mousemove', move_cb, false);
},
godot_js_input_mouse_wheel_cb__sig: 'vi',
godot_js_input_mouse_wheel_cb: function (callback) {
const func = GodotRuntime.get_func(callback);
function wheel_cb(evt) {
if (func(evt['deltaX'] || 0, evt['deltaY'] || 0)) {
evt.preventDefault();
}
}
GodotEventListeners.add(GodotConfig.canvas, 'wheel', wheel_cb, false);
},
godot_js_input_mouse_button_cb__sig: 'vi',
godot_js_input_mouse_button_cb: function (callback) {
const func = GodotRuntime.get_func(callback);
const canvas = GodotConfig.canvas;
function button_cb(p_pressed, evt) {
const rect = canvas.getBoundingClientRect();
const pos = GodotInput.computePosition(evt, rect);
const modifiers = GodotInput.getModifiers(evt);
// Since the event is consumed, focus manually.
// NOTE: The iframe container may not have focus yet, so focus even when already active.
if (p_pressed) {
GodotConfig.canvas.focus();
}
if (func(p_pressed, evt.button, pos[0], pos[1], modifiers)) {
evt.preventDefault();
}
}
GodotEventListeners.add(canvas, 'mousedown', button_cb.bind(null, 1), false);
GodotEventListeners.add(window, 'mouseup', button_cb.bind(null, 0), false);
},
/*
* Touch API
*/
godot_js_input_touch_cb__sig: 'viii',
godot_js_input_touch_cb: function (callback, ids, coords) {
const func = GodotRuntime.get_func(callback);
const canvas = GodotConfig.canvas;
function touch_cb(type, evt) {
// Since the event is consumed, focus manually.
// NOTE: The iframe container may not have focus yet, so focus even when already active.
if (type === 0) {
GodotConfig.canvas.focus();
}
const rect = canvas.getBoundingClientRect();
const touches = evt.changedTouches;
for (let i = 0; i < touches.length; i++) {
const touch = touches[i];
const pos = GodotInput.computePosition(touch, rect);
GodotRuntime.setHeapValue(coords + (i * 2) * 8, pos[0], 'double');
GodotRuntime.setHeapValue(coords + (i * 2 + 1) * 8, pos[1], 'double');
GodotRuntime.setHeapValue(ids + i * 4, touch.identifier, 'i32');
}
func(type, touches.length);
if (evt.cancelable) {
evt.preventDefault();
}
}
GodotEventListeners.add(canvas, 'touchstart', touch_cb.bind(null, 0), false);
GodotEventListeners.add(canvas, 'touchend', touch_cb.bind(null, 1), false);
GodotEventListeners.add(canvas, 'touchcancel', touch_cb.bind(null, 1), false);
GodotEventListeners.add(canvas, 'touchmove', touch_cb.bind(null, 2), false);
},
/*
* Key API
*/
godot_js_input_key_cb__sig: 'viii',
godot_js_input_key_cb: function (callback, code, key) {
const func = GodotRuntime.get_func(callback);
function key_cb(pressed, evt) {
const modifiers = GodotInput.getModifiers(evt);
GodotRuntime.stringToHeap(evt.code, code, 32);
GodotRuntime.stringToHeap(evt.key, key, 32);
func(pressed, evt.repeat, modifiers);
evt.preventDefault();
}
GodotEventListeners.add(GodotConfig.canvas, 'keydown', key_cb.bind(null, 1), false);
GodotEventListeners.add(GodotConfig.canvas, 'keyup', key_cb.bind(null, 0), false);
},
/*
* Gamepad API
*/
godot_js_input_gamepad_cb__sig: 'vi',
godot_js_input_gamepad_cb: function (change_cb) {
const onchange = GodotRuntime.get_func(change_cb);
GodotInputGamepads.init(onchange);
},
godot_js_input_gamepad_sample_count__sig: 'i',
godot_js_input_gamepad_sample_count: function () {
return GodotInputGamepads.get_samples().length;
},
godot_js_input_gamepad_sample__sig: 'i',
godot_js_input_gamepad_sample: function () {
GodotInputGamepads.sample();
return 0;
},
godot_js_input_gamepad_sample_get__sig: 'iiiiiii',
godot_js_input_gamepad_sample_get: function (p_index, r_btns, r_btns_num, r_axes, r_axes_num, r_standard) {
const sample = GodotInputGamepads.get_sample(p_index);
if (!sample || !sample.connected) {
return 1;
}
const btns = sample.buttons;
const btns_len = btns.length < 16 ? btns.length : 16;
for (let i = 0; i < btns_len; i++) {
GodotRuntime.setHeapValue(r_btns + (i << 2), btns[i], 'float');
}
GodotRuntime.setHeapValue(r_btns_num, btns_len, 'i32');
const axes = sample.axes;
const axes_len = axes.length < 10 ? axes.length : 10;
for (let i = 0; i < axes_len; i++) {
GodotRuntime.setHeapValue(r_axes + (i << 2), axes[i], 'float');
}
GodotRuntime.setHeapValue(r_axes_num, axes_len, 'i32');
const is_standard = sample.standard ? 1 : 0;
GodotRuntime.setHeapValue(r_standard, is_standard, 'i32');
return 0;
},
/*
* Drag/Drop API
*/
godot_js_input_drop_files_cb__sig: 'vi',
godot_js_input_drop_files_cb: function (callback) {
const func = GodotRuntime.get_func(callback);
const dropFiles = function (files) {
const args = files || [];
if (!args.length) {
return;
}
const argc = args.length;
const argv = GodotRuntime.allocStringArray(args);
func(argv, argc);
GodotRuntime.freeStringArray(argv, argc);
};
const canvas = GodotConfig.canvas;
GodotEventListeners.add(canvas, 'dragover', function (ev) {
// Prevent default behavior (which would try to open the file(s))
ev.preventDefault();
}, false);
GodotEventListeners.add(canvas, 'drop', GodotInputDragDrop.handler(dropFiles));
},
/* Paste API */
godot_js_input_paste_cb__sig: 'vi',
godot_js_input_paste_cb: function (callback) {
const func = GodotRuntime.get_func(callback);
GodotEventListeners.add(window, 'paste', function (evt) {
const text = evt.clipboardData.getData('text');
const ptr = GodotRuntime.allocString(text);
func(ptr);
GodotRuntime.free(ptr);
}, false);
},
godot_js_input_vibrate_handheld__sig: 'vi',
godot_js_input_vibrate_handheld: function (p_duration_ms) {
if (typeof navigator.vibrate !== 'function') {
GodotRuntime.print('This browser does not support vibration.');
} else {
navigator.vibrate(p_duration_ms);
}
},
};
autoAddDeps(GodotInput, '$GodotInput');
mergeInto(LibraryManager.library, GodotInput);