[HTML5] Implement mouse/touch/key events in JS library.

This makes us more independent from emscripten libraries, giving us more
control on the application lifecycle.
This commit is contained in:
Fabio Alessandrelli 2021-09-10 21:46:22 +02:00
parent e31a10da98
commit b7ac3c1aeb
7 changed files with 233 additions and 168 deletions

View file

@ -15,6 +15,7 @@ module.exports = {
"IDBFS": true, "IDBFS": true,
"GodotOS": true, "GodotOS": true,
"GodotConfig": true, "GodotConfig": true,
"GodotDisplayListeners": true,
"GodotRuntime": true, "GodotRuntime": true,
"GodotFS": true, "GodotFS": true,
"IDHandler": true, "IDHandler": true,

View file

@ -19,6 +19,7 @@ sys_env.AddJSLibraries(
"js/libs/library_godot_fetch.js", "js/libs/library_godot_fetch.js",
"js/libs/library_godot_os.js", "js/libs/library_godot_os.js",
"js/libs/library_godot_runtime.js", "js/libs/library_godot_runtime.js",
"js/libs/library_godot_input.js",
] ]
) )

View file

@ -68,7 +68,6 @@ extern void godot_js_display_window_size_get(int32_t *p_x, int32_t *p_y);
extern void godot_js_display_screen_size_get(int32_t *p_x, int32_t *p_y); extern void godot_js_display_screen_size_get(int32_t *p_x, int32_t *p_y);
extern int godot_js_display_fullscreen_request(); extern int godot_js_display_fullscreen_request();
extern int godot_js_display_fullscreen_exit(); extern int godot_js_display_fullscreen_exit();
extern void godot_js_display_compute_position(int p_x, int p_y, int32_t *r_x, int32_t *r_y);
extern void godot_js_display_window_title_set(const char *p_text); extern void godot_js_display_window_title_set(const char *p_text);
extern void godot_js_display_window_icon_set(const uint8_t *p_ptr, int p_len); extern void godot_js_display_window_icon_set(const uint8_t *p_ptr, int p_len);
extern int godot_js_display_has_webgl(int p_version); extern int godot_js_display_has_webgl(int p_version);
@ -90,6 +89,11 @@ extern int godot_js_display_gamepad_sample_count();
extern int godot_js_display_gamepad_sample_get(int p_idx, float r_btns[16], int32_t *r_btns_num, float r_axes[10], int32_t *r_axes_num, int32_t *r_standard); extern int godot_js_display_gamepad_sample_get(int p_idx, float r_btns[16], int32_t *r_btns_num, float r_axes[10], int32_t *r_axes_num, int32_t *r_standard);
// Display listeners // Display listeners
extern void godot_js_display_mouse_button_cb(int (*p_callback)(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers));
extern void godot_js_display_mouse_move_cb(void (*p_callback)(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers));
extern void godot_js_display_mouse_wheel_cb(int (*p_callback)(double p_delta_x, double p_delta_y));
extern void godot_js_display_touch_cb(void (*p_callback)(int p_type, int p_count), uint32_t *r_identifiers, double *r_coords);
extern void godot_js_display_key_cb(void (*p_callback)(int p_type, int p_repeat, int p_modifiers), char r_code[32], char r_key[32]);
extern void godot_js_display_notification_cb(void (*p_callback)(int p_notification), int p_enter, int p_exit, int p_in, int p_out); extern void godot_js_display_notification_cb(void (*p_callback)(int p_notification), int p_enter, int p_exit, int p_in, int p_out);
extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text)); extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text));
extern void godot_js_display_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec)); extern void godot_js_display_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec));

View file

@ -710,15 +710,6 @@ const GodotDisplay = {
GodotRuntime.setHeapValue(p_height, GodotConfig.canvas.height, 'i32'); GodotRuntime.setHeapValue(p_height, GodotConfig.canvas.height, 'i32');
}, },
godot_js_display_compute_position: function (x, y, r_x, r_y) {
const canvas = GodotConfig.canvas;
const rect = canvas.getBoundingClientRect();
const rw = canvas.width / rect.width;
const rh = canvas.height / rect.height;
GodotRuntime.setHeapValue(r_x, (x - rect.x) * rw, 'i32');
GodotRuntime.setHeapValue(r_y, (y - rect.y) * rh, 'i32');
},
godot_js_display_has_webgl__sig: 'ii', godot_js_display_has_webgl__sig: 'ii',
godot_js_display_has_webgl: function (p_version) { godot_js_display_has_webgl: function (p_version) {
if (p_version !== 1 && p_version !== 2) { if (p_version !== 1 && p_version !== 2) {

View file

@ -0,0 +1,133 @@
/*************************************************************************/
/* library_godot_input.js */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
const GodotInput = {
$GodotInput__deps: ['$GodotRuntime', '$GodotConfig', '$GodotDisplayListeners'],
$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];
},
},
godot_js_display_mouse_move_cb__sig: 'vi',
godot_js_display_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);
}
GodotDisplayListeners.add(window, 'mousemove', move_cb, false);
},
godot_js_display_mouse_wheel_cb__sig: 'vi',
godot_js_display_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();
}
}
GodotDisplayListeners.add(GodotConfig.canvas, 'wheel', wheel_cb, false);
},
godot_js_display_mouse_button_cb__sig: 'vi',
godot_js_display_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);
if (func(p_pressed, evt.button, pos[0], pos[1], modifiers)) {
evt.preventDefault();
}
}
GodotDisplayListeners.add(canvas, 'mousedown', button_cb.bind(null, 1), false);
GodotDisplayListeners.add(window, 'mouseup', button_cb.bind(null, 0), false);
},
godot_js_display_touch_cb__sig: 'viii',
godot_js_display_touch_cb: function (callback, ids, coords) {
const func = GodotRuntime.get_func(callback);
const canvas = GodotConfig.canvas;
function touch_cb(type, evt) {
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), pos[0], 'double');
GodotRuntime.setHeapValue(coords + (i * 2 + 8), pos[1], 'double');
GodotRuntime.setHeapValue(ids + i, touch.identifier, 'i32');
}
func(type, touches.length);
if (evt.cancelable) {
evt.preventDefault();
}
}
GodotDisplayListeners.add(canvas, 'touchstart', touch_cb.bind(null, 0), false);
GodotDisplayListeners.add(canvas, 'touchend', touch_cb.bind(null, 1), false);
GodotDisplayListeners.add(canvas, 'touchcancel', touch_cb.bind(null, 1), false);
GodotDisplayListeners.add(canvas, 'touchmove', touch_cb.bind(null, 2), false);
},
godot_js_display_key_cb__sig: 'viii',
godot_js_display_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();
}
GodotDisplayListeners.add(GodotConfig.canvas, 'keydown', key_cb.bind(null, 1), false);
GodotDisplayListeners.add(GodotConfig.canvas, 'keyup', key_cb.bind(null, 0), false);
},
};
autoAddDeps(GodotInput, '$GodotInput');
mergeInto(LibraryManager.library, GodotInput);

View file

@ -92,12 +92,6 @@ void OS_JavaScript::send_notification_callback(int p_notification) {
// Window (canvas) // Window (canvas)
Point2 OS_JavaScript::compute_position_in_canvas(int p_x, int p_y) {
int point[2];
godot_js_display_compute_position(p_x, p_y, point, point + 1);
return Point2(point[0], point[1]);
}
bool OS_JavaScript::check_size_force_redraw() { bool OS_JavaScript::check_size_force_redraw() {
return godot_js_display_size_update() != 0; return godot_js_display_size_update() != 0;
} }
@ -232,76 +226,35 @@ void OS_JavaScript::set_window_per_pixel_transparency_enabled(bool p_enabled) {
// Keys // Keys
template <typename T> static void dom2godot_mod(Ref<InputEventWithModifiers> ev, int p_mod) {
static void dom2godot_mod(T *emscripten_event_ptr, Ref<InputEventWithModifiers> godot_event) { ev->set_shift(p_mod & 1);
godot_event->set_shift(emscripten_event_ptr->shiftKey); ev->set_alt(p_mod & 2);
godot_event->set_alt(emscripten_event_ptr->altKey); ev->set_control(p_mod & 4);
godot_event->set_control(emscripten_event_ptr->ctrlKey); ev->set_metakey(p_mod & 8);
godot_event->set_metakey(emscripten_event_ptr->metaKey);
} }
static Ref<InputEventKey> setup_key_event(const EmscriptenKeyboardEvent *emscripten_event) { void OS_JavaScript::key_callback(int p_pressed, int p_repeat, int p_modifiers) {
OS_JavaScript *os = get_singleton();
JSKeyEvent &key_event = os->key_event;
// Resume audio context after input in case autoplay was denied.
os->resume_audio();
Ref<InputEventKey> ev; Ref<InputEventKey> ev;
ev.instance(); ev.instance();
ev->set_echo(emscripten_event->repeat); ev->set_echo(p_repeat);
dom2godot_mod(emscripten_event, ev); ev->set_scancode(dom_code2godot_scancode(key_event.code, key_event.key, false));
ev->set_scancode(dom_code2godot_scancode(emscripten_event->code, emscripten_event->key, false)); ev->set_physical_scancode(dom_code2godot_scancode(key_event.code, key_event.key, true));
ev->set_physical_scancode(dom_code2godot_scancode(emscripten_event->code, emscripten_event->key, true)); ev->set_pressed(p_pressed);
dom2godot_mod(ev, p_modifiers);
String unicode = String::utf8(emscripten_event->key); String unicode = String::utf8(key_event.key);
// Check if empty or multi-character (e.g. `CapsLock`).
if (unicode.length() != 1) {
// Might be empty as well, but better than nonsense.
unicode = String::utf8(emscripten_event->charValue);
}
if (unicode.length() == 1) { if (unicode.length() == 1) {
ev->set_unicode(unicode[0]); ev->set_unicode(unicode[0]);
} }
return ev;
}
EM_BOOL OS_JavaScript::keydown_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
OS_JavaScript *os = get_singleton();
Ref<InputEventKey> ev = setup_key_event(p_event);
ev->set_pressed(true);
if (ev->get_unicode() == 0 && keycode_has_unicode(ev->get_scancode())) {
// Defer to keypress event for legacy unicode retrieval.
os->deferred_key_event = ev;
// Do not suppress keypress event.
return false;
}
os->input->parse_input_event(ev); os->input->parse_input_event(ev);
// Make sure to flush all events so we can call restricted APIs inside the event. // Make sure to flush all events so we can call restricted APIs inside the event.
os->input->flush_buffered_events(); os->input->flush_buffered_events();
// Resume audio context after input in case autoplay was denied.
os->resume_audio();
return true;
}
EM_BOOL OS_JavaScript::keypress_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
OS_JavaScript *os = get_singleton();
os->deferred_key_event->set_unicode(p_event->charCode);
os->input->parse_input_event(os->deferred_key_event);
// Make sure to flush all events so we can call restricted APIs inside the event.
os->input->flush_buffered_events();
return true;
}
EM_BOOL OS_JavaScript::keyup_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
OS_JavaScript *os = get_singleton();
Ref<InputEventKey> ev = setup_key_event(p_event);
ev->set_pressed(false);
os->input->parse_input_event(ev);
// Make sure to flush all events so we can call restricted APIs inside the event.
os->input->flush_buffered_events();
return ev->get_scancode() != KEY_UNKNOWN && ev->get_scancode() != 0;
} }
// Mouse // Mouse
@ -314,17 +267,18 @@ int OS_JavaScript::get_mouse_button_state() const {
return input->get_mouse_button_mask(); return input->get_mouse_button_mask();
} }
EM_BOOL OS_JavaScript::mouse_button_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data) { int OS_JavaScript::mouse_button_callback(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers) {
OS_JavaScript *os = get_singleton(); OS_JavaScript *os = get_singleton();
Ref<InputEventMouseButton> ev; Ref<InputEventMouseButton> ev;
ev.instance(); ev.instance();
ev->set_pressed(p_event_type == EMSCRIPTEN_EVENT_MOUSEDOWN); ev->set_pressed(p_pressed);
ev->set_position(compute_position_in_canvas(p_event->clientX, p_event->clientY)); ev->set_position(Point2(p_x, p_y));
ev->set_global_position(ev->get_position()); ev->set_global_position(ev->get_position());
dom2godot_mod(p_event, ev); ev->set_pressed(p_pressed);
dom2godot_mod(ev, p_modifiers);
switch (p_event->button) { switch (p_button) {
case DOM_BUTTON_LEFT: case DOM_BUTTON_LEFT:
ev->set_button_index(BUTTON_LEFT); ev->set_button_index(BUTTON_LEFT);
break; break;
@ -344,8 +298,8 @@ EM_BOOL OS_JavaScript::mouse_button_callback(int p_event_type, const EmscriptenM
return false; return false;
} }
if (ev->is_pressed()) { if (p_pressed) {
double diff = emscripten_get_now() - os->last_click_ms; uint64_t diff = (OS::get_singleton()->get_ticks_usec() / 1000) - os->last_click_ms;
if (ev->get_button_index() == os->last_click_button_index) { if (ev->get_button_index() == os->last_click_button_index) {
if (diff < 400 && Point2(os->last_click_pos).distance_to(ev->get_position()) < 5) { if (diff < 400 && Point2(os->last_click_pos).distance_to(ev->get_position()) < 5) {
@ -368,9 +322,6 @@ EM_BOOL OS_JavaScript::mouse_button_callback(int p_event_type, const EmscriptenM
int mask = os->input->get_mouse_button_mask(); int mask = os->input->get_mouse_button_mask();
int button_flag = 1 << (ev->get_button_index() - 1); int button_flag = 1 << (ev->get_button_index() - 1);
if (ev->is_pressed()) { if (ev->is_pressed()) {
// Since the event is consumed, focus manually. The containing iframe,
// if exists, may not have focus yet, so focus even if already focused.
godot_js_display_canvas_focus();
mask |= button_flag; mask |= button_flag;
} else if (mask & button_flag) { } else if (mask & button_flag) {
mask &= ~button_flag; mask &= ~button_flag;
@ -381,43 +332,39 @@ EM_BOOL OS_JavaScript::mouse_button_callback(int p_event_type, const EmscriptenM
ev->set_button_mask(mask); ev->set_button_mask(mask);
os->input->parse_input_event(ev); os->input->parse_input_event(ev);
// Resume audio context after input in case autoplay was denied.
os->resume_audio();
// Make sure to flush all events so we can call restricted APIs inside the event. // Make sure to flush all events so we can call restricted APIs inside the event.
os->input->flush_buffered_events(); os->input->flush_buffered_events();
// Resume audio context after input in case autoplay was denied.
os->resume_audio();
// Prevent multi-click text selection and wheel-click scrolling anchor. // Prevent multi-click text selection and wheel-click scrolling anchor.
// Context menu is prevented through contextmenu event. // Context menu is prevented through contextmenu event.
return true; return true;
} }
EM_BOOL OS_JavaScript::mousemove_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data) { void OS_JavaScript::mouse_move_callback(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers) {
OS_JavaScript *os = get_singleton(); OS_JavaScript *os = get_singleton();
int input_mask = os->input->get_mouse_button_mask(); int input_mask = os->input->get_mouse_button_mask();
Point2 pos = compute_position_in_canvas(p_event->clientX, p_event->clientY);
// For motion outside the canvas, only read mouse movement if dragging // For motion outside the canvas, only read mouse movement if dragging
// started inside the canvas; imitating desktop app behaviour. // started inside the canvas; imitating desktop app behaviour.
if (!os->cursor_inside_canvas && !input_mask) if (!os->cursor_inside_canvas && !input_mask)
return false; return;
Ref<InputEventMouseMotion> ev; Ref<InputEventMouseMotion> ev;
ev.instance(); ev.instance();
dom2godot_mod(p_event, ev); dom2godot_mod(ev, p_modifiers);
ev->set_button_mask(input_mask); ev->set_button_mask(input_mask);
ev->set_position(pos); ev->set_position(Point2(p_x, p_y));
ev->set_global_position(ev->get_position()); ev->set_global_position(ev->get_position());
ev->set_relative(Vector2(p_event->movementX, p_event->movementY)); ev->set_relative(Vector2(p_rel_x, p_rel_y));
os->input->set_mouse_position(ev->get_position()); os->input->set_mouse_position(ev->get_position());
ev->set_speed(os->input->get_last_mouse_speed()); ev->set_speed(os->input->get_last_mouse_speed());
os->input->parse_input_event(ev); os->input->parse_input_event(ev);
// Don't suppress mouseover/-leave events.
return false;
} }
static const char *godot2dom_cursor(OS::CursorShape p_shape) { static const char *godot2dom_cursor(OS::CursorShape p_shape) {
@ -579,9 +526,9 @@ OS::MouseMode OS_JavaScript::get_mouse_mode() const {
// Wheel // Wheel
EM_BOOL OS_JavaScript::wheel_callback(int p_event_type, const EmscriptenWheelEvent *p_event, void *p_user_data) { int OS_JavaScript::mouse_wheel_callback(double p_delta_x, double p_delta_y) {
ERR_FAIL_COND_V(p_event_type != EMSCRIPTEN_EVENT_WHEEL, false);
OS_JavaScript *os = get_singleton(); OS_JavaScript *os = get_singleton();
if (!godot_js_display_canvas_is_focused()) { if (!godot_js_display_canvas_is_focused()) {
if (os->cursor_inside_canvas) { if (os->cursor_inside_canvas) {
godot_js_display_canvas_focus(); godot_js_display_canvas_focus();
@ -601,16 +548,17 @@ EM_BOOL OS_JavaScript::wheel_callback(int p_event_type, const EmscriptenWheelEve
ev->set_control(input->is_key_pressed(KEY_CONTROL)); ev->set_control(input->is_key_pressed(KEY_CONTROL));
ev->set_metakey(input->is_key_pressed(KEY_META)); ev->set_metakey(input->is_key_pressed(KEY_META));
if (p_event->deltaY < 0) if (p_delta_y < 0) {
ev->set_button_index(BUTTON_WHEEL_UP); ev->set_button_index(BUTTON_WHEEL_UP);
else if (p_event->deltaY > 0) } else if (p_delta_y > 0) {
ev->set_button_index(BUTTON_WHEEL_DOWN); ev->set_button_index(BUTTON_WHEEL_DOWN);
else if (p_event->deltaX > 0) } else if (p_delta_x > 0) {
ev->set_button_index(BUTTON_WHEEL_LEFT); ev->set_button_index(BUTTON_WHEEL_LEFT);
else if (p_event->deltaX < 0) } else if (p_delta_x < 0) {
ev->set_button_index(BUTTON_WHEEL_RIGHT); ev->set_button_index(BUTTON_WHEEL_RIGHT);
else } else {
return false; return false;
}
// Different browsers give wildly different delta values, and we can't // Different browsers give wildly different delta values, and we can't
// interpret deltaMode, so use default value for wheel events' factor. // interpret deltaMode, so use default value for wheel events' factor.
@ -635,53 +583,41 @@ bool OS_JavaScript::has_touchscreen_ui_hint() const {
return godot_js_display_touchscreen_is_available(); return godot_js_display_touchscreen_is_available();
} }
EM_BOOL OS_JavaScript::touch_press_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data) { void OS_JavaScript::touch_callback(int p_type, int p_count) {
OS_JavaScript *os = get_singleton(); OS_JavaScript *os = get_singleton();
Ref<InputEventScreenTouch> ev;
int lowest_id_index = -1;
for (int i = 0; i < p_event->numTouches; ++i) {
const EmscriptenTouchPoint &touch = p_event->touches[i];
if (lowest_id_index == -1 || touch.identifier < p_event->touches[lowest_id_index].identifier)
lowest_id_index = i;
if (!touch.isChanged)
continue;
ev.instance();
ev->set_index(touch.identifier);
ev->set_position(compute_position_in_canvas(touch.clientX, touch.clientY));
os->touches[i] = ev->get_position();
ev->set_pressed(p_event_type == EMSCRIPTEN_EVENT_TOUCHSTART);
os->input->parse_input_event(ev);
}
// Make sure to flush all events so we can call restricted APIs inside the event.
os->input->flush_buffered_events();
// Resume audio context after input in case autoplay was denied. // Resume audio context after input in case autoplay was denied.
os->resume_audio(); os->resume_audio();
return true;
}
EM_BOOL OS_JavaScript::touchmove_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data) { const JSTouchEvent &touch_event = os->touch_event;
OS_JavaScript *os = get_singleton(); for (int i = 0; i < p_count; i++) {
Ref<InputEventScreenDrag> ev; Point2 point(touch_event.coords[i * 2], touch_event.coords[i * 2 + 1]);
int lowest_id_index = -1; if (p_type == 2) {
for (int i = 0; i < p_event->numTouches; ++i) { // touchmove
const EmscriptenTouchPoint &touch = p_event->touches[i]; Ref<InputEventScreenDrag> ev;
if (lowest_id_index == -1 || touch.identifier < p_event->touches[lowest_id_index].identifier) ev.instance();
lowest_id_index = i; ev->set_index(touch_event.identifier[i]);
if (!touch.isChanged) ev->set_position(point);
continue;
ev.instance();
ev->set_index(touch.identifier);
ev->set_position(compute_position_in_canvas(touch.clientX, touch.clientY));
Point2 &prev = os->touches[i];
ev->set_relative(ev->get_position() - prev);
prev = ev->get_position();
os->input->parse_input_event(ev); Point2 &prev = os->touches[i];
ev->set_relative(ev->get_position() - prev);
prev = ev->get_position();
os->input->parse_input_event(ev);
} else {
// touchstart/touchend
Ref<InputEventScreenTouch> ev;
ev.instance();
ev->set_index(touch_event.identifier[i]);
ev->set_position(point);
ev->set_pressed(p_type == 0);
os->touches[i] = point;
os->input->parse_input_event(ev);
// Make sure to flush all events so we can call restricted APIs inside the event.
os->input->flush_buffered_events();
}
} }
return true;
} }
// Gamepad // Gamepad
@ -886,22 +822,16 @@ Error OS_JavaScript::initialize(const VideoMode &p_desired, int p_video_driver,
EM_CHECK(ev) EM_CHECK(ev)
// These callbacks from Emscripten's html5.h suffice to access most // These callbacks from Emscripten's html5.h suffice to access most
// JavaScript APIs. // JavaScript APIs.
SET_EM_CALLBACK(canvas_id, mousedown, mouse_button_callback)
SET_EM_WINDOW_CALLBACK(mousemove, mousemove_callback)
SET_EM_WINDOW_CALLBACK(mouseup, mouse_button_callback)
SET_EM_WINDOW_CALLBACK(blur, blur_callback) SET_EM_WINDOW_CALLBACK(blur, blur_callback)
SET_EM_CALLBACK(canvas_id, wheel, wheel_callback)
SET_EM_CALLBACK(canvas_id, touchstart, touch_press_callback)
SET_EM_CALLBACK(canvas_id, touchmove, touchmove_callback)
SET_EM_CALLBACK(canvas_id, touchend, touch_press_callback)
SET_EM_CALLBACK(canvas_id, touchcancel, touch_press_callback)
SET_EM_CALLBACK(canvas_id, keydown, keydown_callback)
SET_EM_CALLBACK(canvas_id, keypress, keypress_callback)
SET_EM_CALLBACK(canvas_id, keyup, keyup_callback)
SET_EM_CALLBACK(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, fullscreenchange, fullscreen_change_callback) SET_EM_CALLBACK(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, fullscreenchange, fullscreen_change_callback)
#undef SET_EM_CALLBACK #undef SET_EM_CALLBACK
#undef EM_CHECK #undef EM_CHECK
godot_js_display_mouse_button_cb(&OS_JavaScript::mouse_button_callback);
godot_js_display_mouse_move_cb(&OS_JavaScript::mouse_move_callback);
godot_js_display_mouse_wheel_cb(&OS_JavaScript::mouse_wheel_callback);
godot_js_display_touch_cb(&OS_JavaScript::touch_callback, touch_event.identifier, touch_event.coords);
godot_js_display_key_cb(&OS_JavaScript::key_callback, key_event.code, key_event.key);
// For APIs that are not (sufficiently) exposed, a // For APIs that are not (sufficiently) exposed, a
// library is used below (implemented in library_godot_display.js). // library is used below (implemented in library_godot_display.js).
godot_js_display_notification_cb(&OS_JavaScript::send_notification_callback, godot_js_display_notification_cb(&OS_JavaScript::send_notification_callback,

View file

@ -41,6 +41,19 @@
class OS_JavaScript : public OS_Unix { class OS_JavaScript : public OS_Unix {
private: private:
struct JSTouchEvent {
uint32_t identifier[32] = { 0 };
double coords[64] = { 0 };
};
JSTouchEvent touch_event;
struct JSKeyEvent {
char code[32] = { 0 };
char key[32] = { 0 };
uint8_t modifiers[4] = { 0 };
};
JSKeyEvent key_event;
VideoMode video_mode; VideoMode video_mode;
bool window_maximized; bool window_maximized;
bool entering_fullscreen; bool entering_fullscreen;
@ -50,14 +63,13 @@ private:
EMSCRIPTEN_WEBGL_CONTEXT_HANDLE webgl_ctx; EMSCRIPTEN_WEBGL_CONTEXT_HANDLE webgl_ctx;
InputDefault *input; InputDefault *input;
Ref<InputEventKey> deferred_key_event;
CursorShape cursor_shape; CursorShape cursor_shape;
Point2 touches[32]; Point2 touches[32];
char canvas_id[256]; char canvas_id[256];
bool cursor_inside_canvas; bool cursor_inside_canvas;
Point2i last_click_pos; Point2i last_click_pos;
double last_click_ms; uint64_t last_click_ms;
int last_click_button_index; int last_click_button_index;
MainLoop *main_loop; MainLoop *main_loop;
@ -70,21 +82,14 @@ private:
bool idb_needs_sync; bool idb_needs_sync;
bool idb_is_syncing; bool idb_is_syncing;
static Point2 compute_position_in_canvas(int x, int y);
static EM_BOOL fullscreen_change_callback(int p_event_type, const EmscriptenFullscreenChangeEvent *p_event, void *p_user_data); static EM_BOOL fullscreen_change_callback(int p_event_type, const EmscriptenFullscreenChangeEvent *p_event, void *p_user_data);
static EM_BOOL blur_callback(int p_event_type, const EmscriptenFocusEvent *p_event, void *p_user_data); static EM_BOOL blur_callback(int p_event_type, const EmscriptenFocusEvent *p_event, void *p_user_data);
static EM_BOOL keydown_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data); static int mouse_button_callback(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers);
static EM_BOOL keypress_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data); static void mouse_move_callback(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers);
static EM_BOOL keyup_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data); static int mouse_wheel_callback(double p_delta_x, double p_delta_y);
static void key_callback(int p_pressed, int p_repeat, int p_modifiers);
static EM_BOOL mousemove_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data); static void touch_callback(int p_type, int p_count);
static EM_BOOL mouse_button_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data);
static EM_BOOL wheel_callback(int p_event_type, const EmscriptenWheelEvent *p_event, void *p_user_data);
static EM_BOOL touch_press_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data);
static EM_BOOL touchmove_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data);
static void gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid); static void gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid);
static void input_text_callback(const char *p_text, int p_cursor); static void input_text_callback(const char *p_text, int p_cursor);