virtualx-engine/platform/javascript/display_server_javascript.cpp
Fabio Alessandrelli 4c6845c095 [HTML5] Fix input not working when buffered.
After input buffering was reworked, input accumulation is now handled
outside of OS, and the JavaScript plaform never implemented that.
Additionally, the JavaScript platform is quite obnoxious about calling
specific APIs outside specific user triggered events.

This commit adds event flushing during the main iteration, and forces it
during keydown/keyup/mousedown/mouseup/touchstart/touchend/touchcanel
events (effectively only accumulating only "move" events).
2021-09-12 19:07:44 +02:00

1058 lines
35 KiB
C++

/*************************************************************************/
/* display_server_javascript.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "platform/javascript/display_server_javascript.h"
#include "platform/javascript/os_javascript.h"
#include "servers/rendering/rasterizer_dummy.h"
#include <emscripten.h>
#include <png.h>
#include "dom_keys.inc"
#include "godot_js.h"
#define DOM_BUTTON_LEFT 0
#define DOM_BUTTON_MIDDLE 1
#define DOM_BUTTON_RIGHT 2
#define DOM_BUTTON_XBUTTON1 3
#define DOM_BUTTON_XBUTTON2 4
DisplayServerJavaScript *DisplayServerJavaScript::get_singleton() {
return static_cast<DisplayServerJavaScript *>(DisplayServer::get_singleton());
}
// Window (canvas)
void DisplayServerJavaScript::focus_canvas() {
godot_js_display_canvas_focus();
}
bool DisplayServerJavaScript::is_canvas_focused() {
return godot_js_display_canvas_is_focused() != 0;
}
bool DisplayServerJavaScript::check_size_force_redraw() {
return godot_js_display_size_update() != 0;
}
Point2 DisplayServerJavaScript::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]);
}
EM_BOOL DisplayServerJavaScript::fullscreen_change_callback(int p_event_type, const EmscriptenFullscreenChangeEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
// Empty ID is canvas.
String target_id = String::utf8(p_event->id);
if (target_id.is_empty() || target_id == String::utf8(&(display->canvas_id[1]))) {
// This event property is the only reliable data on
// browser fullscreen state.
if (p_event->isFullscreen) {
display->window_mode = WINDOW_MODE_FULLSCREEN;
} else {
display->window_mode = WINDOW_MODE_WINDOWED;
}
}
return false;
}
// Drag and drop callback.
void DisplayServerJavaScript::drop_files_js_callback(char **p_filev, int p_filec) {
DisplayServerJavaScript *ds = get_singleton();
if (!ds) {
ERR_FAIL_MSG("Unable to drop files because the DisplayServer is not active");
}
if (ds->drop_files_callback.is_null()) {
return;
}
Vector<String> files;
for (int i = 0; i < p_filec; i++) {
files.push_back(String::utf8(p_filev[i]));
}
Variant v = files;
Variant *vp = &v;
Variant ret;
Callable::CallError ce;
ds->drop_files_callback.call((const Variant **)&vp, 1, ret, ce);
}
// JavaScript quit request callback.
void DisplayServerJavaScript::request_quit_callback() {
DisplayServerJavaScript *ds = get_singleton();
if (ds && !ds->window_event_callback.is_null()) {
Variant event = int(DisplayServer::WINDOW_EVENT_CLOSE_REQUEST);
Variant *eventp = &event;
Variant ret;
Callable::CallError ce;
ds->window_event_callback.call((const Variant **)&eventp, 1, ret, ce);
}
}
// Keys
template <typename T>
void DisplayServerJavaScript::dom2godot_mod(T *emscripten_event_ptr, Ref<InputEventWithModifiers> godot_event) {
godot_event->set_shift_pressed(emscripten_event_ptr->shiftKey);
godot_event->set_alt_pressed(emscripten_event_ptr->altKey);
godot_event->set_ctrl_pressed(emscripten_event_ptr->ctrlKey);
godot_event->set_meta_pressed(emscripten_event_ptr->metaKey);
}
Ref<InputEventKey> DisplayServerJavaScript::setup_key_event(const EmscriptenKeyboardEvent *emscripten_event) {
Ref<InputEventKey> ev;
ev.instantiate();
ev->set_echo(emscripten_event->repeat);
dom2godot_mod(emscripten_event, ev);
ev->set_keycode(dom_code2godot_scancode(emscripten_event->code, emscripten_event->key, false));
ev->set_physical_keycode(dom_code2godot_scancode(emscripten_event->code, emscripten_event->key, true));
String unicode = String::utf8(emscripten_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) {
ev->set_unicode(unicode[0]);
}
return ev;
}
EM_BOOL DisplayServerJavaScript::keydown_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
Ref<InputEventKey> ev = setup_key_event(p_event);
ev->set_pressed(true);
if (ev->get_unicode() == 0 && keycode_has_unicode(ev->get_keycode())) {
// Defer to keypress event for legacy unicode retrieval.
display->deferred_key_event = ev;
// Do not suppress keypress event.
return false;
}
Input::get_singleton()->parse_input_event(ev);
// Make sure to flush all events so we can call restricted APIs inside the event.
Input::get_singleton()->flush_buffered_events();
return true;
}
EM_BOOL DisplayServerJavaScript::keypress_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
display->deferred_key_event->set_unicode(p_event->charCode);
Input::get_singleton()->parse_input_event(display->deferred_key_event);
// Make sure to flush all events so we can call restricted APIs inside the event.
Input::get_singleton()->flush_buffered_events();
return true;
}
EM_BOOL DisplayServerJavaScript::keyup_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
Ref<InputEventKey> ev = setup_key_event(p_event);
ev->set_pressed(false);
Input::get_singleton()->parse_input_event(ev);
// Make sure to flush all events so we can call restricted APIs inside the event.
Input::get_singleton()->flush_buffered_events();
return ev->get_keycode() != KEY_UNKNOWN && ev->get_keycode() != (Key)0;
}
// Mouse
EM_BOOL DisplayServerJavaScript::mouse_button_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
Ref<InputEventMouseButton> ev;
ev.instantiate();
ev->set_pressed(p_event_type == EMSCRIPTEN_EVENT_MOUSEDOWN);
ev->set_position(compute_position_in_canvas(p_event->clientX, p_event->clientY));
ev->set_global_position(ev->get_position());
dom2godot_mod(p_event, ev);
switch (p_event->button) {
case DOM_BUTTON_LEFT:
ev->set_button_index(MOUSE_BUTTON_LEFT);
break;
case DOM_BUTTON_MIDDLE:
ev->set_button_index(MOUSE_BUTTON_MIDDLE);
break;
case DOM_BUTTON_RIGHT:
ev->set_button_index(MOUSE_BUTTON_RIGHT);
break;
case DOM_BUTTON_XBUTTON1:
ev->set_button_index(MOUSE_BUTTON_XBUTTON1);
break;
case DOM_BUTTON_XBUTTON2:
ev->set_button_index(MOUSE_BUTTON_XBUTTON2);
break;
default:
return false;
}
if (ev->is_pressed()) {
double diff = emscripten_get_now() - display->last_click_ms;
if (ev->get_button_index() == display->last_click_button_index) {
if (diff < 400 && Point2(display->last_click_pos).distance_to(ev->get_position()) < 5) {
display->last_click_ms = 0;
display->last_click_pos = Point2(-100, -100);
display->last_click_button_index = -1;
ev->set_double_click(true);
}
} else {
display->last_click_button_index = ev->get_button_index();
}
if (!ev->is_double_click()) {
display->last_click_ms += diff;
display->last_click_pos = ev->get_position();
}
}
Input *input = Input::get_singleton();
int mask = input->get_mouse_button_mask();
MouseButton button_flag = MouseButton(1 << (ev->get_button_index() - 1));
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.
focus_canvas();
mask |= button_flag;
} else if (mask & button_flag) {
mask &= ~button_flag;
} else {
// Received release event, but press was outside the canvas, so ignore.
return false;
}
ev->set_button_mask(mask);
input->parse_input_event(ev);
// Make sure to flush all events so we can call restricted APIs inside the event.
Input::get_singleton()->flush_buffered_events();
// Prevent multi-click text selection and wheel-click scrolling anchor.
// Context menu is prevented through contextmenu event.
return true;
}
EM_BOOL DisplayServerJavaScript::mousemove_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *ds = get_singleton();
Input *input = Input::get_singleton();
int input_mask = 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
// started inside the canvas; imitating desktop app behaviour.
if (!ds->cursor_inside_canvas && !input_mask)
return false;
Ref<InputEventMouseMotion> ev;
ev.instantiate();
dom2godot_mod(p_event, ev);
ev->set_button_mask(input_mask);
ev->set_position(pos);
ev->set_global_position(ev->get_position());
ev->set_relative(Vector2(p_event->movementX, p_event->movementY));
input->set_mouse_position(ev->get_position());
ev->set_speed(input->get_last_mouse_speed());
input->parse_input_event(ev);
// Don't suppress mouseover/-leave events.
return false;
}
// Cursor
const char *DisplayServerJavaScript::godot2dom_cursor(DisplayServer::CursorShape p_shape) {
switch (p_shape) {
case DisplayServer::CURSOR_ARROW:
return "auto";
case DisplayServer::CURSOR_IBEAM:
return "text";
case DisplayServer::CURSOR_POINTING_HAND:
return "pointer";
case DisplayServer::CURSOR_CROSS:
return "crosshair";
case DisplayServer::CURSOR_WAIT:
return "progress";
case DisplayServer::CURSOR_BUSY:
return "wait";
case DisplayServer::CURSOR_DRAG:
return "grab";
case DisplayServer::CURSOR_CAN_DROP:
return "grabbing";
case DisplayServer::CURSOR_FORBIDDEN:
return "no-drop";
case DisplayServer::CURSOR_VSIZE:
return "ns-resize";
case DisplayServer::CURSOR_HSIZE:
return "ew-resize";
case DisplayServer::CURSOR_BDIAGSIZE:
return "nesw-resize";
case DisplayServer::CURSOR_FDIAGSIZE:
return "nwse-resize";
case DisplayServer::CURSOR_MOVE:
return "move";
case DisplayServer::CURSOR_VSPLIT:
return "row-resize";
case DisplayServer::CURSOR_HSPLIT:
return "col-resize";
case DisplayServer::CURSOR_HELP:
return "help";
default:
return "auto";
}
}
void DisplayServerJavaScript::cursor_set_shape(CursorShape p_shape) {
ERR_FAIL_INDEX(p_shape, CURSOR_MAX);
if (cursor_shape == p_shape) {
return;
}
cursor_shape = p_shape;
godot_js_display_cursor_set_shape(godot2dom_cursor(cursor_shape));
}
DisplayServer::CursorShape DisplayServerJavaScript::cursor_get_shape() const {
return cursor_shape;
}
void DisplayServerJavaScript::cursor_set_custom_image(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
if (p_cursor.is_valid()) {
Ref<Texture2D> texture = p_cursor;
Ref<AtlasTexture> atlas_texture = p_cursor;
Ref<Image> image;
Size2 texture_size;
Rect2 atlas_rect;
if (texture.is_valid()) {
image = texture->get_image();
}
if (!image.is_valid() && atlas_texture.is_valid()) {
texture = atlas_texture->get_atlas();
atlas_rect.size.width = texture->get_width();
atlas_rect.size.height = texture->get_height();
atlas_rect.position.x = atlas_texture->get_region().position.x;
atlas_rect.position.y = atlas_texture->get_region().position.y;
texture_size.width = atlas_texture->get_region().size.x;
texture_size.height = atlas_texture->get_region().size.y;
} else if (image.is_valid()) {
texture_size.width = texture->get_width();
texture_size.height = texture->get_height();
}
ERR_FAIL_COND(!texture.is_valid());
ERR_FAIL_COND(p_hotspot.x < 0 || p_hotspot.y < 0);
ERR_FAIL_COND(texture_size.width > 256 || texture_size.height > 256);
ERR_FAIL_COND(p_hotspot.x > texture_size.width || p_hotspot.y > texture_size.height);
image = texture->get_image();
ERR_FAIL_COND(!image.is_valid());
image = image->duplicate();
if (atlas_texture.is_valid())
image->crop_from_point(
atlas_rect.position.x,
atlas_rect.position.y,
texture_size.width,
texture_size.height);
if (image->get_format() != Image::FORMAT_RGBA8) {
image->convert(Image::FORMAT_RGBA8);
}
png_image png_meta;
memset(&png_meta, 0, sizeof png_meta);
png_meta.version = PNG_IMAGE_VERSION;
png_meta.width = texture_size.width;
png_meta.height = texture_size.height;
png_meta.format = PNG_FORMAT_RGBA;
PackedByteArray png;
size_t len;
PackedByteArray data = image->get_data();
ERR_FAIL_COND(!png_image_write_get_memory_size(png_meta, len, 0, data.ptr(), 0, nullptr));
png.resize(len);
ERR_FAIL_COND(!png_image_write_to_memory(&png_meta, png.ptrw(), &len, 0, data.ptr(), 0, nullptr));
godot_js_display_cursor_set_custom_shape(godot2dom_cursor(p_shape), png.ptr(), len, p_hotspot.x, p_hotspot.y);
} else {
godot_js_display_cursor_set_custom_shape(godot2dom_cursor(p_shape), nullptr, 0, 0, 0);
}
cursor_set_shape(cursor_shape);
}
// Mouse mode
void DisplayServerJavaScript::mouse_set_mode(MouseMode p_mode) {
ERR_FAIL_COND_MSG(p_mode == MOUSE_MODE_CONFINED || p_mode == MOUSE_MODE_CONFINED_HIDDEN, "MOUSE_MODE_CONFINED is not supported for the HTML5 platform.");
if (p_mode == mouse_get_mode()) {
return;
}
if (p_mode == MOUSE_MODE_VISIBLE) {
godot_js_display_cursor_set_visible(1);
emscripten_exit_pointerlock();
} else if (p_mode == MOUSE_MODE_HIDDEN) {
godot_js_display_cursor_set_visible(0);
emscripten_exit_pointerlock();
} else if (p_mode == MOUSE_MODE_CAPTURED) {
godot_js_display_cursor_set_visible(1);
EMSCRIPTEN_RESULT result = emscripten_request_pointerlock(canvas_id, false);
ERR_FAIL_COND_MSG(result == EMSCRIPTEN_RESULT_FAILED_NOT_DEFERRED, "MOUSE_MODE_CAPTURED can only be entered from within an appropriate input callback.");
ERR_FAIL_COND_MSG(result != EMSCRIPTEN_RESULT_SUCCESS, "MOUSE_MODE_CAPTURED can only be entered from within an appropriate input callback.");
}
}
DisplayServer::MouseMode DisplayServerJavaScript::mouse_get_mode() const {
if (godot_js_display_cursor_is_hidden()) {
return MOUSE_MODE_HIDDEN;
}
EmscriptenPointerlockChangeEvent ev;
emscripten_get_pointerlock_status(&ev);
return (ev.isActive && String::utf8(ev.id) == String::utf8(&canvas_id[1])) ? MOUSE_MODE_CAPTURED : MOUSE_MODE_VISIBLE;
}
// Wheel
EM_BOOL DisplayServerJavaScript::wheel_callback(int p_event_type, const EmscriptenWheelEvent *p_event, void *p_user_data) {
ERR_FAIL_COND_V(p_event_type != EMSCRIPTEN_EVENT_WHEEL, false);
DisplayServerJavaScript *ds = get_singleton();
if (!is_canvas_focused()) {
if (ds->cursor_inside_canvas) {
focus_canvas();
} else {
return false;
}
}
Input *input = Input::get_singleton();
Ref<InputEventMouseButton> ev;
ev.instantiate();
ev->set_position(input->get_mouse_position());
ev->set_global_position(ev->get_position());
ev->set_shift_pressed(input->is_key_pressed(KEY_SHIFT));
ev->set_alt_pressed(input->is_key_pressed(KEY_ALT));
ev->set_ctrl_pressed(input->is_key_pressed(KEY_CTRL));
ev->set_meta_pressed(input->is_key_pressed(KEY_META));
if (p_event->deltaY < 0)
ev->set_button_index(MOUSE_BUTTON_WHEEL_UP);
else if (p_event->deltaY > 0)
ev->set_button_index(MOUSE_BUTTON_WHEEL_DOWN);
else if (p_event->deltaX > 0)
ev->set_button_index(MOUSE_BUTTON_WHEEL_LEFT);
else if (p_event->deltaX < 0)
ev->set_button_index(MOUSE_BUTTON_WHEEL_RIGHT);
else
return false;
// Different browsers give wildly different delta values, and we can't
// interpret deltaMode, so use default value for wheel events' factor.
int button_flag = 1 << (ev->get_button_index() - 1);
ev->set_pressed(true);
ev->set_button_mask(MouseButton(input->get_mouse_button_mask() | button_flag));
input->parse_input_event(ev);
ev->set_pressed(false);
ev->set_button_mask(MouseButton(input->get_mouse_button_mask() & ~button_flag));
input->parse_input_event(ev);
return true;
}
// Touch
EM_BOOL DisplayServerJavaScript::touch_press_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
Ref<InputEventScreenTouch> ev;
ev.instantiate();
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->set_index(touch.identifier);
ev->set_position(compute_position_in_canvas(touch.clientX, touch.clientY));
display->touches[i] = ev->get_position();
ev->set_pressed(p_event_type == EMSCRIPTEN_EVENT_TOUCHSTART);
Input::get_singleton()->parse_input_event(ev);
}
// Make sure to flush all events so we can call restricted APIs inside the event.
Input::get_singleton()->flush_buffered_events();
// Resume audio context after input in case autoplay was denied.
return true;
}
EM_BOOL DisplayServerJavaScript::touchmove_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
Ref<InputEventScreenDrag> ev;
ev.instantiate();
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->set_index(touch.identifier);
ev->set_position(compute_position_in_canvas(touch.clientX, touch.clientY));
Point2 &prev = display->touches[i];
ev->set_relative(ev->get_position() - prev);
prev = ev->get_position();
Input::get_singleton()->parse_input_event(ev);
}
return true;
}
bool DisplayServerJavaScript::screen_is_touchscreen(int p_screen) const {
return godot_js_display_touchscreen_is_available();
}
// Virtual Keyboard
void DisplayServerJavaScript::vk_input_text_callback(const char *p_text, int p_cursor) {
DisplayServerJavaScript *ds = DisplayServerJavaScript::get_singleton();
if (!ds || ds->input_text_callback.is_null()) {
return;
}
// Call input_text
Variant event = String(p_text);
Variant *eventp = &event;
Variant ret;
Callable::CallError ce;
ds->input_text_callback.call((const Variant **)&eventp, 1, ret, ce);
// Insert key right to reach position.
Input *input = Input::get_singleton();
Ref<InputEventKey> k;
for (int i = 0; i < p_cursor; i++) {
k.instantiate();
k->set_pressed(true);
k->set_echo(false);
k->set_keycode(KEY_RIGHT);
input->parse_input_event(k);
k.instantiate();
k->set_pressed(false);
k->set_echo(false);
k->set_keycode(KEY_RIGHT);
input->parse_input_event(k);
}
}
void DisplayServerJavaScript::virtual_keyboard_show(const String &p_existing_text, const Rect2 &p_screen_rect, bool p_multiline, int p_max_input_length, int p_cursor_start, int p_cursor_end) {
godot_js_display_vk_show(p_existing_text.utf8().get_data(), p_multiline, p_cursor_start, p_cursor_end);
}
void DisplayServerJavaScript::virtual_keyboard_hide() {
godot_js_display_vk_hide();
}
// Gamepad
void DisplayServerJavaScript::gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid) {
Input *input = Input::get_singleton();
if (p_connected) {
input->joy_connection_changed(p_index, true, String::utf8(p_id), String::utf8(p_guid));
} else {
input->joy_connection_changed(p_index, false, "");
}
}
void DisplayServerJavaScript::process_joypads() {
Input *input = Input::get_singleton();
int32_t pads = godot_js_display_gamepad_sample_count();
int32_t s_btns_num = 0;
int32_t s_axes_num = 0;
int32_t s_standard = 0;
float s_btns[16];
float s_axes[10];
for (int idx = 0; idx < pads; idx++) {
int err = godot_js_display_gamepad_sample_get(idx, s_btns, &s_btns_num, s_axes, &s_axes_num, &s_standard);
if (err) {
continue;
}
for (int b = 0; b < s_btns_num; b++) {
float value = s_btns[b];
// Buttons 6 and 7 in the standard mapping need to be
// axis to be handled as JOY_AXIS_TRIGGER by Godot.
if (s_standard && (b == 6 || b == 7)) {
Input::JoyAxisValue joy_axis;
joy_axis.min = 0;
joy_axis.value = value;
JoyAxis a = b == 6 ? JOY_AXIS_TRIGGER_LEFT : JOY_AXIS_TRIGGER_RIGHT;
input->joy_axis(idx, a, joy_axis);
} else {
input->joy_button(idx, (JoyButton)b, value);
}
}
for (int a = 0; a < s_axes_num; a++) {
Input::JoyAxisValue joy_axis;
joy_axis.min = -1;
joy_axis.value = s_axes[a];
input->joy_axis(idx, (JoyAxis)a, joy_axis);
}
}
}
Vector<String> DisplayServerJavaScript::get_rendering_drivers_func() {
Vector<String> drivers;
drivers.push_back("dummy");
return drivers;
}
// Clipboard
void DisplayServerJavaScript::update_clipboard_callback(const char *p_text) {
get_singleton()->clipboard = p_text;
}
void DisplayServerJavaScript::clipboard_set(const String &p_text) {
clipboard = p_text;
int err = godot_js_display_clipboard_set(p_text.utf8().get_data());
ERR_FAIL_COND_MSG(err, "Clipboard API is not supported.");
}
String DisplayServerJavaScript::clipboard_get() const {
godot_js_display_clipboard_get(update_clipboard_callback);
return clipboard;
}
void DisplayServerJavaScript::send_window_event_callback(int p_notification) {
DisplayServerJavaScript *ds = get_singleton();
if (!ds) {
return;
}
if (p_notification == DisplayServer::WINDOW_EVENT_MOUSE_ENTER || p_notification == DisplayServer::WINDOW_EVENT_MOUSE_EXIT) {
ds->cursor_inside_canvas = p_notification == DisplayServer::WINDOW_EVENT_MOUSE_ENTER;
}
if (!ds->window_event_callback.is_null()) {
Variant event = int(p_notification);
Variant *eventp = &event;
Variant ret;
Callable::CallError ce;
ds->window_event_callback.call((const Variant **)&eventp, 1, ret, ce);
}
}
void DisplayServerJavaScript::set_icon(const Ref<Image> &p_icon) {
ERR_FAIL_COND(p_icon.is_null());
Ref<Image> icon = p_icon;
if (icon->is_compressed()) {
icon = icon->duplicate();
ERR_FAIL_COND(icon->decompress() != OK);
}
if (icon->get_format() != Image::FORMAT_RGBA8) {
if (icon == p_icon)
icon = icon->duplicate();
icon->convert(Image::FORMAT_RGBA8);
}
png_image png_meta;
memset(&png_meta, 0, sizeof png_meta);
png_meta.version = PNG_IMAGE_VERSION;
png_meta.width = icon->get_width();
png_meta.height = icon->get_height();
png_meta.format = PNG_FORMAT_RGBA;
PackedByteArray png;
size_t len;
PackedByteArray data = icon->get_data();
ERR_FAIL_COND(!png_image_write_get_memory_size(png_meta, len, 0, data.ptr(), 0, nullptr));
png.resize(len);
ERR_FAIL_COND(!png_image_write_to_memory(&png_meta, png.ptrw(), &len, 0, data.ptr(), 0, nullptr));
godot_js_display_window_icon_set(png.ptr(), len);
}
void DisplayServerJavaScript::_dispatch_input_event(const Ref<InputEvent> &p_event) {
OS_JavaScript *os = OS_JavaScript::get_singleton();
// Resume audio context after input in case autoplay was denied.
os->resume_audio();
Callable cb = get_singleton()->input_event_callback;
if (!cb.is_null()) {
Variant ev = p_event;
Variant *evp = &ev;
Variant ret;
Callable::CallError ce;
cb.call((const Variant **)&evp, 1, ret, ce);
}
}
DisplayServer *DisplayServerJavaScript::create_func(const String &p_rendering_driver, WindowMode p_window_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Size2i &p_resolution, Error &r_error) {
return memnew(DisplayServerJavaScript(p_rendering_driver, p_window_mode, p_vsync_mode, p_flags, p_resolution, r_error));
}
DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_driver, WindowMode p_window_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Size2i &p_resolution, Error &r_error) {
r_error = OK; // Always succeeds for now.
// Ensure the canvas ID.
godot_js_config_canvas_id_get(canvas_id, 256);
// Handle contextmenu, webglcontextlost
godot_js_display_setup_canvas(p_resolution.x, p_resolution.y, p_window_mode == WINDOW_MODE_FULLSCREEN, OS::get_singleton()->is_hidpi_allowed() ? 1 : 0);
// Check if it's windows.
swap_cancel_ok = godot_js_display_is_swap_ok_cancel() == 1;
// Expose method for requesting quit.
godot_js_os_request_quit_cb(request_quit_callback);
RasterizerDummy::make_current(); // TODO GLES2 in Godot 4.0... or webgpu?
#if 0
EmscriptenWebGLContextAttributes attributes;
emscripten_webgl_init_context_attributes(&attributes);
attributes.alpha = GLOBAL_GET("display/window/per_pixel_transparency/allowed");
attributes.antialias = false;
ERR_FAIL_INDEX_V(p_video_driver, VIDEO_DRIVER_MAX, ERR_INVALID_PARAMETER);
if (p_desired.layered) {
set_window_per_pixel_transparency_enabled(true);
}
bool gl_initialization_error = false;
if (RasterizerGLES2::is_viable() == OK) {
attributes.majorVersion = 1;
RasterizerGLES2::register_config();
RasterizerGLES2::make_current();
} else {
gl_initialization_error = true;
}
EMSCRIPTEN_WEBGL_CONTEXT_HANDLE ctx = emscripten_webgl_create_context(canvas_id, &attributes);
if (emscripten_webgl_make_context_current(ctx) != EMSCRIPTEN_RESULT_SUCCESS) {
gl_initialization_error = true;
}
if (gl_initialization_error) {
OS::get_singleton()->alert("Your browser does not seem to support WebGL. Please update your browser version.",
"Unable to initialize video driver");
return ERR_UNAVAILABLE;
}
video_driver_index = p_video_driver;
#endif
EMSCRIPTEN_RESULT result;
#define EM_CHECK(ev) \
if (result != EMSCRIPTEN_RESULT_SUCCESS) \
ERR_PRINT("Error while setting " #ev " callback: Code " + itos(result));
#define SET_EM_CALLBACK(target, ev, cb) \
result = emscripten_set_##ev##_callback(target, nullptr, true, &cb); \
EM_CHECK(ev)
#define SET_EM_WINDOW_CALLBACK(ev, cb) \
result = emscripten_set_##ev##_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, false, &cb); \
EM_CHECK(ev)
// These callbacks from Emscripten's html5.h suffice to access most
// 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_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)
#undef SET_EM_CALLBACK
#undef EM_CHECK
// For APIs that are not (sufficiently) exposed, a
// library is used below (implemented in library_godot_display.js).
godot_js_display_notification_cb(&send_window_event_callback,
WINDOW_EVENT_MOUSE_ENTER,
WINDOW_EVENT_MOUSE_EXIT,
WINDOW_EVENT_FOCUS_IN,
WINDOW_EVENT_FOCUS_OUT);
godot_js_display_paste_cb(update_clipboard_callback);
godot_js_display_drop_files_cb(drop_files_js_callback);
godot_js_display_gamepad_cb(&DisplayServerJavaScript::gamepad_callback);
godot_js_display_vk_cb(&vk_input_text_callback);
Input::get_singleton()->set_event_dispatch_function(_dispatch_input_event);
}
DisplayServerJavaScript::~DisplayServerJavaScript() {
//emscripten_webgl_commit_frame();
//emscripten_webgl_destroy_context(webgl_ctx);
}
bool DisplayServerJavaScript::has_feature(Feature p_feature) const {
switch (p_feature) {
//case FEATURE_CONSOLE_WINDOW:
//case FEATURE_GLOBAL_MENU:
//case FEATURE_HIDPI:
//case FEATURE_IME:
case FEATURE_ICON:
case FEATURE_CLIPBOARD:
case FEATURE_CURSOR_SHAPE:
case FEATURE_CUSTOM_CURSOR_SHAPE:
case FEATURE_MOUSE:
case FEATURE_TOUCHSCREEN:
return true;
//case FEATURE_MOUSE_WARP:
//case FEATURE_NATIVE_DIALOG:
//case FEATURE_NATIVE_ICON:
//case FEATURE_WINDOW_TRANSPARENCY:
//case FEATURE_KEEP_SCREEN_ON:
//case FEATURE_ORIENTATION:
case FEATURE_VIRTUAL_KEYBOARD:
return godot_js_display_vk_available() != 0;
default:
return false;
}
}
void DisplayServerJavaScript::register_javascript_driver() {
register_create_function("javascript", create_func, get_rendering_drivers_func);
}
String DisplayServerJavaScript::get_name() const {
return "javascript";
}
int DisplayServerJavaScript::get_screen_count() const {
return 1;
}
Point2i DisplayServerJavaScript::screen_get_position(int p_screen) const {
return Point2i(); // TODO offsetX/Y?
}
Size2i DisplayServerJavaScript::screen_get_size(int p_screen) const {
int size[2];
godot_js_display_screen_size_get(size, size + 1);
return Size2(size[0], size[1]);
}
Rect2i DisplayServerJavaScript::screen_get_usable_rect(int p_screen) const {
int size[2];
godot_js_display_window_size_get(size, size + 1);
return Rect2i(0, 0, size[0], size[1]);
}
int DisplayServerJavaScript::screen_get_dpi(int p_screen) const {
return godot_js_display_screen_dpi_get();
}
float DisplayServerJavaScript::screen_get_scale(int p_screen) const {
return godot_js_display_pixel_ratio_get();
}
Vector<DisplayServer::WindowID> DisplayServerJavaScript::get_window_list() const {
Vector<WindowID> ret;
ret.push_back(MAIN_WINDOW_ID);
return ret;
}
DisplayServerJavaScript::WindowID DisplayServerJavaScript::get_window_at_screen_position(const Point2i &p_position) const {
return MAIN_WINDOW_ID;
}
void DisplayServerJavaScript::window_attach_instance_id(ObjectID p_instance, WindowID p_window) {
window_attached_instance_id = p_instance;
}
ObjectID DisplayServerJavaScript::window_get_attached_instance_id(WindowID p_window) const {
return window_attached_instance_id;
}
void DisplayServerJavaScript::window_set_rect_changed_callback(const Callable &p_callable, WindowID p_window) {
// Not supported.
}
void DisplayServerJavaScript::window_set_window_event_callback(const Callable &p_callable, WindowID p_window) {
window_event_callback = p_callable;
}
void DisplayServerJavaScript::window_set_input_event_callback(const Callable &p_callable, WindowID p_window) {
input_event_callback = p_callable;
}
void DisplayServerJavaScript::window_set_input_text_callback(const Callable &p_callable, WindowID p_window) {
input_text_callback = p_callable;
}
void DisplayServerJavaScript::window_set_drop_files_callback(const Callable &p_callable, WindowID p_window) {
drop_files_callback = p_callable;
}
void DisplayServerJavaScript::window_set_title(const String &p_title, WindowID p_window) {
godot_js_display_window_title_set(p_title.utf8().get_data());
}
int DisplayServerJavaScript::window_get_current_screen(WindowID p_window) const {
return 1;
}
void DisplayServerJavaScript::window_set_current_screen(int p_screen, WindowID p_window) {
// Not implemented.
}
Point2i DisplayServerJavaScript::window_get_position(WindowID p_window) const {
return Point2i(); // TODO Does this need implementation?
}
void DisplayServerJavaScript::window_set_position(const Point2i &p_position, WindowID p_window) {
// Not supported.
}
void DisplayServerJavaScript::window_set_transient(WindowID p_window, WindowID p_parent) {
// Not supported.
}
void DisplayServerJavaScript::window_set_max_size(const Size2i p_size, WindowID p_window) {
// Not supported.
}
Size2i DisplayServerJavaScript::window_get_max_size(WindowID p_window) const {
return Size2i();
}
void DisplayServerJavaScript::window_set_min_size(const Size2i p_size, WindowID p_window) {
// Not supported.
}
Size2i DisplayServerJavaScript::window_get_min_size(WindowID p_window) const {
return Size2i();
}
void DisplayServerJavaScript::window_set_size(const Size2i p_size, WindowID p_window) {
godot_js_display_desired_size_set(p_size.x, p_size.y);
}
Size2i DisplayServerJavaScript::window_get_size(WindowID p_window) const {
int size[2];
godot_js_display_window_size_get(size, size + 1);
return Size2i(size[0], size[1]);
}
Size2i DisplayServerJavaScript::window_get_real_size(WindowID p_window) const {
return window_get_size(p_window);
}
void DisplayServerJavaScript::window_set_mode(WindowMode p_mode, WindowID p_window) {
if (window_mode == p_mode)
return;
switch (p_mode) {
case WINDOW_MODE_WINDOWED: {
if (window_mode == WINDOW_MODE_FULLSCREEN) {
godot_js_display_fullscreen_exit();
}
window_mode = WINDOW_MODE_WINDOWED;
} break;
case WINDOW_MODE_FULLSCREEN: {
int result = godot_js_display_fullscreen_request();
ERR_FAIL_COND_MSG(result, "The request was denied. Remember that enabling fullscreen is only possible from an input callback for the HTML5 platform.");
} break;
case WINDOW_MODE_MAXIMIZED:
case WINDOW_MODE_MINIMIZED:
WARN_PRINT("WindowMode MAXIMIZED and MINIMIZED are not supported in HTML5 platform.");
break;
default:
break;
}
}
DisplayServerJavaScript::WindowMode DisplayServerJavaScript::window_get_mode(WindowID p_window) const {
return window_mode;
}
bool DisplayServerJavaScript::window_is_maximize_allowed(WindowID p_window) const {
return false;
}
void DisplayServerJavaScript::window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window) {
// Not supported.
}
bool DisplayServerJavaScript::window_get_flag(WindowFlags p_flag, WindowID p_window) const {
return false;
}
void DisplayServerJavaScript::window_request_attention(WindowID p_window) {
// Not supported.
}
void DisplayServerJavaScript::window_move_to_foreground(WindowID p_window) {
// Not supported.
}
bool DisplayServerJavaScript::window_can_draw(WindowID p_window) const {
return true;
}
bool DisplayServerJavaScript::can_any_window_draw() const {
return true;
}
void DisplayServerJavaScript::process_events() {
Input::get_singleton()->flush_buffered_events();
if (godot_js_display_gamepad_sample() == OK) {
process_joypads();
}
}
int DisplayServerJavaScript::get_current_video_driver() const {
return 1;
}
bool DisplayServerJavaScript::get_swap_cancel_ok() {
return swap_cancel_ok;
}
void DisplayServerJavaScript::swap_buffers() {
//emscripten_webgl_commit_frame();
}