virtualx-engine/platform/javascript/js/libs/library_godot_input.js
Fabio Alessandrelli 4ce01a35be
[HTML5] Fix multi-touch input handling.
The code to populate the input data for WebAssembly was incorrectly
overriding values when multiple touches were present due to wrong
indexing.

(cherry picked from commit 470496d8d4)
2021-11-30 12:21:28 +01:00

540 lines
17 KiB
JavaScript

/*************************************************************************/
/* 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. */
/*************************************************************************/
/*
* 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) {
GodotEventListeners.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);
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);
},
};
autoAddDeps(GodotInput, '$GodotInput');
mergeInto(LibraryManager.library, GodotInput);