bab20c6e09
No longer use emscripten functions for gamepads, implement them as library functions in library_godot_display.js instead. This allows us to do a better job at "guessing" vendorId, productId, OS, etc. thus allowing us to better find the remapping for the controller.
93 lines
4.7 KiB
C++
93 lines
4.7 KiB
C++
/*************************************************************************/
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/* godot_js.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GODOT_JS_H
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#define GODOT_JS_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "stddef.h"
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// Config
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extern void godot_js_config_locale_get(char *p_ptr, int p_ptr_max);
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extern void godot_js_config_canvas_id_get(char *p_ptr, int p_ptr_max);
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extern int godot_js_config_is_resize_on_start();
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// OS
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extern void godot_js_os_finish_async(void (*p_callback)());
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extern void godot_js_os_request_quit_cb(void (*p_callback)());
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extern int godot_js_os_fs_is_persistent();
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extern void godot_js_os_fs_sync(void (*p_callback)());
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extern int godot_js_os_execute(const char *p_json);
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extern void godot_js_os_shell_open(const char *p_uri);
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// Display
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extern double godot_js_display_pixel_ratio_get();
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extern void godot_js_display_alert(const char *p_text);
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extern int godot_js_display_touchscreen_is_available();
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extern int godot_js_display_is_swap_ok_cancel();
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// Display canvas
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extern void godot_js_display_canvas_focus();
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extern int godot_js_display_canvas_is_focused();
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extern void godot_js_display_canvas_bounding_rect_position_get(int32_t *p_x, int32_t *p_y);
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// Display window
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extern void godot_js_display_window_request_fullscreen();
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extern void godot_js_display_window_title_set(const char *p_text);
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extern void godot_js_display_window_icon_set(const uint8_t *p_ptr, int p_len);
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// Display clipboard
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extern int godot_js_display_clipboard_set(const char *p_text);
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extern int godot_js_display_clipboard_get(void (*p_callback)(const char *p_text));
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// Display cursor
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extern void godot_js_display_cursor_set_shape(const char *p_cursor);
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extern int godot_js_display_cursor_is_hidden();
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extern void godot_js_display_cursor_set_custom_shape(const char *p_shape, const uint8_t *p_ptr, int p_len, int p_hotspot_x, int p_hotspot_y);
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extern void godot_js_display_cursor_set_visible(int p_visible);
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// Display gamepad
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extern char *godot_js_display_gamepad_cb(void (*p_on_change)(int p_index, int p_connected, const char *p_id, const char *p_guid));
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extern int godot_js_display_gamepad_sample();
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extern int godot_js_display_gamepad_sample_count();
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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);
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// Display listeners
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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);
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extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text));
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extern void godot_js_display_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec));
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#ifdef __cplusplus
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}
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#endif
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#endif /* GODOT_JS_H */
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