[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 b1c6826b9f
commit b2d30c725d
7 changed files with 261 additions and 199 deletions

View file

@ -62,12 +62,6 @@ 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.
@ -118,88 +112,51 @@ void DisplayServerJavaScript::request_quit_callback() {
// 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);
void DisplayServerJavaScript::dom2godot_mod(Ref<InputEventWithModifiers> ev, int p_mod) {
ev->set_shift_pressed(p_mod & 1);
ev->set_alt_pressed(p_mod & 2);
ev->set_ctrl_pressed(p_mod & 4);
ev->set_meta_pressed(p_mod & 8);
}
Ref<InputEventKey> DisplayServerJavaScript::setup_key_event(const EmscriptenKeyboardEvent *emscripten_event) {
void DisplayServerJavaScript::key_callback(int p_pressed, int p_repeat, int p_modifiers) {
DisplayServerJavaScript *ds = get_singleton();
JSKeyEvent &key_event = ds->key_event;
// Resume audio context after input in case autoplay was denied.
OS_JavaScript::get_singleton()->resume_audio();
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));
ev->set_echo(p_repeat);
ev->set_keycode(dom_code2godot_scancode(key_event.code, key_event.key, false));
ev->set_physical_keycode(dom_code2godot_scancode(key_event.code, key_event.key, true));
ev->set_pressed(p_pressed);
dom2godot_mod(ev, p_modifiers);
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);
}
String unicode = String::utf8(key_event.key);
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();
int DisplayServerJavaScript::mouse_button_callback(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers) {
DisplayServerJavaScript *ds = 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_pressed(p_pressed);
ev->set_position(Point2(p_x, p_y));
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:
ev->set_button_index(MOUSE_BUTTON_LEFT);
break;
@ -219,34 +176,30 @@ EM_BOOL DisplayServerJavaScript::mouse_button_callback(int p_event_type, const E
return false;
}
if (ev->is_pressed()) {
double diff = emscripten_get_now() - display->last_click_ms;
if (p_pressed) {
uint64_t diff = (OS::get_singleton()->get_ticks_usec() / 1000) - ds->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;
if (ev->get_button_index() == ds->last_click_button_index) {
if (diff < 400 && Point2(ds->last_click_pos).distance_to(ev->get_position()) < 5) {
ds->last_click_ms = 0;
ds->last_click_pos = Point2(-100, -100);
ds->last_click_button_index = -1;
ev->set_double_click(true);
}
} else {
display->last_click_button_index = ev->get_button_index();
ds->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();
ds->last_click_ms += diff;
ds->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));
int mask = Input::get_singleton()->get_mouse_button_mask();
int button_flag = 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;
@ -256,7 +209,9 @@ EM_BOOL DisplayServerJavaScript::mouse_button_callback(int p_event_type, const E
}
ev->set_button_mask(mask);
input->parse_input_event(ev);
Input::get_singleton()->parse_input_event(ev);
// Resume audio context after input in case autoplay was denied.
OS_JavaScript::get_singleton()->resume_audio();
// Make sure to flush all events so we can call restricted APIs inside the event.
Input::get_singleton()->flush_buffered_events();
@ -266,31 +221,26 @@ EM_BOOL DisplayServerJavaScript::mouse_button_callback(int p_event_type, const E
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);
void DisplayServerJavaScript::mouse_move_callback(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers) {
int input_mask = Input::get_singleton()->get_mouse_button_mask();
// 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;
if (!get_singleton()->cursor_inside_canvas && !input_mask)
return;
Ref<InputEventMouseMotion> ev;
ev.instantiate();
dom2godot_mod(p_event, ev);
dom2godot_mod(ev, p_modifiers);
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_relative(Vector2(p_event->movementX, p_event->movementY));
input->set_mouse_position(ev->get_position());
ev->set_speed(input->get_last_mouse_speed());
ev->set_relative(Vector2(p_rel_x, p_rel_y));
Input::get_singleton()->set_mouse_position(ev->get_position());
ev->set_speed(Input::get_singleton()->get_last_mouse_speed());
input->parse_input_event(ev);
// Don't suppress mouseover/-leave events.
return false;
Input::get_singleton()->parse_input_event(ev);
}
// Cursor
@ -455,12 +405,10 @@ DisplayServer::MouseMode DisplayServerJavaScript::mouse_get_mode() const {
}
// 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();
int DisplayServerJavaScript::mouse_wheel_callback(double p_delta_x, double p_delta_y) {
if (!godot_js_display_canvas_is_focused()) {
if (get_singleton()->cursor_inside_canvas) {
godot_js_display_canvas_focus();
} else {
return false;
}
@ -477,16 +425,17 @@ EM_BOOL DisplayServerJavaScript::wheel_callback(int p_event_type, const Emscript
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)
if (p_delta_y < 0) {
ev->set_button_index(MOUSE_BUTTON_WHEEL_UP);
else if (p_event->deltaY > 0)
} else if (p_delta_y > 0) {
ev->set_button_index(MOUSE_BUTTON_WHEEL_DOWN);
else if (p_event->deltaX > 0)
} else if (p_delta_x > 0) {
ev->set_button_index(MOUSE_BUTTON_WHEEL_LEFT);
else if (p_event->deltaX < 0)
} else if (p_delta_x < 0) {
ev->set_button_index(MOUSE_BUTTON_WHEEL_RIGHT);
else
} else {
return false;
}
// Different browsers give wildly different delta values, and we can't
// interpret deltaMode, so use default value for wheel events' factor.
@ -494,7 +443,7 @@ EM_BOOL DisplayServerJavaScript::wheel_callback(int p_event_type, const Emscript
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));
ev->set_button_mask(input->get_mouse_button_mask() | button_flag);
input->parse_input_event(ev);
Ref<InputEventMouseButton> release = ev->duplicate();
@ -506,52 +455,43 @@ EM_BOOL DisplayServerJavaScript::wheel_callback(int p_event_type, const Emscript
}
// 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;
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.instantiate();
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);
void DisplayServerJavaScript::touch_callback(int p_type, int p_count) {
DisplayServerJavaScript *ds = get_singleton();
Input::get_singleton()->parse_input_event(ev);
const JSTouchEvent &touch_event = ds->touch_event;
for (int i = 0; i < p_count; i++) {
Point2 point(touch_event.coords[i * 2], touch_event.coords[i * 2 + 1]);
if (p_type == 2) {
// touchmove
Ref<InputEventScreenDrag> ev;
ev.instantiate();
ev->set_index(touch_event.identifier[i]);
ev->set_position(point);
Point2 &prev = ds->touches[i];
ev->set_relative(ev->get_position() - prev);
prev = ev->get_position();
Input::get_singleton()->parse_input_event(ev);
} else {
// touchstart/touchend
Ref<InputEventScreenTouch> ev;
// Resume audio context after input in case autoplay was denied.
OS_JavaScript::get_singleton()->resume_audio();
ev.instantiate();
ev->set_index(touch_event.identifier[i]);
ev->set_position(point);
ev->set_pressed(p_type == 0);
ds->touches[i] = point;
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();
}
}
// 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;
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.instantiate();
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 {
@ -718,11 +658,6 @@ void DisplayServerJavaScript::set_icon(const Ref<Image> &p_icon) {
}
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;
@ -800,22 +735,17 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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_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)
#undef SET_EM_CALLBACK
#undef EM_CHECK
godot_js_display_mouse_button_cb(&DisplayServerJavaScript::mouse_button_callback);
godot_js_display_mouse_move_cb(&DisplayServerJavaScript::mouse_move_callback);
godot_js_display_mouse_wheel_cb(&DisplayServerJavaScript::mouse_wheel_callback);
godot_js_display_touch_cb(&DisplayServerJavaScript::touch_callback, touch_event.identifier, touch_event.coords);
godot_js_display_key_cb(&DisplayServerJavaScript::key_callback, key_event.code, key_event.key);
// 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,