[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

@ -92,12 +92,6 @@ void OS_JavaScript::send_notification_callback(int p_notification) {
// 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() {
return godot_js_display_size_update() != 0;
}
@ -232,76 +226,35 @@ void OS_JavaScript::set_window_per_pixel_transparency_enabled(bool p_enabled) {
// Keys
template <typename T>
static void dom2godot_mod(T *emscripten_event_ptr, Ref<InputEventWithModifiers> godot_event) {
godot_event->set_shift(emscripten_event_ptr->shiftKey);
godot_event->set_alt(emscripten_event_ptr->altKey);
godot_event->set_control(emscripten_event_ptr->ctrlKey);
godot_event->set_metakey(emscripten_event_ptr->metaKey);
static void dom2godot_mod(Ref<InputEventWithModifiers> ev, int p_mod) {
ev->set_shift(p_mod & 1);
ev->set_alt(p_mod & 2);
ev->set_control(p_mod & 4);
ev->set_metakey(p_mod & 8);
}
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;
ev.instance();
ev->set_echo(emscripten_event->repeat);
dom2godot_mod(emscripten_event, ev);
ev->set_scancode(dom_code2godot_scancode(emscripten_event->code, emscripten_event->key, false));
ev->set_physical_scancode(dom_code2godot_scancode(emscripten_event->code, emscripten_event->key, true));
ev->set_echo(p_repeat);
ev->set_scancode(dom_code2godot_scancode(key_event.code, key_event.key, false));
ev->set_physical_scancode(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 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);
// 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.
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
@ -314,17 +267,18 @@ int OS_JavaScript::get_mouse_button_state() const {
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();
Ref<InputEventMouseButton> ev;
ev.instance();
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(BUTTON_LEFT);
break;
@ -344,8 +298,8 @@ EM_BOOL OS_JavaScript::mouse_button_callback(int p_event_type, const EmscriptenM
return false;
}
if (ev->is_pressed()) {
double diff = emscripten_get_now() - os->last_click_ms;
if (p_pressed) {
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 (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 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.
godot_js_display_canvas_focus();
mask |= button_flag;
} else if (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);
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.
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.
// Context menu is prevented through contextmenu event.
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();
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
// started inside the canvas; imitating desktop app behaviour.
if (!os->cursor_inside_canvas && !input_mask)
return false;
return;
Ref<InputEventMouseMotion> ev;
ev.instance();
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));
ev->set_relative(Vector2(p_rel_x, p_rel_y));
os->input->set_mouse_position(ev->get_position());
ev->set_speed(os->input->get_last_mouse_speed());
os->input->parse_input_event(ev);
// Don't suppress mouseover/-leave events.
return false;
}
static const char *godot2dom_cursor(OS::CursorShape p_shape) {
@ -579,9 +526,9 @@ OS::MouseMode OS_JavaScript::get_mouse_mode() const {
// Wheel
EM_BOOL OS_JavaScript::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);
int OS_JavaScript::mouse_wheel_callback(double p_delta_x, double p_delta_y) {
OS_JavaScript *os = get_singleton();
if (!godot_js_display_canvas_is_focused()) {
if (os->cursor_inside_canvas) {
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_metakey(input->is_key_pressed(KEY_META));
if (p_event->deltaY < 0)
if (p_delta_y < 0) {
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);
else if (p_event->deltaX > 0)
} else if (p_delta_x > 0) {
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);
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.
@ -635,53 +583,41 @@ bool OS_JavaScript::has_touchscreen_ui_hint() const {
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();
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.
os->resume_audio();
return true;
}
EM_BOOL OS_JavaScript::touchmove_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data) {
OS_JavaScript *os = 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.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();
const JSTouchEvent &touch_event = os->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.instance();
ev->set_index(touch_event.identifier[i]);
ev->set_position(point);
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
@ -886,22 +822,16 @@ Error OS_JavaScript::initialize(const VideoMode &p_desired, int p_video_driver,
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(&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
// library is used below (implemented in library_godot_display.js).
godot_js_display_notification_cb(&OS_JavaScript::send_notification_callback,