mirror of
https://github.com/godotengine/godot.git
synced 2025-10-24 10:23:28 +00:00
[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:
parent
e31a10da98
commit
b7ac3c1aeb
7 changed files with 233 additions and 168 deletions
|
|
@ -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,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue