[HTML5] Custom Gamepad library to allow remapping.

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.
This commit is contained in:
Fabio Alessandrelli 2020-12-27 14:15:43 +01:00
parent a1533f2c44
commit bab20c6e09
5 changed files with 227 additions and 54 deletions

View file

@ -558,57 +558,51 @@ bool DisplayServerJavaScript::screen_is_touchscreen(int p_screen) const {
}
// Gamepad
EM_BOOL DisplayServerJavaScript::gamepad_change_callback(int p_event_type, const EmscriptenGamepadEvent *p_event, void *p_user_data) {
void DisplayServerJavaScript::gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid) {
Input *input = Input::get_singleton();
if (p_event_type == EMSCRIPTEN_EVENT_GAMEPADCONNECTED) {
String guid = "";
if (String::utf8(p_event->mapping) == "standard")
guid = "Default HTML5 Gamepad";
input->joy_connection_changed(p_event->index, true, String::utf8(p_event->id), guid);
if (p_connected) {
input->joy_connection_changed(p_index, true, String::utf8(p_id), String::utf8(p_guid));
} else {
input->joy_connection_changed(p_event->index, false, "");
input->joy_connection_changed(p_index, false, "");
}
return true;
}
void DisplayServerJavaScript::process_joypads() {
int joypad_count = emscripten_get_num_gamepads();
Input *input = Input::get_singleton();
for (int joypad = 0; joypad < joypad_count; joypad++) {
EmscriptenGamepadEvent state;
EMSCRIPTEN_RESULT query_result = emscripten_get_gamepad_status(joypad, &state);
// Chromium reserves gamepads slots, so NO_DATA is an expected result.
ERR_CONTINUE(query_result != EMSCRIPTEN_RESULT_SUCCESS &&
query_result != EMSCRIPTEN_RESULT_NO_DATA);
if (query_result == EMSCRIPTEN_RESULT_SUCCESS && state.connected) {
int button_count = MIN(state.numButtons, 18);
int axis_count = MIN(state.numAxes, 8);
for (int button = 0; button < button_count; button++) {
float value = state.analogButton[button];
input->joy_button(joypad, button, value);
}
for (int axis = 0; axis < axis_count; axis++) {
int32_t pads = godot_js_display_gamepad_sample_count();
int32_t s_btns_num = 0;
int32_t s_axes_num = 0;
int32_t s_standard = 0;
float s_btns[16];
float s_axes[10];
for (int idx = 0; idx < pads; idx++) {
int err = godot_js_display_gamepad_sample_get(idx, s_btns, &s_btns_num, s_axes, &s_axes_num, &s_standard);
if (err) {
continue;
}
for (int b = 0; b < s_btns_num; b++) {
float value = s_btns[b];
// Buttons 6 and 7 in the standard mapping need to be
// axis to be handled as JOY_AXIS_TRIGGER by Godot.
if (s_standard && (b == 6 || b == 7)) {
Input::JoyAxis joy_axis;
joy_axis.min = -1;
joy_axis.value = state.axis[axis];
input->joy_axis(joypad, axis, joy_axis);
joy_axis.min = 0;
joy_axis.value = value;
int a = b == 6 ? JOY_AXIS_TRIGGER_LEFT : JOY_AXIS_TRIGGER_RIGHT;
input->joy_axis(idx, a, joy_axis);
} else {
input->joy_button(idx, b, value);
}
}
for (int a = 0; a < s_axes_num; a++) {
Input::JoyAxis joy_axis;
joy_axis.min = -1;
joy_axis.value = s_axes[a];
input->joy_axis(idx, a, joy_axis);
}
}
}
#if 0
bool DisplayServerJavaScript::is_joy_known(int p_device) {
return Input::get_singleton()->is_joy_mapped(p_device);
}
String DisplayServerJavaScript::get_joy_guid(int p_device) const {
return Input::get_singleton()->get_joy_guid_remapped(p_device);
}
#endif
Vector<String> DisplayServerJavaScript::get_rendering_drivers_func() {
Vector<String> drivers;
drivers.push_back("dummy");
@ -766,9 +760,6 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
#define SET_EM_WINDOW_CALLBACK(ev, cb) \
result = emscripten_set_##ev##_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, false, &cb); \
EM_CHECK(ev)
#define SET_EM_CALLBACK_NOTARGET(ev, cb) \
result = emscripten_set_##ev##_callback(nullptr, true, &cb); \
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)
@ -783,9 +774,6 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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)
SET_EM_CALLBACK_NOTARGET(gamepadconnected, gamepad_change_callback)
SET_EM_CALLBACK_NOTARGET(gamepaddisconnected, gamepad_change_callback)
#undef SET_EM_CALLBACK_NOTARGET
#undef SET_EM_CALLBACK
#undef EM_CHECK
@ -798,6 +786,7 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
WINDOW_EVENT_FOCUS_OUT);
godot_js_display_paste_cb(update_clipboard_callback);
godot_js_display_drop_files_cb(drop_files_js_callback);
godot_js_display_gamepad_cb(&DisplayServerJavaScript::gamepad_callback);
Input::get_singleton()->set_event_dispatch_function(_dispatch_input_event);
}
@ -1026,8 +1015,9 @@ bool DisplayServerJavaScript::can_any_window_draw() const {
}
void DisplayServerJavaScript::process_events() {
if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS)
if (godot_js_display_gamepad_sample() == OK) {
process_joypads();
}
}
int DisplayServerJavaScript::get_current_video_driver() const {