[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

@ -269,13 +269,140 @@ const GodotDisplayCursor = {
};
mergeInto(LibraryManager.library, GodotDisplayCursor);
/*
* Display Gamepad API helper.
*/
const GodotDisplayGamepads = {
$GodotDisplayGamepads__deps: ['$GodotRuntime', '$GodotDisplayListeners'],
$GodotDisplayGamepads: {
samples: [],
get_pads: function () {
try {
// Will throw in iframe when permission is denied.
// Will throw/warn in the future for insecure contexts.
// See https://github.com/w3c/gamepad/pull/120
const pads = navigator.getGamepads();
if (pads) {
return pads;
}
return [];
} catch (e) {
return [];
}
},
get_samples: function () {
return GodotDisplayGamepads.samples;
},
get_sample: function (index) {
const samples = GodotDisplayGamepads.samples;
return index < samples.length ? samples[index] : null;
},
sample: function () {
const pads = GodotDisplayGamepads.get_pads();
const samples = [];
for (let i = 0; i < pads.length; i++) {
const pad = pads[i];
if (!pad) {
samples.push(null);
continue;
}
const s = {
standard: pad.mapping === 'standard',
buttons: [],
axes: [],
connected: pad.connected,
};
for (let b = 0; b < pad.buttons.length; b++) {
s.buttons.push(pad.buttons[b].value);
}
for (let a = 0; a < pad.axes.length; a++) {
s.axes.push(pad.axes[a]);
}
samples.push(s);
}
GodotDisplayGamepads.samples = samples;
},
init: function (onchange) {
GodotDisplayListeners.samples = [];
function add(pad) {
const guid = GodotDisplayGamepads.get_guid(pad);
const c_id = GodotRuntime.allocString(pad.id);
const c_guid = GodotRuntime.allocString(guid);
onchange(pad.index, 1, c_id, c_guid);
GodotRuntime.free(c_id);
GodotRuntime.free(c_guid);
}
const pads = GodotDisplayGamepads.get_pads();
for (let i = 0; i < pads.length; i++) {
// Might be reserved space.
if (pads[i]) {
add(pads[i]);
}
}
GodotDisplayListeners.add(window, 'gamepadconnected', function (evt) {
add(evt.gamepad);
}, false);
GodotDisplayListeners.add(window, 'gamepaddisconnected', function (evt) {
onchange(evt.gamepad.index, 0);
}, false);
},
get_guid: function (pad) {
if (pad.mapping) {
return pad.mapping;
}
const ua = navigator.userAgent;
let os = 'Unknown';
if (ua.indexOf('Android') >= 0) {
os = 'Android';
} else if (ua.indexOf('Linux') >= 0) {
os = 'Linux';
} else if (ua.indexOf('iPhone') >= 0) {
os = 'iOS';
} else if (ua.indexOf('Macintosh') >= 0) {
// Updated iPads will fall into this category.
os = 'MacOSX';
} else if (ua.indexOf('Windows') >= 0) {
os = 'Windows';
}
const id = pad.id;
// Chrom* style: NAME (Vendor: xxxx Product: xxxx)
const exp1 = /vendor: ([0-9a-f]{4}) product: ([0-9a-f]{4})/i;
// Firefox/Safari style (safari may remove leading zeores)
const exp2 = /^([0-9a-f]+)-([0-9a-f]+)-/i;
let vendor = '';
let product = '';
if (exp1.test(id)) {
const match = exp1.exec(id);
vendor = match[1].padStart(4, '0');
product = match[2].padStart(4, '0');
} else if (exp2.test(id)) {
const match = exp2.exec(id);
vendor = match[1].padStart(4, '0');
product = match[2].padStart(4, '0');
}
if (!vendor || !product) {
return `${os}Unknown`;
}
return os + vendor + product;
},
},
};
mergeInto(LibraryManager.library, GodotDisplayGamepads);
/**
* Display server interface.
*
* Exposes all the functions needed by DisplayServer implementation.
*/
const GodotDisplay = {
$GodotDisplay__deps: ['$GodotConfig', '$GodotRuntime', '$GodotDisplayCursor', '$GodotDisplayListeners', '$GodotDisplayDragDrop'],
$GodotDisplay__deps: ['$GodotConfig', '$GodotRuntime', '$GodotDisplayCursor', '$GodotDisplayListeners', '$GodotDisplayDragDrop', '$GodotDisplayGamepads'],
$GodotDisplay: {
window_icon: '',
},
@ -491,6 +618,49 @@ const GodotDisplay = {
}, false);
GodotDisplayListeners.add(canvas, 'drop', GodotDisplayDragDrop.handler(dropFiles));
},
/*
* Gamepads
*/
godot_js_display_gamepad_cb__sig: 'vi',
godot_js_display_gamepad_cb: function (change_cb) {
const onchange = GodotRuntime.get_func(change_cb);
GodotDisplayGamepads.init(onchange);
},
godot_js_display_gamepad_sample_count__sig: 'i',
godot_js_display_gamepad_sample_count: function () {
return GodotDisplayGamepads.get_samples().length;
},
godot_js_display_gamepad_sample__sig: 'i',
godot_js_display_gamepad_sample: function () {
GodotDisplayGamepads.sample();
return 0;
},
godot_js_display_gamepad_sample_get__sig: 'iiiiiii',
godot_js_display_gamepad_sample_get: function (p_index, r_btns, r_btns_num, r_axes, r_axes_num, r_standard) {
const sample = GodotDisplayGamepads.get_sample(p_index);
if (!sample || !sample.connected) {
return 1;
}
const btns = sample.buttons;
const btns_len = btns.length < 16 ? btns.length : 16;
for (let i = 0; i < btns_len; i++) {
GodotRuntime.setHeapValue(r_btns + (i << 2), btns[i], 'float');
}
GodotRuntime.setHeapValue(r_btns_num, btns_len, 'i32');
const axes = sample.axes;
const axes_len = axes.length < 10 ? axes.length : 10;
for (let i = 0; i < axes_len; i++) {
GodotRuntime.setHeapValue(r_axes + (i << 2), axes[i], 'float');
}
GodotRuntime.setHeapValue(r_axes_num, axes_len, 'i32');
const is_standard = sample.standard ? 1 : 0;
GodotRuntime.setHeapValue(r_standard, is_standard, 'i32');
return 0;
},
};
autoAddDeps(GodotDisplay, '$GodotDisplay');