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-rw-r--r--platform/javascript/js/libs/library_godot_input.js26
1 files changed, 20 insertions, 6 deletions
diff --git a/platform/javascript/js/libs/library_godot_input.js b/platform/javascript/js/libs/library_godot_input.js
index 587c320f35..f403e85a30 100644
--- a/platform/javascript/js/libs/library_godot_input.js
+++ b/platform/javascript/js/libs/library_godot_input.js
@@ -104,10 +104,14 @@ const GodotInputGamepads = {
}
}
GodotEventListeners.add(window, 'gamepadconnected', function (evt) {
- add(evt.gamepad);
+ if (evt.gamepad) {
+ add(evt.gamepad);
+ }
}, false);
GodotEventListeners.add(window, 'gamepaddisconnected', function (evt) {
- onchange(evt.gamepad.index, 0);
+ if (evt.gamepad) {
+ onchange(evt.gamepad.index, 0);
+ }
}, false);
},
@@ -258,7 +262,7 @@ const GodotInputDragDrop = {
const DROP = `/tmp/drop-${parseInt(Math.random() * (1 << 30), 10)}/`;
const drops = [];
const files = [];
- FS.mkdir(DROP);
+ FS.mkdir(DROP.slice(0, -1)); // Without trailing slash
GodotInputDragDrop.pending_files.forEach((elem) => {
const path = elem['path'];
GodotFS.copy_to_fs(DROP + path, elem['data']);
@@ -389,6 +393,11 @@ const GodotInput = {
const rect = canvas.getBoundingClientRect();
const pos = GodotInput.computePosition(evt, rect);
const modifiers = GodotInput.getModifiers(evt);
+ // Since the event is consumed, focus manually.
+ // NOTE: The iframe container may not have focus yet, so focus even when already active.
+ if (p_pressed) {
+ GodotConfig.canvas.focus();
+ }
if (func(p_pressed, evt.button, pos[0], pos[1], modifiers)) {
evt.preventDefault();
}
@@ -405,14 +414,19 @@ const GodotInput = {
const func = GodotRuntime.get_func(callback);
const canvas = GodotConfig.canvas;
function touch_cb(type, evt) {
+ // Since the event is consumed, focus manually.
+ // NOTE: The iframe container may not have focus yet, so focus even when already active.
+ if (type === 0) {
+ GodotConfig.canvas.focus();
+ }
const rect = canvas.getBoundingClientRect();
const touches = evt.changedTouches;
for (let i = 0; i < touches.length; i++) {
const touch = touches[i];
const pos = GodotInput.computePosition(touch, rect);
- GodotRuntime.setHeapValue(coords + (i * 2), pos[0], 'double');
- GodotRuntime.setHeapValue(coords + (i * 2 + 8), pos[1], 'double');
- GodotRuntime.setHeapValue(ids + i, touch.identifier, 'i32');
+ GodotRuntime.setHeapValue(coords + (i * 2) * 8, pos[0], 'double');
+ GodotRuntime.setHeapValue(coords + (i * 2 + 1) * 8, pos[1], 'double');
+ GodotRuntime.setHeapValue(ids + i * 4, touch.identifier, 'i32');
}
func(type, touches.length);
if (evt.cancelable) {