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path: root/platform/javascript/display_server_javascript.cpp
AgeCommit message (Collapse)Author
2021-04-29Replace remaining uses of `NULL` with `nullptr`Rémi Verschelde
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-03-23Rename some more global enums (Key, Joy, MIDI)Aaron Franke
2021-03-23Rename ButtonList enum and members to MouseButtonAaron Franke
2021-03-11[HTML5] Opt-in virtual keyboard support.Fabio Alessandrelli
Added as an export option "Experimental Virtual Keyboard". There is no zoom, so text/line edit must be in the top part of the screen, or it will get hidden by the virtual keyboard. UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in 4.0 but I can't test it). It uses an hidden textarea or input, based on the multiline variable, and only gets activated if the device has a touchscreen. This could cause problems on devices with both touchscreen and a real keyboard (although input should still work in general with some minor focus issues). I'm thinking of a system to detect the first physical keystroke and disable it in case, but it might do more harm then good, so it must be well thought.
2021-03-08[HTML5] Respect allow_hidpi option during setupFabio Alessandrelli
The option was forced to `true` before, unlike on other platforms.
2021-02-19[HTML5] Better fullscreen, canvas resizing.Fabio Alessandrelli
Three canvas resize policies: - `None`: Godot window settings are ignored. - `Project`: Godot handles the canvas like a native app (resizing it when setting the window size). - `Adaptive`: Canvas size will always adapt to browser window size. Use `None` if you want to control the canvas size with custom JavaScript code.
2021-02-19[HTML5] Easier HTML templates, better deinit/cleanup.Fabio Alessandrelli
2021-02-12[HTML5] Detect screen scale and DPI.Fabio Alessandrelli
`OS.get_screen_scale` will now return the `window.devicePixelRatio` value, `OS.get_screen_dpi` uses CSS media queries to find approximate DPI value for the current display. `OS.get_screen_size` also return the actual screen size (not the CSS pixel size).
2021-02-11[HTML5] Handle contextmenu, webglcontextlost internally.Fabio Alessandrelli
This way they are automatically cleaned up when the engine exits, landing a hand to browsers garbage collectors.
2021-02-02[HTML5] Fix mouse_mode and fullscreen detection.Fabio Alessandrelli
The canvas_id is `#`-prefixed to work with emscripten as a CSS selector. When comparing to an event target ID (e.g. when checking if the canvas is fullscreen, or is locking the mouse) we need to skip the first char (the hash).
2021-01-18[HTML5] Custom Gamepad library to allow remapping.Fabio Alessandrelli
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.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-29Fix missed renamings from empty() to is_empty()Rémi Verschelde
Those were missed in #44401 or added by later PRs.
2020-11-30[HTML5] Fix broken layout on load in HiDPI screensFabio Alessandrelli
This was caused by the devicePixelRatio being applied twice, once by the HTML code, once by the OS code. More specifically, OS.get_window_size() would return the canvas element size, while OS.set_window_size() would set the element size to the specified value times the devicePixelRatio. Calling OS.set_window_size(OS.get_window_size()) would reapply the devicePixelRatio every time. This commit changes the behaviour so that OS.set_window_size() do not apply the devicePixelRatio to the canvas element size, by it divides the CSS size instead.
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-10[HTML5] Port JavaScript inline code to libraries.Fabio Alessandrelli
The API is implemented in javascript, and generates C functions that can be called from godot. This allows much cleaner code replacing all `EM_ASM` calls in our C++ code with plain C function calls. This also gets rid of few hacks and comes with few optimizations (e.g. custom cursor shapes should be much faster now).
2020-09-23Better HiDPI support in HTML5.Fabio Alessandrelli
2020-09-23Window event listener do not use capture.Fabio Alessandrelli
2020-09-23Small refactor to JavaScript handlers.Fabio Alessandrelli
Crated helper class in native/utils.js. Simplify code in OS/DisplayServer.
2020-07-27Implement HTML5 cancel/ok button swap on Windows.Fabio Alessandrelli
Platform is detected on init via the `navigator.platform` string.
2020-07-27Properly set HTML5 DisplayServer init error value.Fabio Alessandrelli
Checked in main.cpp, would cause the engine to not load.
2020-07-01[JS] Check canvas size each loop, force redraw.Fabio Alessandrelli
Fix compatibility issues, achieve smoother resizing.
2020-07-01More static methods in DisplayServerJavaScript.Fabio Alessandrelli
Were static functions in cpp file, polluting global namespace.
2020-07-01Refactor canvas ID and locale handling.Fabio Alessandrelli
2020-06-04Swtich HTML5 key detection from keyCode to code.Fabio Alessandrelli
The value of this, does not include the layout. The code has extra logic to map the unicode value to our keylist, supporting ASCII and Latin-1. Also add support for `physical_keycode` in HTML5 platform.
2020-05-14Style: Enforce separation line between function definitionsRémi Verschelde
I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-14Style: Fix missing/invalid copyright headersRémi Verschelde
2020-05-13Update game controller enums.Marcel Admiraal
2020-05-10Add drop files functionFabio Alessandrelli
2020-05-10Fix Closure compiler build, python style.Fabio Alessandrelli
Move copyToFS into utils.js library included with '--pre-js'.
2020-05-10DisplayServerJavaScript implementation.Fabio Alessandrelli