/*************************************************************************/ /* display_server_javascript.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "platform/javascript/display_server_javascript.h" #ifdef GLES3_ENABLED #include "drivers/gles3/rasterizer_gles3.h" #endif #include "platform/javascript/os_javascript.h" #include "servers/rendering/rasterizer_dummy.h" #include #include #include "dom_keys.inc" #include "godot_js.h" #define DOM_BUTTON_LEFT 0 #define DOM_BUTTON_MIDDLE 1 #define DOM_BUTTON_RIGHT 2 #define DOM_BUTTON_XBUTTON1 3 #define DOM_BUTTON_XBUTTON2 4 DisplayServerJavaScript *DisplayServerJavaScript::get_singleton() { return static_cast(DisplayServer::get_singleton()); } // Window (canvas) bool DisplayServerJavaScript::check_size_force_redraw() { return godot_js_display_size_update() != 0; } void DisplayServerJavaScript::fullscreen_change_callback(int p_fullscreen) { DisplayServerJavaScript *display = get_singleton(); if (p_fullscreen) { display->window_mode = WINDOW_MODE_FULLSCREEN; } else { display->window_mode = WINDOW_MODE_WINDOWED; } } // Drag and drop callback. void DisplayServerJavaScript::drop_files_js_callback(char **p_filev, int p_filec) { DisplayServerJavaScript *ds = get_singleton(); if (!ds) { ERR_FAIL_MSG("Unable to drop files because the DisplayServer is not active"); } if (ds->drop_files_callback.is_null()) { return; } Vector files; for (int i = 0; i < p_filec; i++) { files.push_back(String::utf8(p_filev[i])); } Variant v = files; Variant *vp = &v; Variant ret; Callable::CallError ce; ds->drop_files_callback.call((const Variant **)&vp, 1, ret, ce); } // JavaScript quit request callback. void DisplayServerJavaScript::request_quit_callback() { DisplayServerJavaScript *ds = get_singleton(); if (ds && !ds->window_event_callback.is_null()) { Variant event = int(DisplayServer::WINDOW_EVENT_CLOSE_REQUEST); Variant *eventp = &event; Variant ret; Callable::CallError ce; ds->window_event_callback.call((const Variant **)&eventp, 1, ret, ce); } } // Keys void DisplayServerJavaScript::dom2godot_mod(Ref ev, int p_mod) { ev->set_shift_pressed(p_mod & 1); ev->set_alt_pressed(p_mod & 2); ev->set_ctrl_pressed(p_mod & 4); ev->set_meta_pressed(p_mod & 8); } void DisplayServerJavaScript::key_callback(int p_pressed, int p_repeat, int p_modifiers) { DisplayServerJavaScript *ds = get_singleton(); JSKeyEvent &key_event = ds->key_event; // Resume audio context after input in case autoplay was denied. OS_JavaScript::get_singleton()->resume_audio(); Ref ev; ev.instantiate(); ev->set_echo(p_repeat); ev->set_keycode(dom_code2godot_scancode(key_event.code, key_event.key, false)); ev->set_physical_keycode(dom_code2godot_scancode(key_event.code, key_event.key, true)); ev->set_pressed(p_pressed); dom2godot_mod(ev, p_modifiers); String unicode = String::utf8(key_event.key); if (unicode.length() == 1) { ev->set_unicode(unicode[0]); } Input::get_singleton()->parse_input_event(ev); // Make sure to flush all events so we can call restricted APIs inside the event. Input::get_singleton()->flush_buffered_events(); } // Mouse int DisplayServerJavaScript::mouse_button_callback(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers) { DisplayServerJavaScript *ds = get_singleton(); Point2 pos(p_x, p_y); Input::get_singleton()->set_mouse_position(pos); Ref ev; ev.instantiate(); ev->set_position(pos); ev->set_global_position(pos); ev->set_pressed(p_pressed); dom2godot_mod(ev, p_modifiers); switch (p_button) { case DOM_BUTTON_LEFT: ev->set_button_index(MouseButton::LEFT); break; case DOM_BUTTON_MIDDLE: ev->set_button_index(MouseButton::MIDDLE); break; case DOM_BUTTON_RIGHT: ev->set_button_index(MouseButton::RIGHT); break; case DOM_BUTTON_XBUTTON1: ev->set_button_index(MouseButton::MB_XBUTTON1); break; case DOM_BUTTON_XBUTTON2: ev->set_button_index(MouseButton::MB_XBUTTON2); break; default: return false; } if (p_pressed) { uint64_t diff = (OS::get_singleton()->get_ticks_usec() / 1000) - ds->last_click_ms; if (ev->get_button_index() == ds->last_click_button_index) { if (diff < 400 && Point2(ds->last_click_pos).distance_to(ev->get_position()) < 5) { ds->last_click_ms = 0; ds->last_click_pos = Point2(-100, -100); ds->last_click_button_index = MouseButton::NONE; ev->set_double_click(true); } } else { ds->last_click_button_index = ev->get_button_index(); } if (!ev->is_double_click()) { ds->last_click_ms += diff; ds->last_click_pos = ev->get_position(); } } MouseButton mask = Input::get_singleton()->get_mouse_button_mask(); MouseButton button_flag = mouse_button_to_mask(ev->get_button_index()); if (ev->is_pressed()) { mask |= button_flag; } else if ((mask & button_flag) != MouseButton::NONE) { mask &= ~button_flag; } else { // Received release event, but press was outside the canvas, so ignore. return false; } ev->set_button_mask(mask); Input::get_singleton()->parse_input_event(ev); // Resume audio context after input in case autoplay was denied. OS_JavaScript::get_singleton()->resume_audio(); // Make sure to flush all events so we can call restricted APIs inside the event. Input::get_singleton()->flush_buffered_events(); // Prevent multi-click text selection and wheel-click scrolling anchor. // Context menu is prevented through contextmenu event. return true; } void DisplayServerJavaScript::mouse_move_callback(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers) { MouseButton input_mask = Input::get_singleton()->get_mouse_button_mask(); // For motion outside the canvas, only read mouse movement if dragging // started inside the canvas; imitating desktop app behaviour. if (!get_singleton()->cursor_inside_canvas && input_mask == MouseButton::NONE) { return; } Point2 pos(p_x, p_y); Input::get_singleton()->set_mouse_position(pos); Ref ev; ev.instantiate(); dom2godot_mod(ev, p_modifiers); ev->set_button_mask(input_mask); ev->set_position(pos); ev->set_global_position(pos); ev->set_relative(Vector2(p_rel_x, p_rel_y)); Input::get_singleton()->set_mouse_position(ev->get_position()); ev->set_speed(Input::get_singleton()->get_last_mouse_speed()); Input::get_singleton()->parse_input_event(ev); } // Cursor const char *DisplayServerJavaScript::godot2dom_cursor(DisplayServer::CursorShape p_shape) { switch (p_shape) { case DisplayServer::CURSOR_ARROW: return "auto"; case DisplayServer::CURSOR_IBEAM: return "text"; case DisplayServer::CURSOR_POINTING_HAND: return "pointer"; case DisplayServer::CURSOR_CROSS: return "crosshair"; case DisplayServer::CURSOR_WAIT: return "progress"; case DisplayServer::CURSOR_BUSY: return "wait"; case DisplayServer::CURSOR_DRAG: return "grab"; case DisplayServer::CURSOR_CAN_DROP: return "grabbing"; case DisplayServer::CURSOR_FORBIDDEN: return "no-drop"; case DisplayServer::CURSOR_VSIZE: return "ns-resize"; case DisplayServer::CURSOR_HSIZE: return "ew-resize"; case DisplayServer::CURSOR_BDIAGSIZE: return "nesw-resize"; case DisplayServer::CURSOR_FDIAGSIZE: return "nwse-resize"; case DisplayServer::CURSOR_MOVE: return "move"; case DisplayServer::CURSOR_VSPLIT: return "row-resize"; case DisplayServer::CURSOR_HSPLIT: return "col-resize"; case DisplayServer::CURSOR_HELP: return "help"; default: return "auto"; } } void DisplayServerJavaScript::cursor_set_shape(CursorShape p_shape) { ERR_FAIL_INDEX(p_shape, CURSOR_MAX); if (cursor_shape == p_shape) { return; } cursor_shape = p_shape; godot_js_display_cursor_set_shape(godot2dom_cursor(cursor_shape)); } DisplayServer::CursorShape DisplayServerJavaScript::cursor_get_shape() const { return cursor_shape; } void DisplayServerJavaScript::cursor_set_custom_image(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) { if (p_cursor.is_valid()) { Ref texture = p_cursor; Ref atlas_texture = p_cursor; Ref image; Size2 texture_size; Rect2 atlas_rect; if (texture.is_valid()) { image = texture->get_image(); } if (!image.is_valid() && atlas_texture.is_valid()) { texture = atlas_texture->get_atlas(); atlas_rect.size.width = texture->get_width(); atlas_rect.size.height = texture->get_height(); atlas_rect.position.x = atlas_texture->get_region().position.x; atlas_rect.position.y = atlas_texture->get_region().position.y; texture_size.width = atlas_texture->get_region().size.x; texture_size.height = atlas_texture->get_region().size.y; } else if (image.is_valid()) { texture_size.width = texture->get_width(); texture_size.height = texture->get_height(); } ERR_FAIL_COND(!texture.is_valid()); ERR_FAIL_COND(p_hotspot.x < 0 || p_hotspot.y < 0); ERR_FAIL_COND(texture_size.width > 256 || texture_size.height > 256); ERR_FAIL_COND(p_hotspot.x > texture_size.width || p_hotspot.y > texture_size.height); image = texture->get_image(); ERR_FAIL_COND(!image.is_valid()); image = image->duplicate(); if (atlas_texture.is_valid()) image->crop_from_point( atlas_rect.position.x, atlas_rect.position.y, texture_size.width, texture_size.height); if (image->get_format() != Image::FORMAT_RGBA8) { image->convert(Image::FORMAT_RGBA8); } png_image png_meta; memset(&png_meta, 0, sizeof png_meta); png_meta.version = PNG_IMAGE_VERSION; png_meta.width = texture_size.width; png_meta.height = texture_size.height; png_meta.format = PNG_FORMAT_RGBA; PackedByteArray png; size_t len; PackedByteArray data = image->get_data(); ERR_FAIL_COND(!png_image_write_get_memory_size(png_meta, len, 0, data.ptr(), 0, nullptr)); png.resize(len); ERR_FAIL_COND(!png_image_write_to_memory(&png_meta, png.ptrw(), &len, 0, data.ptr(), 0, nullptr)); godot_js_display_cursor_set_custom_shape(godot2dom_cursor(p_shape), png.ptr(), len, p_hotspot.x, p_hotspot.y); } else { godot_js_display_cursor_set_custom_shape(godot2dom_cursor(p_shape), nullptr, 0, 0, 0); } cursor_set_shape(cursor_shape); } // Mouse mode void DisplayServerJavaScript::mouse_set_mode(MouseMode p_mode) { ERR_FAIL_COND_MSG(p_mode == MOUSE_MODE_CONFINED || p_mode == MOUSE_MODE_CONFINED_HIDDEN, "MOUSE_MODE_CONFINED is not supported for the HTML5 platform."); if (p_mode == mouse_get_mode()) { return; } if (p_mode == MOUSE_MODE_VISIBLE) { godot_js_display_cursor_set_visible(1); godot_js_display_cursor_lock_set(0); } else if (p_mode == MOUSE_MODE_HIDDEN) { godot_js_display_cursor_set_visible(0); godot_js_display_cursor_lock_set(0); } else if (p_mode == MOUSE_MODE_CAPTURED) { godot_js_display_cursor_set_visible(1); godot_js_display_cursor_lock_set(1); } } DisplayServer::MouseMode DisplayServerJavaScript::mouse_get_mode() const { if (godot_js_display_cursor_is_hidden()) { return MOUSE_MODE_HIDDEN; } if (godot_js_display_cursor_is_locked()) { return MOUSE_MODE_CAPTURED; } return MOUSE_MODE_VISIBLE; } Point2i DisplayServerJavaScript::mouse_get_position() const { return Input::get_singleton()->get_mouse_position(); } // Wheel int DisplayServerJavaScript::mouse_wheel_callback(double p_delta_x, double p_delta_y) { if (!godot_js_display_canvas_is_focused()) { if (get_singleton()->cursor_inside_canvas) { godot_js_display_canvas_focus(); } else { return false; } } Input *input = Input::get_singleton(); Ref ev; ev.instantiate(); ev->set_position(input->get_mouse_position()); ev->set_global_position(ev->get_position()); ev->set_shift_pressed(input->is_key_pressed(Key::SHIFT)); ev->set_alt_pressed(input->is_key_pressed(Key::ALT)); ev->set_ctrl_pressed(input->is_key_pressed(Key::CTRL)); ev->set_meta_pressed(input->is_key_pressed(Key::META)); if (p_delta_y < 0) { ev->set_button_index(MouseButton::WHEEL_UP); } else if (p_delta_y > 0) { ev->set_button_index(MouseButton::WHEEL_DOWN); } else if (p_delta_x > 0) { ev->set_button_index(MouseButton::WHEEL_LEFT); } else if (p_delta_x < 0) { ev->set_button_index(MouseButton::WHEEL_RIGHT); } else { return false; } // Different browsers give wildly different delta values, and we can't // interpret deltaMode, so use default value for wheel events' factor. MouseButton button_flag = mouse_button_to_mask(ev->get_button_index()); ev->set_pressed(true); ev->set_button_mask(input->get_mouse_button_mask() | button_flag); input->parse_input_event(ev); Ref release = ev->duplicate(); release->set_pressed(false); release->set_button_mask(MouseButton(input->get_mouse_button_mask() & ~button_flag)); input->parse_input_event(release); return true; } // Touch void DisplayServerJavaScript::touch_callback(int p_type, int p_count) { DisplayServerJavaScript *ds = get_singleton(); const JSTouchEvent &touch_event = ds->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 ev; ev.instantiate(); ev->set_index(touch_event.identifier[i]); ev->set_position(point); Point2 &prev = ds->touches[i]; ev->set_relative(ev->get_position() - prev); prev = ev->get_position(); Input::get_singleton()->parse_input_event(ev); } else { // touchstart/touchend Ref ev; // Resume audio context after input in case autoplay was denied. OS_JavaScript::get_singleton()->resume_audio(); ev.instantiate(); ev->set_index(touch_event.identifier[i]); ev->set_position(point); ev->set_pressed(p_type == 0); ds->touches[i] = point; Input::get_singleton()->parse_input_event(ev); // Make sure to flush all events so we can call restricted APIs inside the event. Input::get_singleton()->flush_buffered_events(); } } } bool DisplayServerJavaScript::screen_is_touchscreen(int p_screen) const { return godot_js_display_touchscreen_is_available(); } // Virtual Keyboard void DisplayServerJavaScript::vk_input_text_callback(const char *p_text, int p_cursor) { DisplayServerJavaScript *ds = DisplayServerJavaScript::get_singleton(); if (!ds || ds->input_text_callback.is_null()) { return; } // Call input_text Variant event = String(p_text); Variant *eventp = &event; Variant ret; Callable::CallError ce; ds->input_text_callback.call((const Variant **)&eventp, 1, ret, ce); // Insert key right to reach position. Input *input = Input::get_singleton(); Ref k; for (int i = 0; i < p_cursor; i++) { k.instantiate(); k->set_pressed(true); k->set_echo(false); k->set_keycode(Key::RIGHT); input->parse_input_event(k); k.instantiate(); k->set_pressed(false); k->set_echo(false); k->set_keycode(Key::RIGHT); input->parse_input_event(k); } } void DisplayServerJavaScript::virtual_keyboard_show(const String &p_existing_text, const Rect2 &p_screen_rect, bool p_multiline, int p_max_input_length, int p_cursor_start, int p_cursor_end) { godot_js_display_vk_show(p_existing_text.utf8().get_data(), p_multiline, p_cursor_start, p_cursor_end); } void DisplayServerJavaScript::virtual_keyboard_hide() { godot_js_display_vk_hide(); } void DisplayServerJavaScript::window_blur_callback() { Input::get_singleton()->release_pressed_events(); } // Gamepad 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_connected) { input->joy_connection_changed(p_index, true, String::utf8(p_id), String::utf8(p_guid)); } else { input->joy_connection_changed(p_index, false, ""); } } void DisplayServerJavaScript::process_joypads() { Input *input = Input::get_singleton(); int32_t pads = godot_js_input_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_input_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 JoyAxis::TRIGGER by Godot. if (s_standard && (b == 6 || b == 7)) { Input::JoyAxisValue joy_axis; joy_axis.min = 0; joy_axis.value = value; JoyAxis a = b == 6 ? JoyAxis::TRIGGER_LEFT : JoyAxis::TRIGGER_RIGHT; input->joy_axis(idx, a, joy_axis); } else { input->joy_button(idx, (JoyButton)b, value); } } for (int a = 0; a < s_axes_num; a++) { Input::JoyAxisValue joy_axis; joy_axis.min = -1; joy_axis.value = s_axes[a]; input->joy_axis(idx, (JoyAxis)a, joy_axis); } } } Vector DisplayServerJavaScript::get_rendering_drivers_func() { Vector drivers; #ifdef GLES3_ENABLED drivers.push_back("opengl3"); #endif return drivers; } // Clipboard void DisplayServerJavaScript::update_clipboard_callback(const char *p_text) { get_singleton()->clipboard = p_text; } void DisplayServerJavaScript::clipboard_set(const String &p_text) { clipboard = p_text; int err = godot_js_display_clipboard_set(p_text.utf8().get_data()); ERR_FAIL_COND_MSG(err, "Clipboard API is not supported."); } String DisplayServerJavaScript::clipboard_get() const { godot_js_display_clipboard_get(update_clipboard_callback); return clipboard; } void DisplayServerJavaScript::send_window_event_callback(int p_notification) { DisplayServerJavaScript *ds = get_singleton(); if (!ds) { return; } if (p_notification == DisplayServer::WINDOW_EVENT_MOUSE_ENTER || p_notification == DisplayServer::WINDOW_EVENT_MOUSE_EXIT) { ds->cursor_inside_canvas = p_notification == DisplayServer::WINDOW_EVENT_MOUSE_ENTER; } if (!ds->window_event_callback.is_null()) { Variant event = int(p_notification); Variant *eventp = &event; Variant ret; Callable::CallError ce; ds->window_event_callback.call((const Variant **)&eventp, 1, ret, ce); } } void DisplayServerJavaScript::set_icon(const Ref &p_icon) { ERR_FAIL_COND(p_icon.is_null()); Ref icon = p_icon; if (icon->is_compressed()) { icon = icon->duplicate(); ERR_FAIL_COND(icon->decompress() != OK); } if (icon->get_format() != Image::FORMAT_RGBA8) { if (icon == p_icon) icon = icon->duplicate(); icon->convert(Image::FORMAT_RGBA8); } png_image png_meta; memset(&png_meta, 0, sizeof png_meta); png_meta.version = PNG_IMAGE_VERSION; png_meta.width = icon->get_width(); png_meta.height = icon->get_height(); png_meta.format = PNG_FORMAT_RGBA; PackedByteArray png; size_t len; PackedByteArray data = icon->get_data(); ERR_FAIL_COND(!png_image_write_get_memory_size(png_meta, len, 0, data.ptr(), 0, nullptr)); png.resize(len); ERR_FAIL_COND(!png_image_write_to_memory(&png_meta, png.ptrw(), &len, 0, data.ptr(), 0, nullptr)); godot_js_display_window_icon_set(png.ptr(), len); } void DisplayServerJavaScript::_dispatch_input_event(const Ref &p_event) { Callable cb = get_singleton()->input_event_callback; if (!cb.is_null()) { Variant ev = p_event; Variant *evp = &ev; Variant ret; Callable::CallError ce; cb.call((const Variant **)&evp, 1, ret, ce); } } DisplayServer *DisplayServerJavaScript::create_func(const String &p_rendering_driver, WindowMode p_window_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Size2i &p_resolution, Error &r_error) { return memnew(DisplayServerJavaScript(p_rendering_driver, p_window_mode, p_vsync_mode, p_flags, p_resolution, r_error)); } DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_driver, WindowMode p_window_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Size2i &p_resolution, Error &r_error) { r_error = OK; // Always succeeds for now. // Ensure the canvas ID. godot_js_config_canvas_id_get(canvas_id, 256); // Handle contextmenu, webglcontextlost godot_js_display_setup_canvas(p_resolution.x, p_resolution.y, p_window_mode == WINDOW_MODE_FULLSCREEN, OS::get_singleton()->is_hidpi_allowed() ? 1 : 0); // Check if it's windows. swap_cancel_ok = godot_js_display_is_swap_ok_cancel() == 1; // Expose method for requesting quit. godot_js_os_request_quit_cb(request_quit_callback); #ifdef GLES3_ENABLED // TODO "vulkan" defaults to webgl2 for now. bool wants_webgl2 = p_rendering_driver == "opengl3" || p_rendering_driver == "vulkan"; bool webgl2_init_failed = wants_webgl2 && !godot_js_display_has_webgl(2); if (wants_webgl2 && !webgl2_init_failed) { EmscriptenWebGLContextAttributes attributes; emscripten_webgl_init_context_attributes(&attributes); //attributes.alpha = GLOBAL_GET("display/window/per_pixel_transparency/allowed"); attributes.alpha = true; attributes.antialias = false; attributes.majorVersion = 2; webgl_ctx = emscripten_webgl_create_context(canvas_id, &attributes); if (emscripten_webgl_make_context_current(webgl_ctx) != EMSCRIPTEN_RESULT_SUCCESS) { webgl2_init_failed = true; } else { RasterizerGLES3::make_current(); } } if (webgl2_init_failed) { OS::get_singleton()->alert("Your browser does not seem to support WebGL2. Please update your browser version.", "Unable to initialize video driver"); } if (!wants_webgl2 || webgl2_init_failed) { RasterizerDummy::make_current(); } #else RasterizerDummy::make_current(); #endif // JS Input interface (js/libs/library_godot_input.js) godot_js_input_mouse_button_cb(&DisplayServerJavaScript::mouse_button_callback); godot_js_input_mouse_move_cb(&DisplayServerJavaScript::mouse_move_callback); godot_js_input_mouse_wheel_cb(&DisplayServerJavaScript::mouse_wheel_callback); godot_js_input_touch_cb(&DisplayServerJavaScript::touch_callback, touch_event.identifier, touch_event.coords); godot_js_input_key_cb(&DisplayServerJavaScript::key_callback, key_event.code, key_event.key); godot_js_input_paste_cb(update_clipboard_callback); godot_js_input_drop_files_cb(drop_files_js_callback); godot_js_input_gamepad_cb(&DisplayServerJavaScript::gamepad_callback); // JS Display interface (js/libs/library_godot_display.js) godot_js_display_fullscreen_cb(&DisplayServerJavaScript::fullscreen_change_callback); godot_js_display_window_blur_cb(&window_blur_callback); godot_js_display_notification_cb(&send_window_event_callback, WINDOW_EVENT_MOUSE_ENTER, WINDOW_EVENT_MOUSE_EXIT, WINDOW_EVENT_FOCUS_IN, WINDOW_EVENT_FOCUS_OUT); godot_js_display_vk_cb(&vk_input_text_callback); Input::get_singleton()->set_event_dispatch_function(_dispatch_input_event); } DisplayServerJavaScript::~DisplayServerJavaScript() { #ifdef GLES3_ENABLED if (webgl_ctx) { emscripten_webgl_commit_frame(); emscripten_webgl_destroy_context(webgl_ctx); } #endif } bool DisplayServerJavaScript::has_feature(Feature p_feature) const { switch (p_feature) { //case FEATURE_CONSOLE_WINDOW: //case FEATURE_GLOBAL_MENU: //case FEATURE_HIDPI: //case FEATURE_IME: case FEATURE_ICON: case FEATURE_CLIPBOARD: case FEATURE_CURSOR_SHAPE: case FEATURE_CUSTOM_CURSOR_SHAPE: case FEATURE_MOUSE: case FEATURE_TOUCHSCREEN: return true; //case FEATURE_MOUSE_WARP: //case FEATURE_NATIVE_DIALOG: //case FEATURE_NATIVE_ICON: //case FEATURE_WINDOW_TRANSPARENCY: //case FEATURE_KEEP_SCREEN_ON: //case FEATURE_ORIENTATION: case FEATURE_VIRTUAL_KEYBOARD: return godot_js_display_vk_available() != 0; default: return false; } } void DisplayServerJavaScript::register_javascript_driver() { register_create_function("javascript", create_func, get_rendering_drivers_func); } String DisplayServerJavaScript::get_name() const { return "javascript"; } int DisplayServerJavaScript::get_screen_count() const { return 1; } Point2i DisplayServerJavaScript::screen_get_position(int p_screen) const { return Point2i(); // TODO offsetX/Y? } Size2i DisplayServerJavaScript::screen_get_size(int p_screen) const { int size[2]; godot_js_display_screen_size_get(size, size + 1); return Size2(size[0], size[1]); } Rect2i DisplayServerJavaScript::screen_get_usable_rect(int p_screen) const { int size[2]; godot_js_display_window_size_get(size, size + 1); return Rect2i(0, 0, size[0], size[1]); } int DisplayServerJavaScript::screen_get_dpi(int p_screen) const { return godot_js_display_screen_dpi_get(); } float DisplayServerJavaScript::screen_get_scale(int p_screen) const { return godot_js_display_pixel_ratio_get(); } Vector DisplayServerJavaScript::get_window_list() const { Vector ret; ret.push_back(MAIN_WINDOW_ID); return ret; } DisplayServerJavaScript::WindowID DisplayServerJavaScript::get_window_at_screen_position(const Point2i &p_position) const { return MAIN_WINDOW_ID; } void DisplayServerJavaScript::window_attach_instance_id(ObjectID p_instance, WindowID p_window) { window_attached_instance_id = p_instance; } ObjectID DisplayServerJavaScript::window_get_attached_instance_id(WindowID p_window) const { return window_attached_instance_id; } void DisplayServerJavaScript::window_set_rect_changed_callback(const Callable &p_callable, WindowID p_window) { // Not supported. } void DisplayServerJavaScript::window_set_window_event_callback(const Callable &p_callable, WindowID p_window) { window_event_callback = p_callable; } void DisplayServerJavaScript::window_set_input_event_callback(const Callable &p_callable, WindowID p_window) { input_event_callback = p_callable; } void DisplayServerJavaScript::window_set_input_text_callback(const Callable &p_callable, WindowID p_window) { input_text_callback = p_callable; } void DisplayServerJavaScript::window_set_drop_files_callback(const Callable &p_callable, WindowID p_window) { drop_files_callback = p_callable; } void DisplayServerJavaScript::window_set_title(const String &p_title, WindowID p_window) { godot_js_display_window_title_set(p_title.utf8().get_data()); } int DisplayServerJavaScript::window_get_current_screen(WindowID p_window) const { return 1; } void DisplayServerJavaScript::window_set_current_screen(int p_screen, WindowID p_window) { // Not implemented. } Point2i DisplayServerJavaScript::window_get_position(WindowID p_window) const { return Point2i(); // TODO Does this need implementation? } void DisplayServerJavaScript::window_set_position(const Point2i &p_position, WindowID p_window) { // Not supported. } void DisplayServerJavaScript::window_set_transient(WindowID p_window, WindowID p_parent) { // Not supported. } void DisplayServerJavaScript::window_set_max_size(const Size2i p_size, WindowID p_window) { // Not supported. } Size2i DisplayServerJavaScript::window_get_max_size(WindowID p_window) const { return Size2i(); } void DisplayServerJavaScript::window_set_min_size(const Size2i p_size, WindowID p_window) { // Not supported. } Size2i DisplayServerJavaScript::window_get_min_size(WindowID p_window) const { return Size2i(); } void DisplayServerJavaScript::window_set_size(const Size2i p_size, WindowID p_window) { godot_js_display_desired_size_set(p_size.x, p_size.y); } Size2i DisplayServerJavaScript::window_get_size(WindowID p_window) const { int size[2]; godot_js_display_window_size_get(size, size + 1); return Size2i(size[0], size[1]); } Size2i DisplayServerJavaScript::window_get_real_size(WindowID p_window) const { return window_get_size(p_window); } void DisplayServerJavaScript::window_set_mode(WindowMode p_mode, WindowID p_window) { if (window_mode == p_mode) return; switch (p_mode) { case WINDOW_MODE_WINDOWED: { if (window_mode == WINDOW_MODE_FULLSCREEN) { godot_js_display_fullscreen_exit(); } window_mode = WINDOW_MODE_WINDOWED; } break; case WINDOW_MODE_FULLSCREEN: { int result = godot_js_display_fullscreen_request(); ERR_FAIL_COND_MSG(result, "The request was denied. Remember that enabling fullscreen is only possible from an input callback for the HTML5 platform."); } break; case WINDOW_MODE_MAXIMIZED: case WINDOW_MODE_MINIMIZED: WARN_PRINT("WindowMode MAXIMIZED and MINIMIZED are not supported in HTML5 platform."); break; default: break; } } DisplayServerJavaScript::WindowMode DisplayServerJavaScript::window_get_mode(WindowID p_window) const { return window_mode; } bool DisplayServerJavaScript::window_is_maximize_allowed(WindowID p_window) const { return false; } void DisplayServerJavaScript::window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window) { // Not supported. } bool DisplayServerJavaScript::window_get_flag(WindowFlags p_flag, WindowID p_window) const { return false; } void DisplayServerJavaScript::window_request_attention(WindowID p_window) { // Not supported. } void DisplayServerJavaScript::window_move_to_foreground(WindowID p_window) { // Not supported. } bool DisplayServerJavaScript::window_can_draw(WindowID p_window) const { return true; } bool DisplayServerJavaScript::can_any_window_draw() const { return true; } void DisplayServerJavaScript::process_events() { Input::get_singleton()->flush_buffered_events(); if (godot_js_input_gamepad_sample() == OK) { process_joypads(); } } int DisplayServerJavaScript::get_current_video_driver() const { return 1; } bool DisplayServerJavaScript::get_swap_cancel_ok() { return swap_cancel_ok; } void DisplayServerJavaScript::swap_buffers() { #ifdef GLES3_ENABLED if (webgl_ctx) { emscripten_webgl_commit_frame(); } #endif }