/*************************************************************************/ /* library_godot_input.js */ /*************************************************************************/ /* 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. */ /*************************************************************************/ /* * Gamepad API helper. */ const GodotInputGamepads = { $GodotInputGamepads__deps: ['$GodotRuntime', '$GodotEventListeners'], $GodotInputGamepads: { 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 GodotInputGamepads.samples; }, get_sample: function (index) { const samples = GodotInputGamepads.samples; return index < samples.length ? samples[index] : null; }, sample: function () { const pads = GodotInputGamepads.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); } GodotInputGamepads.samples = samples; }, init: function (onchange) { GodotInputGamepads.samples = []; function add(pad) { const guid = GodotInputGamepads.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 = GodotInputGamepads.get_pads(); for (let i = 0; i < pads.length; i++) { // Might be reserved space. if (pads[i]) { add(pads[i]); } } GodotEventListeners.add(window, 'gamepadconnected', function (evt) { if (evt.gamepad) { add(evt.gamepad); } }, false); GodotEventListeners.add(window, 'gamepaddisconnected', function (evt) { if (evt.gamepad) { 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, GodotInputGamepads); /* * Drag and drop helper. * This is pretty big, but basically detect dropped files on GodotConfig.canvas, * process them one by one (recursively for directories), and copies them to * the temporary FS path '/tmp/drop-[random]/' so it can be emitted as a godot * event (that requires a string array of paths). * * NOTE: The temporary files are removed after the callback. This means that * deferred callbacks won't be able to access the files. */ const GodotInputDragDrop = { $GodotInputDragDrop__deps: ['$FS', '$GodotFS'], $GodotInputDragDrop: { promises: [], pending_files: [], add_entry: function (entry) { if (entry.isDirectory) { GodotInputDragDrop.add_dir(entry); } else if (entry.isFile) { GodotInputDragDrop.add_file(entry); } else { GodotRuntime.error('Unrecognized entry...', entry); } }, add_dir: function (entry) { GodotInputDragDrop.promises.push(new Promise(function (resolve, reject) { const reader = entry.createReader(); reader.readEntries(function (entries) { for (let i = 0; i < entries.length; i++) { GodotInputDragDrop.add_entry(entries[i]); } resolve(); }); })); }, add_file: function (entry) { GodotInputDragDrop.promises.push(new Promise(function (resolve, reject) { entry.file(function (file) { const reader = new FileReader(); reader.onload = function () { const f = { 'path': file.relativePath || file.webkitRelativePath, 'name': file.name, 'type': file.type, 'size': file.size, 'data': reader.result, }; if (!f['path']) { f['path'] = f['name']; } GodotInputDragDrop.pending_files.push(f); resolve(); }; reader.onerror = function () { GodotRuntime.print('Error reading file'); reject(); }; reader.readAsArrayBuffer(file); }, function (err) { GodotRuntime.print('Error!'); reject(); }); })); }, process: function (resolve, reject) { if (GodotInputDragDrop.promises.length === 0) { resolve(); return; } GodotInputDragDrop.promises.pop().then(function () { setTimeout(function () { GodotInputDragDrop.process(resolve, reject); }, 0); }); }, _process_event: function (ev, callback) { ev.preventDefault(); if (ev.dataTransfer.items) { // Use DataTransferItemList interface to access the file(s) for (let i = 0; i < ev.dataTransfer.items.length; i++) { const item = ev.dataTransfer.items[i]; let entry = null; if ('getAsEntry' in item) { entry = item.getAsEntry(); } else if ('webkitGetAsEntry' in item) { entry = item.webkitGetAsEntry(); } if (entry) { GodotInputDragDrop.add_entry(entry); } } } else { GodotRuntime.error('File upload not supported'); } new Promise(GodotInputDragDrop.process).then(function () { const DROP = `/tmp/drop-${parseInt(Math.random() * (1 << 30), 10)}/`; const drops = []; const files = []; 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']); let idx = path.indexOf('/'); if (idx === -1) { // Root file drops.push(DROP + path); } else { // Subdir const sub = path.substr(0, idx); idx = sub.indexOf('/'); if (idx < 0 && drops.indexOf(DROP + sub) === -1) { drops.push(DROP + sub); } } files.push(DROP + path); }); GodotInputDragDrop.promises = []; GodotInputDragDrop.pending_files = []; callback(drops); if (GodotConfig.persistent_drops) { // Delay removal at exit. GodotOS.atexit(function (resolve, reject) { GodotInputDragDrop.remove_drop(files, DROP); resolve(); }); } else { GodotInputDragDrop.remove_drop(files, DROP); } }); }, remove_drop: function (files, drop_path) { const dirs = [drop_path.substr(0, drop_path.length - 1)]; // Remove temporary files files.forEach(function (file) { FS.unlink(file); let dir = file.replace(drop_path, ''); let idx = dir.lastIndexOf('/'); while (idx > 0) { dir = dir.substr(0, idx); if (dirs.indexOf(drop_path + dir) === -1) { dirs.push(drop_path + dir); } idx = dir.lastIndexOf('/'); } }); // Remove dirs. dirs.sort(function (a, b) { const al = (a.match(/\//g) || []).length; const bl = (b.match(/\//g) || []).length; if (al > bl) { return -1; } else if (al < bl) { return 1; } return 0; }).forEach(function (dir) { FS.rmdir(dir); }); }, handler: function (callback) { return function (ev) { GodotInputDragDrop._process_event(ev, callback); }; }, }, }; mergeInto(LibraryManager.library, GodotInputDragDrop); /* * Godot exposed input functions. */ const GodotInput = { $GodotInput__deps: ['$GodotRuntime', '$GodotConfig', '$GodotEventListeners', '$GodotInputGamepads', '$GodotInputDragDrop'], $GodotInput: { getModifiers: function (evt) { return (evt.shiftKey + 0) + ((evt.altKey + 0) << 1) + ((evt.ctrlKey + 0) << 2) + ((evt.metaKey + 0) << 3); }, computePosition: function (evt, rect) { const canvas = GodotConfig.canvas; const rw = canvas.width / rect.width; const rh = canvas.height / rect.height; const x = (evt.clientX - rect.x) * rw; const y = (evt.clientY - rect.y) * rh; return [x, y]; }, }, /* * Mouse API */ godot_js_input_mouse_move_cb__sig: 'vi', godot_js_input_mouse_move_cb: function (callback) { const func = GodotRuntime.get_func(callback); const canvas = GodotConfig.canvas; function move_cb(evt) { const rect = canvas.getBoundingClientRect(); const pos = GodotInput.computePosition(evt, rect); // Scale movement const rw = canvas.width / rect.width; const rh = canvas.height / rect.height; const rel_pos_x = evt.movementX * rw; const rel_pos_y = evt.movementY * rh; const modifiers = GodotInput.getModifiers(evt); func(pos[0], pos[1], rel_pos_x, rel_pos_y, modifiers); } GodotEventListeners.add(window, 'mousemove', move_cb, false); }, godot_js_input_mouse_wheel_cb__sig: 'vi', godot_js_input_mouse_wheel_cb: function (callback) { const func = GodotRuntime.get_func(callback); function wheel_cb(evt) { if (func(evt['deltaX'] || 0, evt['deltaY'] || 0)) { evt.preventDefault(); } } GodotEventListeners.add(GodotConfig.canvas, 'wheel', wheel_cb, false); }, godot_js_input_mouse_button_cb__sig: 'vi', godot_js_input_mouse_button_cb: function (callback) { const func = GodotRuntime.get_func(callback); const canvas = GodotConfig.canvas; function button_cb(p_pressed, evt) { 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(); } } GodotEventListeners.add(canvas, 'mousedown', button_cb.bind(null, 1), false); GodotEventListeners.add(window, 'mouseup', button_cb.bind(null, 0), false); }, /* * Touch API */ godot_js_input_touch_cb__sig: 'viii', godot_js_input_touch_cb: function (callback, ids, coords) { 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) * 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) { evt.preventDefault(); } } GodotEventListeners.add(canvas, 'touchstart', touch_cb.bind(null, 0), false); GodotEventListeners.add(canvas, 'touchend', touch_cb.bind(null, 1), false); GodotEventListeners.add(canvas, 'touchcancel', touch_cb.bind(null, 1), false); GodotEventListeners.add(canvas, 'touchmove', touch_cb.bind(null, 2), false); }, /* * Key API */ godot_js_input_key_cb__sig: 'viii', godot_js_input_key_cb: function (callback, code, key) { const func = GodotRuntime.get_func(callback); function key_cb(pressed, evt) { const modifiers = GodotInput.getModifiers(evt); GodotRuntime.stringToHeap(evt.code, code, 32); GodotRuntime.stringToHeap(evt.key, key, 32); func(pressed, evt.repeat, modifiers); evt.preventDefault(); } GodotEventListeners.add(GodotConfig.canvas, 'keydown', key_cb.bind(null, 1), false); GodotEventListeners.add(GodotConfig.canvas, 'keyup', key_cb.bind(null, 0), false); }, /* * Gamepad API */ godot_js_input_gamepad_cb__sig: 'vi', godot_js_input_gamepad_cb: function (change_cb) { const onchange = GodotRuntime.get_func(change_cb); GodotInputGamepads.init(onchange); }, godot_js_input_gamepad_sample_count__sig: 'i', godot_js_input_gamepad_sample_count: function () { return GodotInputGamepads.get_samples().length; }, godot_js_input_gamepad_sample__sig: 'i', godot_js_input_gamepad_sample: function () { GodotInputGamepads.sample(); return 0; }, godot_js_input_gamepad_sample_get__sig: 'iiiiiii', godot_js_input_gamepad_sample_get: function (p_index, r_btns, r_btns_num, r_axes, r_axes_num, r_standard) { const sample = GodotInputGamepads.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; }, /* * Drag/Drop API */ godot_js_input_drop_files_cb__sig: 'vi', godot_js_input_drop_files_cb: function (callback) { const func = GodotRuntime.get_func(callback); const dropFiles = function (files) { const args = files || []; if (!args.length) { return; } const argc = args.length; const argv = GodotRuntime.allocStringArray(args); func(argv, argc); GodotRuntime.freeStringArray(argv, argc); }; const canvas = GodotConfig.canvas; GodotEventListeners.add(canvas, 'dragover', function (ev) { // Prevent default behavior (which would try to open the file(s)) ev.preventDefault(); }, false); GodotEventListeners.add(canvas, 'drop', GodotInputDragDrop.handler(dropFiles)); }, /* Paste API */ godot_js_input_paste_cb__sig: 'vi', godot_js_input_paste_cb: function (callback) { const func = GodotRuntime.get_func(callback); GodotEventListeners.add(window, 'paste', function (evt) { const text = evt.clipboardData.getData('text'); const ptr = GodotRuntime.allocString(text); func(ptr); GodotRuntime.free(ptr); }, false); }, godot_js_input_vibrate_handheld__sig: 'vi', godot_js_input_vibrate_handheld: function (p_duration_ms) { if (typeof navigator.vibrate !== 'function') { GodotRuntime.print('This browser does not support vibration.'); } else { navigator.vibrate(p_duration_ms); } }, }; autoAddDeps(GodotInput, '$GodotInput'); mergeInto(LibraryManager.library, GodotInput);