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|
/*************************************************************************/
/* display_server_javascript.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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"
#include "platform/javascript/os_javascript.h"
#include "servers/rendering/rasterizer_dummy.h"
#include <emscripten.h>
#include <png.h>
#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<DisplayServerJavaScript *>(DisplayServer::get_singleton());
}
// Window (canvas)
void DisplayServerJavaScript::focus_canvas() {
godot_js_display_canvas_focus();
}
bool DisplayServerJavaScript::is_canvas_focused() {
return godot_js_display_canvas_is_focused() != 0;
}
bool DisplayServerJavaScript::check_size_force_redraw() {
return godot_js_display_size_update() != 0;
}
Point2 DisplayServerJavaScript::compute_position_in_canvas(int p_x, int p_y) {
int point[2];
godot_js_display_compute_position(p_x, p_y, point, point + 1);
return Point2(point[0], point[1]);
}
EM_BOOL DisplayServerJavaScript::fullscreen_change_callback(int p_event_type, const EmscriptenFullscreenChangeEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
// Empty ID is canvas.
String target_id = String::utf8(p_event->id);
if (target_id.is_empty() || target_id == String::utf8(&(display->canvas_id[1]))) {
// This event property is the only reliable data on
// browser fullscreen state.
if (p_event->isFullscreen) {
display->window_mode = WINDOW_MODE_FULLSCREEN;
} else {
display->window_mode = WINDOW_MODE_WINDOWED;
}
}
return false;
}
// 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<String> 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
template <typename T>
void DisplayServerJavaScript::dom2godot_mod(T *emscripten_event_ptr, Ref<InputEventWithModifiers> godot_event) {
godot_event->set_shift_pressed(emscripten_event_ptr->shiftKey);
godot_event->set_alt_pressed(emscripten_event_ptr->altKey);
godot_event->set_ctrl_pressed(emscripten_event_ptr->ctrlKey);
godot_event->set_meta_pressed(emscripten_event_ptr->metaKey);
}
Ref<InputEventKey> DisplayServerJavaScript::setup_key_event(const EmscriptenKeyboardEvent *emscripten_event) {
Ref<InputEventKey> ev;
ev.instantiate();
ev->set_echo(emscripten_event->repeat);
dom2godot_mod(emscripten_event, ev);
ev->set_keycode(dom_code2godot_scancode(emscripten_event->code, emscripten_event->key, false));
ev->set_physical_keycode(dom_code2godot_scancode(emscripten_event->code, emscripten_event->key, true));
String unicode = String::utf8(emscripten_event->key);
// Check if empty or multi-character (e.g. `CapsLock`).
if (unicode.length() != 1) {
// Might be empty as well, but better than nonsense.
unicode = String::utf8(emscripten_event->charValue);
}
if (unicode.length() == 1) {
ev->set_unicode(unicode[0]);
}
return ev;
}
EM_BOOL DisplayServerJavaScript::keydown_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
Ref<InputEventKey> ev = setup_key_event(p_event);
ev->set_pressed(true);
if (ev->get_unicode() == 0 && keycode_has_unicode(ev->get_keycode())) {
// Defer to keypress event for legacy unicode retrieval.
display->deferred_key_event = ev;
// Do not suppress keypress event.
return false;
}
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();
return true;
}
EM_BOOL DisplayServerJavaScript::keypress_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
display->deferred_key_event->set_unicode(p_event->charCode);
Input::get_singleton()->parse_input_event(display->deferred_key_event);
// Make sure to flush all events so we can call restricted APIs inside the event.
Input::get_singleton()->flush_buffered_events();
return true;
}
EM_BOOL DisplayServerJavaScript::keyup_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
Ref<InputEventKey> ev = setup_key_event(p_event);
ev->set_pressed(false);
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();
return ev->get_keycode() != KEY_UNKNOWN && ev->get_keycode() != (Key)0;
}
// Mouse
EM_BOOL DisplayServerJavaScript::mouse_button_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
Ref<InputEventMouseButton> ev;
ev.instantiate();
ev->set_pressed(p_event_type == EMSCRIPTEN_EVENT_MOUSEDOWN);
ev->set_position(compute_position_in_canvas(p_event->clientX, p_event->clientY));
ev->set_global_position(ev->get_position());
dom2godot_mod(p_event, ev);
switch (p_event->button) {
case DOM_BUTTON_LEFT:
ev->set_button_index(MOUSE_BUTTON_LEFT);
break;
case DOM_BUTTON_MIDDLE:
ev->set_button_index(MOUSE_BUTTON_MIDDLE);
break;
case DOM_BUTTON_RIGHT:
ev->set_button_index(MOUSE_BUTTON_RIGHT);
break;
case DOM_BUTTON_XBUTTON1:
ev->set_button_index(MOUSE_BUTTON_XBUTTON1);
break;
case DOM_BUTTON_XBUTTON2:
ev->set_button_index(MOUSE_BUTTON_XBUTTON2);
break;
default:
return false;
}
if (ev->is_pressed()) {
double diff = emscripten_get_now() - display->last_click_ms;
if (ev->get_button_index() == display->last_click_button_index) {
if (diff < 400 && Point2(display->last_click_pos).distance_to(ev->get_position()) < 5) {
display->last_click_ms = 0;
display->last_click_pos = Point2(-100, -100);
display->last_click_button_index = -1;
ev->set_double_click(true);
}
} else {
display->last_click_button_index = ev->get_button_index();
}
if (!ev->is_double_click()) {
display->last_click_ms += diff;
display->last_click_pos = ev->get_position();
}
}
Input *input = Input::get_singleton();
int mask = input->get_mouse_button_mask();
MouseButton button_flag = MouseButton(1 << (ev->get_button_index() - 1));
if (ev->is_pressed()) {
// Since the event is consumed, focus manually. The containing iframe,
// if exists, may not have focus yet, so focus even if already focused.
focus_canvas();
mask |= button_flag;
} else if (mask & button_flag) {
mask &= ~button_flag;
} else {
// Received release event, but press was outside the canvas, so ignore.
return false;
}
ev->set_button_mask(mask);
input->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();
// Prevent multi-click text selection and wheel-click scrolling anchor.
// Context menu is prevented through contextmenu event.
return true;
}
EM_BOOL DisplayServerJavaScript::mousemove_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *ds = get_singleton();
Input *input = Input::get_singleton();
int input_mask = input->get_mouse_button_mask();
Point2 pos = compute_position_in_canvas(p_event->clientX, p_event->clientY);
// For motion outside the canvas, only read mouse movement if dragging
// started inside the canvas; imitating desktop app behaviour.
if (!ds->cursor_inside_canvas && !input_mask)
return false;
Ref<InputEventMouseMotion> ev;
ev.instantiate();
dom2godot_mod(p_event, ev);
ev->set_button_mask(input_mask);
ev->set_position(pos);
ev->set_global_position(ev->get_position());
ev->set_relative(Vector2(p_event->movementX, p_event->movementY));
input->set_mouse_position(ev->get_position());
ev->set_speed(input->get_last_mouse_speed());
input->parse_input_event(ev);
// Don't suppress mouseover/-leave events.
return false;
}
// 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<Texture2D> texture = p_cursor;
Ref<AtlasTexture> atlas_texture = p_cursor;
Ref<Image> 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);
emscripten_exit_pointerlock();
} else if (p_mode == MOUSE_MODE_HIDDEN) {
godot_js_display_cursor_set_visible(0);
emscripten_exit_pointerlock();
} else if (p_mode == MOUSE_MODE_CAPTURED) {
godot_js_display_cursor_set_visible(1);
EMSCRIPTEN_RESULT result = emscripten_request_pointerlock(canvas_id, false);
ERR_FAIL_COND_MSG(result == EMSCRIPTEN_RESULT_FAILED_NOT_DEFERRED, "MOUSE_MODE_CAPTURED can only be entered from within an appropriate input callback.");
ERR_FAIL_COND_MSG(result != EMSCRIPTEN_RESULT_SUCCESS, "MOUSE_MODE_CAPTURED can only be entered from within an appropriate input callback.");
}
}
DisplayServer::MouseMode DisplayServerJavaScript::mouse_get_mode() const {
if (godot_js_display_cursor_is_hidden()) {
return MOUSE_MODE_HIDDEN;
}
EmscriptenPointerlockChangeEvent ev;
emscripten_get_pointerlock_status(&ev);
return (ev.isActive && String::utf8(ev.id) == String::utf8(&canvas_id[1])) ? MOUSE_MODE_CAPTURED : MOUSE_MODE_VISIBLE;
}
// Wheel
EM_BOOL DisplayServerJavaScript::wheel_callback(int p_event_type, const EmscriptenWheelEvent *p_event, void *p_user_data) {
ERR_FAIL_COND_V(p_event_type != EMSCRIPTEN_EVENT_WHEEL, false);
DisplayServerJavaScript *ds = get_singleton();
if (!is_canvas_focused()) {
if (ds->cursor_inside_canvas) {
focus_canvas();
} else {
return false;
}
}
Input *input = Input::get_singleton();
Ref<InputEventMouseButton> 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_event->deltaY < 0)
ev->set_button_index(MOUSE_BUTTON_WHEEL_UP);
else if (p_event->deltaY > 0)
ev->set_button_index(MOUSE_BUTTON_WHEEL_DOWN);
else if (p_event->deltaX > 0)
ev->set_button_index(MOUSE_BUTTON_WHEEL_LEFT);
else if (p_event->deltaX < 0)
ev->set_button_index(MOUSE_BUTTON_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.
int button_flag = 1 << (ev->get_button_index() - 1);
ev->set_pressed(true);
ev->set_button_mask(MouseButton(input->get_mouse_button_mask() | button_flag));
input->parse_input_event(ev);
Ref<InputEventMouseButton> 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
EM_BOOL DisplayServerJavaScript::touch_press_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
Ref<InputEventScreenTouch> ev;
int lowest_id_index = -1;
for (int i = 0; i < p_event->numTouches; ++i) {
const EmscriptenTouchPoint &touch = p_event->touches[i];
if (lowest_id_index == -1 || touch.identifier < p_event->touches[lowest_id_index].identifier)
lowest_id_index = i;
if (!touch.isChanged)
continue;
ev.instantiate();
ev->set_index(touch.identifier);
ev->set_position(compute_position_in_canvas(touch.clientX, touch.clientY));
display->touches[i] = ev->get_position();
ev->set_pressed(p_event_type == EMSCRIPTEN_EVENT_TOUCHSTART);
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();
// Resume audio context after input in case autoplay was denied.
return true;
}
EM_BOOL DisplayServerJavaScript::touchmove_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data) {
DisplayServerJavaScript *display = get_singleton();
Ref<InputEventScreenDrag> ev;
int lowest_id_index = -1;
for (int i = 0; i < p_event->numTouches; ++i) {
const EmscriptenTouchPoint &touch = p_event->touches[i];
if (lowest_id_index == -1 || touch.identifier < p_event->touches[lowest_id_index].identifier)
lowest_id_index = i;
if (!touch.isChanged)
continue;
ev.instantiate();
ev->set_index(touch.identifier);
ev->set_position(compute_position_in_canvas(touch.clientX, touch.clientY));
Point2 &prev = display->touches[i];
ev->set_relative(ev->get_position() - prev);
prev = ev->get_position();
Input::get_singleton()->parse_input_event(ev);
}
return true;
}
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<InputEventKey> 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();
}
// Window blur callback
EM_BOOL DisplayServerJavaScript::blur_callback(int p_event_type, const EmscriptenFocusEvent *p_event, void *p_user_data) {
Input::get_singleton()->release_pressed_events();
return false;
}
// 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_display_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_display_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 JOY_AXIS_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 ? JOY_AXIS_TRIGGER_LEFT : JOY_AXIS_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<String> DisplayServerJavaScript::get_rendering_drivers_func() {
Vector<String> drivers;
drivers.push_back("dummy");
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<Image> &p_icon) {
ERR_FAIL_COND(p_icon.is_null());
Ref<Image> 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<InputEvent> &p_event) {
OS_JavaScript *os = OS_JavaScript::get_singleton();
// Resume audio context after input in case autoplay was denied.
os->resume_audio();
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);
RasterizerDummy::make_current(); // TODO GLES2 in Godot 4.0... or webgpu?
#if 0
EmscriptenWebGLContextAttributes attributes;
emscripten_webgl_init_context_attributes(&attributes);
attributes.alpha = GLOBAL_GET("display/window/per_pixel_transparency/allowed");
attributes.antialias = false;
ERR_FAIL_INDEX_V(p_video_driver, VIDEO_DRIVER_MAX, ERR_INVALID_PARAMETER);
if (p_desired.layered) {
set_window_per_pixel_transparency_enabled(true);
}
bool gl_initialization_error = false;
if (RasterizerGLES2::is_viable() == OK) {
attributes.majorVersion = 1;
RasterizerGLES2::register_config();
RasterizerGLES2::make_current();
} else {
gl_initialization_error = true;
}
EMSCRIPTEN_WEBGL_CONTEXT_HANDLE ctx = emscripten_webgl_create_context(canvas_id, &attributes);
if (emscripten_webgl_make_context_current(ctx) != EMSCRIPTEN_RESULT_SUCCESS) {
gl_initialization_error = true;
}
if (gl_initialization_error) {
OS::get_singleton()->alert("Your browser does not seem to support WebGL. Please update your browser version.",
"Unable to initialize video driver");
return ERR_UNAVAILABLE;
}
video_driver_index = p_video_driver;
#endif
EMSCRIPTEN_RESULT result;
#define EM_CHECK(ev) \
if (result != EMSCRIPTEN_RESULT_SUCCESS) \
ERR_PRINT("Error while setting " #ev " callback: Code " + itos(result));
#define SET_EM_CALLBACK(target, ev, cb) \
result = emscripten_set_##ev##_callback(target, nullptr, true, &cb); \
EM_CHECK(ev)
#define SET_EM_WINDOW_CALLBACK(ev, cb) \
result = emscripten_set_##ev##_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, false, &cb); \
EM_CHECK(ev)
// These callbacks from Emscripten's html5.h suffice to access most
// JavaScript APIs.
SET_EM_CALLBACK(canvas_id, mousedown, mouse_button_callback)
SET_EM_WINDOW_CALLBACK(mousemove, mousemove_callback)
SET_EM_WINDOW_CALLBACK(mouseup, mouse_button_callback)
SET_EM_WINDOW_CALLBACK(blur, blur_callback)
SET_EM_CALLBACK(canvas_id, wheel, wheel_callback)
SET_EM_CALLBACK(canvas_id, touchstart, touch_press_callback)
SET_EM_CALLBACK(canvas_id, touchmove, touchmove_callback)
SET_EM_CALLBACK(canvas_id, touchend, touch_press_callback)
SET_EM_CALLBACK(canvas_id, touchcancel, touch_press_callback)
SET_EM_CALLBACK(canvas_id, keydown, keydown_callback)
SET_EM_CALLBACK(canvas_id, keypress, keypress_callback)
SET_EM_CALLBACK(canvas_id, keyup, keyup_callback)
SET_EM_CALLBACK(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, fullscreenchange, fullscreen_change_callback)
#undef SET_EM_CALLBACK
#undef EM_CHECK
// For APIs that are not (sufficiently) exposed, a
// library is used below (implemented in library_godot_display.js).
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_paste_cb(update_clipboard_callback);
godot_js_display_drop_files_cb(drop_files_js_callback);
godot_js_display_gamepad_cb(&DisplayServerJavaScript::gamepad_callback);
godot_js_display_vk_cb(&vk_input_text_callback);
Input::get_singleton()->set_event_dispatch_function(_dispatch_input_event);
}
DisplayServerJavaScript::~DisplayServerJavaScript() {
//emscripten_webgl_commit_frame();
//emscripten_webgl_destroy_context(webgl_ctx);
}
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<DisplayServer::WindowID> DisplayServerJavaScript::get_window_list() const {
Vector<WindowID> 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_display_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() {
//emscripten_webgl_commit_frame();
}
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