[HTML5] Opt-in virtual keyboard support.
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.
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eda5ae9d75
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3416f7b521
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@ -536,6 +536,43 @@ bool DisplayServerJavaScript::screen_is_touchscreen(int p_screen) const {
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return godot_js_display_touchscreen_is_available();
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}
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// Virtual Keybaord
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void DisplayServerJavaScript::vk_input_text_callback(const char *p_text, int p_cursor) {
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DisplayServerJavaScript *ds = DisplayServerJavaScript::get_singleton();
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if (!ds || ds->input_text_callback.is_null()) {
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return;
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}
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// Call input_text
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Variant event = String(p_text);
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Variant *eventp = &event;
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Variant ret;
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Callable::CallError ce;
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ds->input_text_callback.call((const Variant **)&eventp, 1, ret, ce);
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// Insert key right to reach position.
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Input *input = Input::get_singleton();
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Ref<InputEventKey> k;
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for (int i = 0; i < p_cursor; i++) {
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k.instance();
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k->set_pressed(true);
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k->set_echo(false);
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k->set_keycode(KEY_RIGHT);
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input->parse_input_event(k);
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k.instance();
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k->set_pressed(false);
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k->set_echo(false);
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k->set_keycode(KEY_RIGHT);
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input->parse_input_event(k);
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}
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}
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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) {
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godot_js_display_vk_show(p_existing_text.utf8().get_data(), p_multiline, p_cursor_start, p_cursor_end);
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}
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void DisplayServerJavaScript::virtual_keyboard_hide() {
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godot_js_display_vk_hide();
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}
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// Gamepad
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void DisplayServerJavaScript::gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid) {
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Input *input = Input::get_singleton();
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@ -764,6 +801,7 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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godot_js_display_paste_cb(update_clipboard_callback);
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godot_js_display_drop_files_cb(drop_files_js_callback);
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godot_js_display_gamepad_cb(&DisplayServerJavaScript::gamepad_callback);
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godot_js_display_vk_cb(&vk_input_text_callback);
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Input::get_singleton()->set_event_dispatch_function(_dispatch_input_event);
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}
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@ -793,7 +831,8 @@ bool DisplayServerJavaScript::has_feature(Feature p_feature) const {
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//case FEATURE_WINDOW_TRANSPARENCY:
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//case FEATURE_KEEP_SCREEN_ON:
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//case FEATURE_ORIENTATION:
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//case FEATURE_VIRTUAL_KEYBOARD:
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case FEATURE_VIRTUAL_KEYBOARD:
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return godot_js_display_vk_available() != 0;
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default:
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return false;
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}
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@ -866,7 +905,7 @@ void DisplayServerJavaScript::window_set_input_event_callback(const Callable &p_
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}
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void DisplayServerJavaScript::window_set_input_text_callback(const Callable &p_callable, WindowID p_window) {
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input_text_callback = p_callable; // TODO unused... do I need this?
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input_text_callback = p_callable;
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}
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void DisplayServerJavaScript::window_set_drop_files_callback(const Callable &p_callable, WindowID p_window) {
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@ -75,6 +75,8 @@ private:
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static EM_BOOL keypress_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data);
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static EM_BOOL keyup_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data);
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static void vk_input_text_callback(const char *p_text, int p_cursor);
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static EM_BOOL mousemove_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data);
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static EM_BOOL mouse_button_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data);
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@ -135,6 +137,9 @@ public:
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int screen_get_dpi(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
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float screen_get_scale(int p_screen = SCREEN_OF_MAIN_WINDOW) const override;
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void virtual_keyboard_show(const String &p_existing_text, const Rect2 &p_screen_rect = Rect2(), bool p_multiline = false, int p_max_input_length = -1, int p_cursor_start = -1, int p_cursor_end = -1) override;
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void virtual_keyboard_hide() override;
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// windows
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Vector<DisplayServer::WindowID> get_window_list() const override;
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WindowID get_window_at_screen_position(const Point2i &p_position) const override;
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@ -297,6 +297,7 @@ void EditorExportPlatformJavaScript::_fix_html(Vector<uint8_t> &p_html, const Re
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}
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Dictionary config;
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config["canvasResizePolicy"] = p_preset->get("html/canvas_resize_policy");
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config["experimentalVK"] = p_preset->get("html/experimental_virtual_keyboard");
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config["gdnativeLibs"] = libs;
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config["executable"] = p_name;
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config["args"] = args;
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@ -352,6 +353,7 @@ void EditorExportPlatformJavaScript::get_export_options(List<ExportOption> *r_op
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "html/custom_html_shell", PROPERTY_HINT_FILE, "*.html"), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "html/head_include", PROPERTY_HINT_MULTILINE_TEXT), ""));
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r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "html/canvas_resize_policy", PROPERTY_HINT_ENUM, "None,Project,Adaptive"), 2));
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r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "html/experimental_virtual_keyboard"), false));
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}
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String EditorExportPlatformJavaScript::get_name() const {
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@ -93,6 +93,13 @@ extern void godot_js_display_notification_cb(void (*p_callback)(int p_notificati
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extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text));
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extern void godot_js_display_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec));
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extern void godot_js_display_setup_canvas(int p_width, int p_height, int p_fullscreen, int p_hidpi);
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// Display Virtual Keyboard
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extern int godot_js_display_vk_available();
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extern void godot_js_display_vk_cb(void (*p_input)(const char *p_text, int p_cursor));
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extern void godot_js_display_vk_show(const char *p_text, int p_multiline, int p_start, int p_end);
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extern void godot_js_display_vk_hide();
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#ifdef __cplusplus
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}
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#endif
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@ -90,6 +90,14 @@ const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-
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* @default
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*/
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args: [],
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/**
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* When enabled, this will turn on experimental virtual keyboard support on mobile.
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*
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* @memberof EngineConfig
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* @type {boolean}
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* @default
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*/
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experimentalVK: false,
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/**
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* @ignore
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* @type {Array.<string>}
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@ -223,6 +231,7 @@ const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-
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this.locale = parse('locale', this.locale);
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this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
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this.persistentPaths = parse('persistentPaths', this.persistentPaths);
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this.experimentalVK = parse('experimentalVK', this.experimentalVK);
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this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs);
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this.fileSizes = parse('fileSizes', this.fileSizes);
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this.args = parse('args', this.args);
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@ -307,6 +316,7 @@ const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-
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'canvas': this.canvas,
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'canvasResizePolicy': this.canvasResizePolicy,
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'locale': locale,
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'virtualKeyboard': this.experimentalVK,
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'onExecute': this.onExecute,
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'onExit': function (p_code) {
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cleanup(); // We always need to call the cleanup callback to free memory.
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@ -231,6 +231,105 @@ const GodotDisplayDragDrop = {
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};
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mergeInto(LibraryManager.library, GodotDisplayDragDrop);
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const GodotDisplayVK = {
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$GodotDisplayVK__deps: ['$GodotRuntime', '$GodotConfig', '$GodotDisplayListeners'],
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$GodotDisplayVK__postset: 'GodotOS.atexit(function(resolve, reject) { GodotDisplayVK.clear(); resolve(); });',
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$GodotDisplayVK: {
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textinput: null,
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textarea: null,
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available: function () {
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return GodotConfig.virtual_keyboard && 'ontouchstart' in window;
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},
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init: function (input_cb) {
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function create(what) {
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const elem = document.createElement(what);
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elem.style.display = 'none';
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elem.style.position = 'absolute';
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elem.style.zIndex = '-1';
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elem.style.background = 'transparent';
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elem.style.padding = '0px';
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elem.style.margin = '0px';
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elem.style.overflow = 'hidden';
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elem.style.width = '0px';
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elem.style.height = '0px';
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elem.style.border = '0px';
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elem.style.outline = 'none';
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elem.readonly = true;
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elem.disabled = true;
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GodotDisplayListeners.add(elem, 'input', function (evt) {
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const c_str = GodotRuntime.allocString(elem.value);
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input_cb(c_str, elem.selectionEnd);
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GodotRuntime.free(c_str);
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}, false);
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GodotDisplayListeners.add(elem, 'blur', function (evt) {
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elem.style.display = 'none';
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elem.readonly = true;
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elem.disabled = true;
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}, false);
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GodotConfig.canvas.insertAdjacentElement('beforebegin', elem);
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return elem;
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}
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GodotDisplayVK.textinput = create('input');
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GodotDisplayVK.textarea = create('textarea');
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GodotDisplayVK.updateSize();
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},
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show: function (text, multiline, start, end) {
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if (!GodotDisplayVK.textinput || !GodotDisplayVK.textarea) {
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return;
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}
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if (GodotDisplayVK.textinput.style.display !== '' || GodotDisplayVK.textarea.style.display !== '') {
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GodotDisplayVK.hide();
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}
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GodotDisplayVK.updateSize();
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const elem = multiline ? GodotDisplayVK.textarea : GodotDisplayVK.textinput;
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elem.readonly = false;
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elem.disabled = false;
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elem.value = text;
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elem.style.display = 'block';
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elem.focus();
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elem.setSelectionRange(start, end);
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},
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hide: function () {
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if (!GodotDisplayVK.textinput || !GodotDisplayVK.textarea) {
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return;
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}
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[GodotDisplayVK.textinput, GodotDisplayVK.textarea].forEach(function (elem) {
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elem.blur();
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elem.style.display = 'none';
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elem.value = '';
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});
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},
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updateSize: function () {
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if (!GodotDisplayVK.textinput || !GodotDisplayVK.textarea) {
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return;
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}
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const rect = GodotConfig.canvas.getBoundingClientRect();
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function update(elem) {
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elem.style.left = `${rect.left}px`;
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elem.style.top = `${rect.top}px`;
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elem.style.width = `${rect.width}px`;
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elem.style.height = `${rect.height}px`;
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}
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update(GodotDisplayVK.textinput);
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update(GodotDisplayVK.textarea);
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},
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clear: function () {
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if (GodotDisplayVK.textinput) {
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GodotDisplayVK.textinput.remove();
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GodotDisplayVK.textinput = null;
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}
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if (GodotDisplayVK.textarea) {
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GodotDisplayVK.textarea.remove();
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GodotDisplayVK.textarea = null;
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}
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},
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},
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};
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mergeInto(LibraryManager.library, GodotDisplayVK);
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/*
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* Display server cursor helper.
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* Keeps track of cursor status and custom shapes.
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* Exposes all the functions needed by DisplayServer implementation.
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*/
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const GodotDisplay = {
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$GodotDisplay__deps: ['$GodotConfig', '$GodotRuntime', '$GodotDisplayCursor', '$GodotDisplayListeners', '$GodotDisplayDragDrop', '$GodotDisplayGamepads', '$GodotDisplayScreen'],
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$GodotDisplay__deps: ['$GodotConfig', '$GodotRuntime', '$GodotDisplayCursor', '$GodotDisplayListeners', '$GodotDisplayDragDrop', '$GodotDisplayGamepads', '$GodotDisplayScreen', '$GodotDisplayVK'],
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$GodotDisplay: {
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window_icon: '',
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findDPI: function () {
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@ -580,7 +679,11 @@ const GodotDisplay = {
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godot_js_display_size_update__sig: 'i',
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godot_js_display_size_update: function () {
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return GodotDisplayScreen.updateSize();
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const updated = GodotDisplayScreen.updateSize();
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if (updated) {
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GodotDisplayVK.updateSize();
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}
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return updated;
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},
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godot_js_display_screen_size_get__sig: 'vii',
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@ -811,6 +914,35 @@ const GodotDisplay = {
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}
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},
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/*
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* Virtual Keyboard
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*/
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godot_js_display_vk_show__sig: 'viiii',
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godot_js_display_vk_show: function (p_text, p_multiline, p_start, p_end) {
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const text = GodotRuntime.parseString(p_text);
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const start = p_start > 0 ? p_start : 0;
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const end = p_end > 0 ? p_end : start;
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GodotDisplayVK.show(text, p_multiline, start, end);
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},
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godot_js_display_vk_hide__sig: 'v',
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godot_js_display_vk_hide: function () {
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GodotDisplayVK.hide();
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},
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godot_js_display_vk_available__sig: 'i',
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godot_js_display_vk_available: function () {
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return GodotDisplayVK.available();
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},
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godot_js_display_vk_cb__sig: 'vi',
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godot_js_display_vk_cb: function (p_input_cb) {
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const input_cb = GodotRuntime.get_func(p_input_cb);
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if (GodotDisplayVK.available()) {
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GodotDisplayVK.init(input_cb);
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}
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},
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/*
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* Gamepads
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*/
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@ -59,6 +59,7 @@ const GodotConfig = {
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canvas: null,
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locale: 'en',
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canvas_resize_policy: 2, // Adaptive
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virtual_keyboard: false,
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on_execute: null,
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on_exit: null,
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@ -66,6 +67,7 @@ const GodotConfig = {
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GodotConfig.canvas_resize_policy = p_opts['canvasResizePolicy'];
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GodotConfig.canvas = p_opts['canvas'];
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GodotConfig.locale = p_opts['locale'] || GodotConfig.locale;
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GodotConfig.virtual_keyboard = p_opts['virtualKeyboard'];
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GodotConfig.on_execute = p_opts['onExecute'];
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GodotConfig.on_exit = p_opts['onExit'];
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},
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GodotConfig.canvas = null;
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GodotConfig.locale = 'en';
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GodotConfig.canvas_resize_policy = 2;
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GodotConfig.virtual_keyboard = false;
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GodotConfig.on_execute = null;
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GodotConfig.on_exit = null;
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},
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