[HTML5] Implement window blur in JS library.
Removes more emscripten HTML5 library dependencies.
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@ -528,10 +528,8 @@ void DisplayServerJavaScript::virtual_keyboard_hide() {
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godot_js_display_vk_hide();
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}
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// Window blur callback
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EM_BOOL DisplayServerJavaScript::blur_callback(int p_event_type, const EmscriptenFocusEvent *p_event, void *p_user_data) {
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void DisplayServerJavaScript::window_blur_callback() {
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Input::get_singleton()->release_pressed_events();
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return false;
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}
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// Gamepad
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@ -716,28 +714,13 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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video_driver_index = p_video_driver;
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#endif
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EMSCRIPTEN_RESULT result;
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#define EM_CHECK(ev) \
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if (result != EMSCRIPTEN_RESULT_SUCCESS) \
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ERR_PRINT("Error while setting " #ev " callback: Code " + itos(result));
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#define SET_EM_CALLBACK(target, ev, cb) \
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result = emscripten_set_##ev##_callback(target, nullptr, true, &cb); \
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EM_CHECK(ev)
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#define SET_EM_WINDOW_CALLBACK(ev, cb) \
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result = emscripten_set_##ev##_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, false, &cb); \
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EM_CHECK(ev)
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// These callbacks from Emscripten's html5.h suffice to access most
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// JavaScript APIs.
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SET_EM_WINDOW_CALLBACK(blur, blur_callback)
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#undef SET_EM_CALLBACK
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#undef EM_CHECK
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godot_js_display_mouse_button_cb(&DisplayServerJavaScript::mouse_button_callback);
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godot_js_display_mouse_move_cb(&DisplayServerJavaScript::mouse_move_callback);
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godot_js_display_mouse_wheel_cb(&DisplayServerJavaScript::mouse_wheel_callback);
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godot_js_display_touch_cb(&DisplayServerJavaScript::touch_callback, touch_event.identifier, touch_event.coords);
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godot_js_display_key_cb(&DisplayServerJavaScript::key_callback, key_event.code, key_event.key);
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godot_js_display_fullscreen_cb(&DisplayServerJavaScript::fullscreen_change_callback);
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godot_js_display_window_blur_cb(&window_blur_callback);
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godot_js_display_notification_cb(&send_window_event_callback,
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WINDOW_EVENT_MOUSE_ENTER,
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WINDOW_EVENT_MOUSE_EXIT,
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@ -85,9 +85,6 @@ private:
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static void touch_callback(int p_type, int p_count);
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static void key_callback(int p_pressed, int p_repeat, int p_modifiers);
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static void vk_input_text_callback(const char *p_text, int p_cursor);
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static EM_BOOL blur_callback(int p_event_type, const EmscriptenFocusEvent *p_event, void *p_user_data);
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static void gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid);
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void process_joypads();
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@ -97,6 +94,7 @@ private:
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static void _dispatch_input_event(const Ref<InputEvent> &p_event);
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static void request_quit_callback();
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static void window_blur_callback();
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static void update_clipboard_callback(const char *p_text);
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static void send_window_event_callback(int p_notification);
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static void drop_files_js_callback(char **p_filev, int p_filec);
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@ -95,6 +95,7 @@ extern void godot_js_display_mouse_wheel_cb(int (*p_callback)(double p_delta_x,
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extern void godot_js_display_touch_cb(void (*p_callback)(int p_type, int p_count), uint32_t *r_identifiers, double *r_coords);
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extern void godot_js_display_key_cb(void (*p_callback)(int p_type, int p_repeat, int p_modifiers), char r_code[32], char r_key[32]);
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extern void godot_js_display_fullscreen_cb(void (*p_callback)(int p_fullscreen));
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extern void godot_js_display_window_blur_cb(void (*p_callback)());
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extern void godot_js_display_notification_cb(void (*p_callback)(int p_notification), int p_enter, int p_exit, int p_in, int p_out);
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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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@ -867,6 +867,14 @@ const GodotDisplay = {
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GodotDisplayListeners.add(document, 'webkitfullscreenchange', change_cb, false);
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},
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godot_js_display_window_blur_cb__sig: 'vi',
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godot_js_display_window_blur_cb: function (callback) {
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const func = GodotRuntime.get_func(callback);
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GodotDisplayListeners.add(window, 'blur', function () {
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func();
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}, false);
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},
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godot_js_display_notification_cb__sig: 'viiiii',
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godot_js_display_notification_cb: function (callback, p_enter, p_exit, p_in, p_out) {
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const canvas = GodotConfig.canvas;
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