[HTML5] Implement fullscreenchange in JS library.
Removes more emscripten HTML5 library dependencies.
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@ -62,20 +62,13 @@ bool DisplayServerJavaScript::check_size_force_redraw() {
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return godot_js_display_size_update() != 0;
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return godot_js_display_size_update() != 0;
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}
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}
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EM_BOOL DisplayServerJavaScript::fullscreen_change_callback(int p_event_type, const EmscriptenFullscreenChangeEvent *p_event, void *p_user_data) {
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void DisplayServerJavaScript::fullscreen_change_callback(int p_fullscreen) {
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DisplayServerJavaScript *display = get_singleton();
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DisplayServerJavaScript *display = get_singleton();
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// Empty ID is canvas.
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if (p_fullscreen) {
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String target_id = String::utf8(p_event->id);
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if (target_id.is_empty() || target_id == String::utf8(&(display->canvas_id[1]))) {
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// This event property is the only reliable data on
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// browser fullscreen state.
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if (p_event->isFullscreen) {
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display->window_mode = WINDOW_MODE_FULLSCREEN;
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display->window_mode = WINDOW_MODE_FULLSCREEN;
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} else {
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} else {
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display->window_mode = WINDOW_MODE_WINDOWED;
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display->window_mode = WINDOW_MODE_WINDOWED;
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}
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}
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}
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return false;
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}
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}
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// Drag and drop callback.
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// Drag and drop callback.
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@ -736,7 +729,6 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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// These callbacks from Emscripten's html5.h suffice to access most
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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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// JavaScript APIs.
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SET_EM_WINDOW_CALLBACK(blur, blur_callback)
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SET_EM_WINDOW_CALLBACK(blur, blur_callback)
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SET_EM_CALLBACK(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, fullscreenchange, fullscreen_change_callback)
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#undef SET_EM_CALLBACK
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#undef SET_EM_CALLBACK
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#undef EM_CHECK
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#undef EM_CHECK
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@ -745,9 +737,7 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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godot_js_display_mouse_wheel_cb(&DisplayServerJavaScript::mouse_wheel_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_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_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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// For APIs that are not (sufficiently) exposed, a
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// library is used below (implemented in library_godot_display.js).
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godot_js_display_notification_cb(&send_window_event_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_ENTER,
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WINDOW_EVENT_MOUSE_EXIT,
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WINDOW_EVENT_MOUSE_EXIT,
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@ -78,8 +78,7 @@ private:
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static const char *godot2dom_cursor(DisplayServer::CursorShape p_shape);
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static const char *godot2dom_cursor(DisplayServer::CursorShape p_shape);
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// events
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// events
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static EM_BOOL fullscreen_change_callback(int p_event_type, const EmscriptenFullscreenChangeEvent *p_event, void *p_user_data);
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static void fullscreen_change_callback(int p_fullscreen);
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static int mouse_button_callback(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers);
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static int mouse_button_callback(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers);
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static void mouse_move_callback(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers);
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static void mouse_move_callback(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers);
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static int mouse_wheel_callback(double p_delta_x, double p_delta_y);
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static int mouse_wheel_callback(double p_delta_x, double p_delta_y);
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@ -94,6 +94,7 @@ extern void godot_js_display_mouse_move_cb(void (*p_callback)(double p_x, double
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extern void godot_js_display_mouse_wheel_cb(int (*p_callback)(double p_delta_x, double p_delta_y));
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extern void godot_js_display_mouse_wheel_cb(int (*p_callback)(double p_delta_x, double p_delta_y));
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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_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_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_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_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_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_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec));
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@ -853,6 +853,20 @@ const GodotDisplay = {
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/*
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/*
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* Listeners
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* Listeners
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*/
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*/
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godot_js_display_fullscreen_cb__sig: 'vi',
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godot_js_display_fullscreen_cb: function (callback) {
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const canvas = GodotConfig.canvas;
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const func = GodotRuntime.get_func(callback);
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function change_cb(evt) {
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if (evt.target === canvas) {
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func(GodotDisplayScreen.isFullscreen());
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}
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}
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GodotDisplayListeners.add(document, 'fullscreenchange', change_cb, false);
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GodotDisplayListeners.add(document, 'mozfullscreenchange', change_cb, false);
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GodotDisplayListeners.add(document, 'webkitfullscreenchange', change_cb, 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__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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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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const canvas = GodotConfig.canvas;
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