godot/platform/javascript/display_server_javascript.cpp
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00

1061 lines
34 KiB
C++

/*************************************************************************/
/* display_server_javascript.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "display_server_javascript.h"
#ifdef GLES3_ENABLED
#include "drivers/gles3/rasterizer_gles3.h"
#endif
#include "platform/javascript/os_javascript.h"
#include "servers/rendering/dummy/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)
bool DisplayServerJavaScript::check_size_force_redraw() {
return godot_js_display_size_update() != 0;
}
void DisplayServerJavaScript::fullscreen_change_callback(int p_fullscreen) {
DisplayServerJavaScript *display = get_singleton();
if (p_fullscreen) {
display->window_mode = WINDOW_MODE_FULLSCREEN;
} else {
display->window_mode = WINDOW_MODE_WINDOWED;
}
}
// 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
void DisplayServerJavaScript::dom2godot_mod(Ref<InputEventWithModifiers> ev, int p_mod) {
ev->set_shift_pressed(p_mod & 1);
ev->set_alt_pressed(p_mod & 2);
ev->set_ctrl_pressed(p_mod & 4);
ev->set_meta_pressed(p_mod & 8);
}
void DisplayServerJavaScript::key_callback(int p_pressed, int p_repeat, int p_modifiers) {
DisplayServerJavaScript *ds = get_singleton();
JSKeyEvent &key_event = ds->key_event;
// Resume audio context after input in case autoplay was denied.
OS_JavaScript::get_singleton()->resume_audio();
Ref<InputEventKey> ev;
ev.instantiate();
ev->set_echo(p_repeat);
ev->set_keycode(dom_code2godot_scancode(key_event.code, key_event.key, false));
ev->set_physical_keycode(dom_code2godot_scancode(key_event.code, key_event.key, true));
ev->set_pressed(p_pressed);
dom2godot_mod(ev, p_modifiers);
String unicode = String::utf8(key_event.key);
if (unicode.length() == 1) {
ev->set_unicode(unicode[0]);
}
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();
}
// Mouse
int DisplayServerJavaScript::mouse_button_callback(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers) {
DisplayServerJavaScript *ds = get_singleton();
Point2 pos(p_x, p_y);
Ref<InputEventMouseButton> ev;
ev.instantiate();
ev->set_position(pos);
ev->set_global_position(pos);
ev->set_pressed(p_pressed);
dom2godot_mod(ev, p_modifiers);
switch (p_button) {
case DOM_BUTTON_LEFT:
ev->set_button_index(MouseButton::LEFT);
break;
case DOM_BUTTON_MIDDLE:
ev->set_button_index(MouseButton::MIDDLE);
break;
case DOM_BUTTON_RIGHT:
ev->set_button_index(MouseButton::RIGHT);
break;
case DOM_BUTTON_XBUTTON1:
ev->set_button_index(MouseButton::MB_XBUTTON1);
break;
case DOM_BUTTON_XBUTTON2:
ev->set_button_index(MouseButton::MB_XBUTTON2);
break;
default:
return false;
}
if (p_pressed) {
uint64_t diff = (OS::get_singleton()->get_ticks_usec() / 1000) - ds->last_click_ms;
if (ev->get_button_index() == ds->last_click_button_index) {
if (diff < 400 && Point2(ds->last_click_pos).distance_to(ev->get_position()) < 5) {
ds->last_click_ms = 0;
ds->last_click_pos = Point2(-100, -100);
ds->last_click_button_index = MouseButton::NONE;
ev->set_double_click(true);
}
} else {
ds->last_click_button_index = ev->get_button_index();
}
if (!ev->is_double_click()) {
ds->last_click_ms += diff;
ds->last_click_pos = ev->get_position();
}
}
MouseButton mask = Input::get_singleton()->get_mouse_button_mask();
MouseButton button_flag = mouse_button_to_mask(ev->get_button_index());
if (ev->is_pressed()) {
mask |= button_flag;
} else if ((mask & button_flag) != MouseButton::NONE) {
mask &= ~button_flag;
} else {
// Received release event, but press was outside the canvas, so ignore.
return false;
}
ev->set_button_mask(mask);
Input::get_singleton()->parse_input_event(ev);
// Resume audio context after input in case autoplay was denied.
OS_JavaScript::get_singleton()->resume_audio();
// 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;
}
void DisplayServerJavaScript::mouse_move_callback(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers) {
MouseButton input_mask = Input::get_singleton()->get_mouse_button_mask();
// For motion outside the canvas, only read mouse movement if dragging
// started inside the canvas; imitating desktop app behaviour.
if (!get_singleton()->cursor_inside_canvas && input_mask == MouseButton::NONE) {
return;
}
Point2 pos(p_x, p_y);
Ref<InputEventMouseMotion> ev;
ev.instantiate();
dom2godot_mod(ev, p_modifiers);
ev->set_button_mask(input_mask);
ev->set_position(pos);
ev->set_global_position(pos);
ev->set_relative(Vector2(p_rel_x, p_rel_y));
ev->set_velocity(Input::get_singleton()->get_last_mouse_velocity());
Input::get_singleton()->parse_input_event(ev);
}
// 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";
}
}
bool DisplayServerJavaScript::tts_is_speaking() const {
return godot_js_tts_is_speaking();
}
bool DisplayServerJavaScript::tts_is_paused() const {
return godot_js_tts_is_paused();
}
void DisplayServerJavaScript::update_voices_callback(int p_size, const char **p_voice) {
get_singleton()->voices.clear();
for (int i = 0; i < p_size; i++) {
Vector<String> tokens = String::utf8(p_voice[i]).split(";", true, 2);
if (tokens.size() == 2) {
Dictionary voice_d;
voice_d["name"] = tokens[1];
voice_d["id"] = tokens[1];
voice_d["language"] = tokens[0];
get_singleton()->voices.push_back(voice_d);
}
}
}
Array DisplayServerJavaScript::tts_get_voices() const {
godot_js_tts_get_voices(update_voices_callback);
return voices;
}
void DisplayServerJavaScript::tts_speak(const String &p_text, const String &p_voice, int p_volume, float p_pitch, float p_rate, int p_utterance_id, bool p_interrupt) {
if (p_interrupt) {
tts_stop();
}
if (p_text.is_empty()) {
tts_post_utterance_event(DisplayServer::TTS_UTTERANCE_CANCELED, p_utterance_id);
return;
}
CharString string = p_text.utf8();
utterance_ids[p_utterance_id] = string;
godot_js_tts_speak(string.get_data(), p_voice.utf8().get_data(), CLAMP(p_volume, 0, 100), CLAMP(p_pitch, 0.f, 2.f), CLAMP(p_rate, 0.1f, 10.f), p_utterance_id, DisplayServerJavaScript::_js_utterance_callback);
}
void DisplayServerJavaScript::tts_pause() {
godot_js_tts_pause();
}
void DisplayServerJavaScript::tts_resume() {
godot_js_tts_resume();
}
void DisplayServerJavaScript::tts_stop() {
for (const KeyValue<int, CharString> &E : utterance_ids) {
tts_post_utterance_event(DisplayServer::TTS_UTTERANCE_CANCELED, E.key);
}
utterance_ids.clear();
godot_js_tts_stop();
}
void DisplayServerJavaScript::_js_utterance_callback(int p_event, int p_id, int p_pos) {
DisplayServerJavaScript *ds = (DisplayServerJavaScript *)DisplayServer::get_singleton();
if (ds->utterance_ids.has(p_id)) {
int pos = 0;
if ((TTSUtteranceEvent)p_event == DisplayServer::TTS_UTTERANCE_BOUNDARY) {
// Convert position from UTF-8 to UTF-32.
const CharString &string = ds->utterance_ids[p_id];
for (int i = 0; i < MIN(p_pos, string.length()); i++) {
uint8_t c = string[i];
if ((c & 0xe0) == 0xc0) {
i += 1;
} else if ((c & 0xf0) == 0xe0) {
i += 2;
} else if ((c & 0xf8) == 0xf0) {
i += 3;
}
pos++;
}
} else if ((TTSUtteranceEvent)p_event != DisplayServer::TTS_UTTERANCE_STARTED) {
ds->utterance_ids.erase(p_id);
}
ds->tts_post_utterance_event((TTSUtteranceEvent)p_event, p_id, pos);
}
}
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 Ref<Resource> &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);
godot_js_display_cursor_lock_set(0);
} else if (p_mode == MOUSE_MODE_HIDDEN) {
godot_js_display_cursor_set_visible(0);
godot_js_display_cursor_lock_set(0);
} else if (p_mode == MOUSE_MODE_CAPTURED) {
godot_js_display_cursor_set_visible(1);
godot_js_display_cursor_lock_set(1);
}
}
DisplayServer::MouseMode DisplayServerJavaScript::mouse_get_mode() const {
if (godot_js_display_cursor_is_hidden()) {
return MOUSE_MODE_HIDDEN;
}
if (godot_js_display_cursor_is_locked()) {
return MOUSE_MODE_CAPTURED;
}
return MOUSE_MODE_VISIBLE;
}
Point2i DisplayServerJavaScript::mouse_get_position() const {
return Input::get_singleton()->get_mouse_position();
}
// Wheel
int DisplayServerJavaScript::mouse_wheel_callback(double p_delta_x, double p_delta_y) {
if (!godot_js_display_canvas_is_focused()) {
if (get_singleton()->cursor_inside_canvas) {
godot_js_display_canvas_focus();
} 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_delta_y < 0) {
ev->set_button_index(MouseButton::WHEEL_UP);
} else if (p_delta_y > 0) {
ev->set_button_index(MouseButton::WHEEL_DOWN);
} else if (p_delta_x > 0) {
ev->set_button_index(MouseButton::WHEEL_LEFT);
} else if (p_delta_x < 0) {
ev->set_button_index(MouseButton::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.
MouseButton button_flag = mouse_button_to_mask(ev->get_button_index());
ev->set_pressed(true);
ev->set_button_mask(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
void DisplayServerJavaScript::touch_callback(int p_type, int p_count) {
DisplayServerJavaScript *ds = get_singleton();
const JSTouchEvent &touch_event = ds->touch_event;
for (int i = 0; i < p_count; i++) {
Point2 point(touch_event.coords[i * 2], touch_event.coords[i * 2 + 1]);
if (p_type == 2) {
// touchmove
Ref<InputEventScreenDrag> ev;
ev.instantiate();
ev->set_index(touch_event.identifier[i]);
ev->set_position(point);
Point2 &prev = ds->touches[i];
ev->set_relative(ev->get_position() - prev);
prev = ev->get_position();
Input::get_singleton()->parse_input_event(ev);
} else {
// touchstart/touchend
Ref<InputEventScreenTouch> ev;
// Resume audio context after input in case autoplay was denied.
OS_JavaScript::get_singleton()->resume_audio();
ev.instantiate();
ev->set_index(touch_event.identifier[i]);
ev->set_position(point);
ev->set_pressed(p_type == 0);
ds->touches[i] = point;
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();
}
}
}
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::utf8(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();
}
void DisplayServerJavaScript::window_blur_callback() {
Input::get_singleton()->release_pressed_events();
}
// 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_input_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_input_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++) {
// Buttons 6 and 7 in the standard mapping need to be
// axis to be handled as JoyAxis::TRIGGER by Godot.
if (s_standard && (b == 6 || b == 7)) {
input->joy_axis(idx, (JoyAxis)b, s_btns[b]);
} else {
input->joy_button(idx, (JoyButton)b, s_btns[b]);
}
}
for (int a = 0; a < s_axes_num; a++) {
input->joy_axis(idx, (JoyAxis)a, s_axes[a]);
}
}
}
Vector<String> DisplayServerJavaScript::get_rendering_drivers_func() {
Vector<String> drivers;
#ifdef GLES3_ENABLED
drivers.push_back("opengl3");
#endif
return drivers;
}
// Clipboard
void DisplayServerJavaScript::update_clipboard_callback(const char *p_text) {
get_singleton()->clipboard = String::utf8(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) {
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 || p_window_mode == WINDOW_MODE_EXCLUSIVE_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);
#ifdef GLES3_ENABLED
// TODO "vulkan" defaults to webgl2 for now.
bool wants_webgl2 = p_rendering_driver == "opengl3" || p_rendering_driver == "vulkan";
bool webgl2_init_failed = wants_webgl2 && !godot_js_display_has_webgl(2);
if (wants_webgl2 && !webgl2_init_failed) {
EmscriptenWebGLContextAttributes attributes;
emscripten_webgl_init_context_attributes(&attributes);
//attributes.alpha = GLOBAL_GET("display/window/per_pixel_transparency/allowed");
attributes.alpha = true;
attributes.antialias = false;
attributes.majorVersion = 2;
webgl_ctx = emscripten_webgl_create_context(canvas_id, &attributes);
if (emscripten_webgl_make_context_current(webgl_ctx) != EMSCRIPTEN_RESULT_SUCCESS) {
webgl2_init_failed = true;
} else {
RasterizerGLES3::make_current();
}
}
if (webgl2_init_failed) {
OS::get_singleton()->alert("Your browser does not seem to support WebGL2. Please update your browser version.",
"Unable to initialize video driver");
}
if (!wants_webgl2 || webgl2_init_failed) {
RasterizerDummy::make_current();
}
#else
RasterizerDummy::make_current();
#endif
// JS Input interface (js/libs/library_godot_input.js)
godot_js_input_mouse_button_cb(&DisplayServerJavaScript::mouse_button_callback);
godot_js_input_mouse_move_cb(&DisplayServerJavaScript::mouse_move_callback);
godot_js_input_mouse_wheel_cb(&DisplayServerJavaScript::mouse_wheel_callback);
godot_js_input_touch_cb(&DisplayServerJavaScript::touch_callback, touch_event.identifier, touch_event.coords);
godot_js_input_key_cb(&DisplayServerJavaScript::key_callback, key_event.code, key_event.key);
godot_js_input_paste_cb(update_clipboard_callback);
godot_js_input_drop_files_cb(drop_files_js_callback);
godot_js_input_gamepad_cb(&DisplayServerJavaScript::gamepad_callback);
// JS Display interface (js/libs/library_godot_display.js)
godot_js_display_fullscreen_cb(&DisplayServerJavaScript::fullscreen_change_callback);
godot_js_display_window_blur_cb(&window_blur_callback);
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_vk_cb(&vk_input_text_callback);
Input::get_singleton()->set_event_dispatch_function(_dispatch_input_event);
}
DisplayServerJavaScript::~DisplayServerJavaScript() {
#ifdef GLES3_ENABLED
if (webgl_ctx) {
emscripten_webgl_commit_frame();
emscripten_webgl_destroy_context(webgl_ctx);
}
#endif
}
bool DisplayServerJavaScript::has_feature(Feature p_feature) const {
switch (p_feature) {
//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;
case FEATURE_TEXT_TO_SPEECH:
return godot_js_display_tts_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();
}
float DisplayServerJavaScript::screen_get_refresh_rate(int p_screen) const {
return SCREEN_REFRESH_RATE_FALLBACK; // Javascript doesn't have much of a need for the screen refresh rate, and there's no native way to do so.
}
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_EXCLUSIVE_FULLSCREEN:
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_input_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() {
#ifdef GLES3_ENABLED
if (webgl_ctx) {
emscripten_webgl_commit_frame();
}
#endif
}