#include "Core.h" #if defined CC_BUILD_WEB && !defined CC_BUILD_SDL #include "_WindowBase.h" #include "Game.h" #include "String.h" #include "Funcs.h" #include "ExtMath.h" #include "Bitmap.h" #include "Errors.h" #include "Gui.h" #include #include #include extern int interop_CanvasWidth(void); extern int interop_CanvasHeight(void); extern int interop_ScreenWidth(void); extern int interop_ScreenHeight(void); static cc_bool keyboardOpen, needResize; static int RawDpiScale(int x) { return (int)(x * emscripten_get_device_pixel_ratio()); } static int GetScreenWidth(void) { return RawDpiScale(interop_ScreenWidth()); } static int GetScreenHeight(void) { return RawDpiScale(interop_ScreenHeight()); } static void UpdateWindowBounds(void) { int width = interop_CanvasWidth(); int height = interop_CanvasHeight(); if (width == Window_Main.Width && height == Window_Main.Height) return; Window_Main.Width = width; Window_Main.Height = height; Event_RaiseVoid(&WindowEvents.Resized); } static void SetFullscreenBounds(void) { int width = GetScreenWidth(); int height = GetScreenHeight(); emscripten_set_canvas_element_size("#canvas", width, height); } /* Browser only allows pointer lock requests in response to user input */ static void DeferredEnableRawMouse(void) { EmscriptenPointerlockChangeEvent status; if (!Input.RawMode) return; status.isActive = false; emscripten_get_pointerlock_status(&status); if (!status.isActive) emscripten_request_pointerlock("#canvas", false); } static EM_BOOL OnMouseWheel(int type, const EmscriptenWheelEvent* ev, void* data) { /* TODO: The scale factor isn't standardised.. is there a better way though? */ Mouse_ScrollHWheel(-Math_Sign(ev->deltaX)); Mouse_ScrollVWheel(-Math_Sign(ev->deltaY)); DeferredEnableRawMouse(); return true; } static EM_BOOL OnMouseButton(int type, const EmscriptenMouseEvent* ev, void* data) { cc_bool down = type == EMSCRIPTEN_EVENT_MOUSEDOWN; /* https://stackoverflow.com/questions/60895686/how-to-get-mouse-buttons-4-5-browser-back-browser-forward-working-in-firef */ switch (ev->button) { case 0: Input_Set(CCMOUSE_L, down); break; case 1: Input_Set(CCMOUSE_M, down); break; case 2: Input_Set(CCMOUSE_R, down); break; case 3: Input_Set(CCMOUSE_X1, down); break; case 4: Input_Set(CCMOUSE_X2, down); break; } DeferredEnableRawMouse(); return true; } /* input coordinates are CSS pixels, remap to internal pixels */ static void RescaleXY(int* x, int* y) { double css_width, css_height; emscripten_get_element_css_size("#canvas", &css_width, &css_height); if (css_width && css_height) { *x = (int)(*x * Window_Main.Width / css_width ); *y = (int)(*y * Window_Main.Height / css_height); } else { /* If css width or height is 0, something is bogus */ /* Better to avoid divsision by 0 in that case though */ } } static EM_BOOL OnMouseMove(int type, const EmscriptenMouseEvent* ev, void* data) { int x, y, buttons = ev->buttons; /* Set before position change, in case mouse buttons changed when outside window */ Input_SetNonRepeatable(CCMOUSE_L, buttons & 0x01); Input_SetNonRepeatable(CCMOUSE_R, buttons & 0x02); Input_SetNonRepeatable(CCMOUSE_M, buttons & 0x04); x = ev->targetX; y = ev->targetY; RescaleXY(&x, &y); Pointer_SetPosition(0, x, y); if (Input.RawMode) Event_RaiseRawMove(&PointerEvents.RawMoved, ev->movementX, ev->movementY); return true; } /* TODO: Also query mouse coordinates globally (in OnMouseMove) and reuse interop_AdjustXY here */ extern void interop_AdjustXY(int* x, int* y); static EM_BOOL OnTouchStart(int type, const EmscriptenTouchEvent* ev, void* data) { const EmscriptenTouchPoint* t; int i, x, y; /* Because we return true to cancel default browser behaviour, sometimes we also */ /* end up preventing the default 'focus gained' behaviour from occurring */ /* So manually activate focus as a workaround */ if (!Window_Main.Focused) { Window_Main.Focused = true; Event_RaiseVoid(&WindowEvents.FocusChanged); } for (i = 0; i < ev->numTouches; ++i) { t = &ev->touches[i]; if (!t->isChanged) continue; x = t->targetX; y = t->targetY; interop_AdjustXY(&x, &y); RescaleXY(&x, &y); Input_AddTouch(t->identifier, x, y); } /* Return true, as otherwise touch event is converted into a mouse event */ return true; } static EM_BOOL OnTouchMove(int type, const EmscriptenTouchEvent* ev, void* data) { const EmscriptenTouchPoint* t; int i, x, y; for (i = 0; i < ev->numTouches; ++i) { t = &ev->touches[i]; if (!t->isChanged) continue; x = t->targetX; y = t->targetY; interop_AdjustXY(&x, &y); RescaleXY(&x, &y); Input_UpdateTouch(t->identifier, x, y); } /* Return true, as otherwise touch event is converted into a mouse event */ return true; } static EM_BOOL OnTouchEnd(int type, const EmscriptenTouchEvent* ev, void* data) { const EmscriptenTouchPoint* t; int i, x, y; for (i = 0; i < ev->numTouches; ++i) { t = &ev->touches[i]; if (!t->isChanged) continue; x = t->targetX; y = t->targetY; interop_AdjustXY(&x, &y); RescaleXY(&x, &y); Input_RemoveTouch(t->identifier, x, y); } /* Don't intercept touchend events while keyboard is open, that way */ /* user can still touch to move the caret position in input textbox. */ return !keyboardOpen; } static EM_BOOL OnFocus(int type, const EmscriptenFocusEvent* ev, void* data) { Window_Main.Focused = type == EMSCRIPTEN_EVENT_FOCUS; Event_RaiseVoid(&WindowEvents.FocusChanged); return true; } static EM_BOOL OnResize(int type, const EmscriptenUiEvent* ev, void* data) { UpdateWindowBounds(); needResize = true; return true; } /* This is only raised when going into fullscreen */ static EM_BOOL OnCanvasResize(int type, const void* reserved, void* data) { UpdateWindowBounds(); needResize = true; return false; } static EM_BOOL OnFullscreenChange(int type, const EmscriptenFullscreenChangeEvent* ev, void* data) { UpdateWindowBounds(); needResize = true; return false; } static const char* OnBeforeUnload(int type, const void* ev, void *data) { if (!Game_ShouldClose()) { /* Exit pointer lock, otherwise when you press Ctrl+W, the */ /* cursor remains invisible in the confirmation dialog */ emscripten_exit_pointerlock(); return "You have unsaved changes. Are you sure you want to quit?"; } Window_RequestClose(); return NULL; } static EM_BOOL OnVisibilityChanged(int eventType, const EmscriptenVisibilityChangeEvent* ev, void* data) { cc_bool inactive = ev->visibilityState == EMSCRIPTEN_VISIBILITY_HIDDEN; if (Window_Main.Inactive == inactive) return false; Window_Main.Inactive = inactive; Event_RaiseVoid(&WindowEvents.InactiveChanged); return false; } static int MapNativeKey(int k, int l) { if (k >= '0' && k <= '9') return k; if (k >= 'A' && k <= 'Z') return k; if (k >= DOM_VK_F1 && k <= DOM_VK_F24) { return CCKEY_F1 + (k - DOM_VK_F1); } if (k >= DOM_VK_NUMPAD0 && k <= DOM_VK_NUMPAD9) { return CCKEY_KP0 + (k - DOM_VK_NUMPAD0); } switch (k) { case DOM_VK_BACK_SPACE: return CCKEY_BACKSPACE; case DOM_VK_TAB: return CCKEY_TAB; case DOM_VK_RETURN: return l == DOM_KEY_LOCATION_NUMPAD ? CCKEY_KP_ENTER : CCKEY_ENTER; case DOM_VK_SHIFT: return l == DOM_KEY_LOCATION_RIGHT ? CCKEY_RSHIFT : CCKEY_LSHIFT; case DOM_VK_CONTROL: return l == DOM_KEY_LOCATION_RIGHT ? CCKEY_RCTRL : CCKEY_LCTRL; case DOM_VK_ALT: return l == DOM_KEY_LOCATION_RIGHT ? CCKEY_RALT : CCKEY_LALT; case DOM_VK_PAUSE: return CCKEY_PAUSE; case DOM_VK_CAPS_LOCK: return CCKEY_CAPSLOCK; case DOM_VK_ESCAPE: return CCKEY_ESCAPE; case DOM_VK_SPACE: return CCKEY_SPACE; case DOM_VK_PAGE_UP: return CCKEY_PAGEUP; case DOM_VK_PAGE_DOWN: return CCKEY_PAGEDOWN; case DOM_VK_END: return CCKEY_END; case DOM_VK_HOME: return CCKEY_HOME; case DOM_VK_LEFT: return CCKEY_LEFT; case DOM_VK_UP: return CCKEY_UP; case DOM_VK_RIGHT: return CCKEY_RIGHT; case DOM_VK_DOWN: return CCKEY_DOWN; case DOM_VK_PRINTSCREEN: return CCKEY_PRINTSCREEN; case DOM_VK_INSERT: return CCKEY_INSERT; case DOM_VK_DELETE: return CCKEY_DELETE; case DOM_VK_SEMICOLON: return CCKEY_SEMICOLON; case DOM_VK_EQUALS: return CCKEY_EQUALS; case DOM_VK_WIN: return l == DOM_KEY_LOCATION_RIGHT ? CCKEY_RWIN : CCKEY_LWIN; case DOM_VK_MULTIPLY: return CCKEY_KP_MULTIPLY; case DOM_VK_ADD: return CCKEY_KP_PLUS; case DOM_VK_SUBTRACT: return CCKEY_KP_MINUS; case DOM_VK_DECIMAL: return CCKEY_KP_DECIMAL; case DOM_VK_DIVIDE: return CCKEY_KP_DIVIDE; case DOM_VK_NUM_LOCK: return CCKEY_NUMLOCK; case DOM_VK_SCROLL_LOCK: return CCKEY_SCROLLLOCK; case DOM_VK_HYPHEN_MINUS: return CCKEY_MINUS; case DOM_VK_COMMA: return CCKEY_COMMA; case DOM_VK_PERIOD: return CCKEY_PERIOD; case DOM_VK_SLASH: return CCKEY_SLASH; case DOM_VK_BACK_QUOTE: return CCKEY_TILDE; case DOM_VK_OPEN_BRACKET: return CCKEY_LBRACKET; case DOM_VK_BACK_SLASH: return CCKEY_BACKSLASH; case DOM_VK_CLOSE_BRACKET: return CCKEY_RBRACKET; case DOM_VK_QUOTE: return CCKEY_QUOTE; case DOM_VK_VOLUME_MUTE: return CCKEY_VOLUME_MUTE; case DOM_VK_VOLUME_DOWN: return CCKEY_VOLUME_DOWN; case DOM_VK_VOLUME_UP: return CCKEY_VOLUME_UP; /* Chrome specific keys */ /*case 173: return CCKEY_VOLUME_MUTE; same as DOM_VK_HYPHEN_MINUS */ case 174: return CCKEY_VOLUME_DOWN; case 175: return CCKEY_VOLUME_UP; case 176: return CCKEY_MEDIA_NEXT; case 177: return CCKEY_MEDIA_PREV; case 178: return CCKEY_MEDIA_STOP; case 179: return CCKEY_MEDIA_PLAY; case 186: return CCKEY_SEMICOLON; case 187: return CCKEY_EQUALS; case 189: return CCKEY_MINUS; } Platform_Log1("Unknown key: %i", &k); return INPUT_NONE; } static EM_BOOL OnKeyDown(int type, const EmscriptenKeyboardEvent* ev, void* data) { int key = MapNativeKey(ev->keyCode, ev->location); /* iOS safari still sends backspace key events, don't intercept those */ if (key == CCKEY_BACKSPACE && Input_TouchMode && keyboardOpen) return false; if (key) Input_SetPressed(key); DeferredEnableRawMouse(); if (!key) return false; /* If holding down Ctrl or Alt, keys aren't going to generate a KeyPress event anyways. */ /* This intercepts Ctrl+S etc. Ctrl+C and Ctrl+V are not intercepted for clipboard. */ /* NOTE: macOS uses Win (Command) key instead of Ctrl, have to account for that too */ if (Input_IsAltPressed()) return true; if (Input_IsWinPressed()) return key != 'C' && key != 'V'; if (Input_IsCtrlPressed()) return key != 'C' && key != 'V'; /* Space needs special handling, as intercepting this prevents the ' ' key press event */ /* But on Safari, space scrolls the page - so need to intercept when keyboard is NOT open */ if (key == CCKEY_SPACE) return !keyboardOpen; /* Must not intercept KeyDown for regular keys, otherwise KeyPress doesn't get raised. */ /* However, do want to prevent browser's behaviour on F11, F5, home etc. */ /* e.g. not preventing F11 means browser makes page fullscreen instead of just canvas */ return (key >= CCKEY_F1 && key <= CCKEY_F24) || (key >= CCKEY_UP && key <= CCKEY_RIGHT) || (key >= CCKEY_INSERT && key <= CCKEY_MENU) || (key >= CCKEY_ENTER && key <= CCKEY_NUMLOCK); } static EM_BOOL OnKeyUp(int type, const EmscriptenKeyboardEvent* ev, void* data) { int key = MapNativeKey(ev->keyCode, ev->location); if (key) Input_SetReleased(key); DeferredEnableRawMouse(); return key != INPUT_NONE; } static EM_BOOL OnKeyPress(int type, const EmscriptenKeyboardEvent* ev, void* data) { char keyChar; DeferredEnableRawMouse(); /* When on-screen keyboard is open, we don't want to intercept any key presses, */ /* because they should be sent to the HTML text input instead. */ /* (Chrome for android sends keypresses sometimes for '0' to '9' keys) */ /* - If any keys are intercepted, this causes the HTML text input to become */ /* desynchronised from the chat/menu input widget the user sees in game. */ /* - This causes problems such as attempting to backspace all text later to */ /* not actually backspace everything. (because the HTML text input does not */ /* have these intercepted key presses in its text buffer) */ if (Input_TouchMode && keyboardOpen) return false; /* Safari on macOS still sends a keypress event, which must not be cancelled */ /* (otherwise copy/paste doesn't work, as it uses Win+C / Win+V) */ if (ev->metaKey) return false; Event_RaiseInt(&InputEvents.Press, ev->charCode); return true; } /* Really old emscripten versions (e.g. 1.38.21) don't have this defined */ /* Can't just use "#window", newer versions switched to const int instead */ #ifndef EMSCRIPTEN_EVENT_TARGET_WINDOW #define EMSCRIPTEN_EVENT_TARGET_WINDOW "#window" #endif static void HookEvents(void) { emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnMouseWheel); emscripten_set_mousedown_callback("#canvas", NULL, 0, OnMouseButton); emscripten_set_mouseup_callback("#canvas", NULL, 0, OnMouseButton); emscripten_set_mousemove_callback("#canvas", NULL, 0, OnMouseMove); emscripten_set_fullscreenchange_callback("#canvas", NULL, 0, OnFullscreenChange); emscripten_set_focus_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnFocus); emscripten_set_blur_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnFocus); emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnResize); emscripten_set_beforeunload_callback( NULL, OnBeforeUnload); emscripten_set_visibilitychange_callback( NULL, 0, OnVisibilityChanged); emscripten_set_keydown_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnKeyDown); emscripten_set_keyup_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnKeyUp); emscripten_set_keypress_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnKeyPress); emscripten_set_touchstart_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnTouchStart); emscripten_set_touchmove_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnTouchMove); emscripten_set_touchend_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnTouchEnd); emscripten_set_touchcancel_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, OnTouchEnd); } static void UnhookEvents(void) { emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); emscripten_set_mousedown_callback("#canvas", NULL, 0, NULL); emscripten_set_mouseup_callback("#canvas", NULL, 0, NULL); emscripten_set_mousemove_callback("#canvas", NULL, 0, NULL); emscripten_set_focus_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); emscripten_set_blur_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); emscripten_set_beforeunload_callback( NULL, NULL); emscripten_set_visibilitychange_callback( NULL, 0, NULL); emscripten_set_keydown_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); emscripten_set_keyup_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); emscripten_set_keypress_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); emscripten_set_touchstart_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); emscripten_set_touchmove_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); emscripten_set_touchend_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); emscripten_set_touchcancel_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, 0, NULL); } extern int interop_IsAndroid(void); extern int interop_IsIOS(void); extern void interop_AddClipboardListeners(void); extern void interop_ForceTouchPageLayout(void); extern void Game_DoFrame(void); void Window_PreInit(void) { emscripten_set_main_loop(Game_DoFrame, 0, false); } void Window_Init(void) { int is_ios, droid; DisplayInfo.Width = GetScreenWidth(); DisplayInfo.Height = GetScreenHeight(); DisplayInfo.Depth = 24; DisplayInfo.ScaleX = emscripten_get_device_pixel_ratio(); DisplayInfo.ScaleY = DisplayInfo.ScaleX; interop_AddClipboardListeners(); droid = interop_IsAndroid(); is_ios = interop_IsIOS(); Input_SetTouchMode(is_ios || droid); Gui_SetTouchUI(is_ios || droid); /* iOS shifts the whole webpage up when opening chat, which causes problems */ /* as the chat/send butons are positioned at the top of the canvas - they */ /* get pushed offscreen and can't be used at all anymore. So handle this */ /* case specially by positioning them at the bottom instead for iOS. */ Window_Main.SoftKeyboard = is_ios ? SOFT_KEYBOARD_SHIFT : SOFT_KEYBOARD_RESIZE; /* Let the webpage know it needs to force a mobile layout */ if (!Input_TouchMode) return; interop_ForceTouchPageLayout(); } void Window_Free(void) { } extern void interop_InitContainer(void); static void DoCreateWindow(void) { Window_Main.Exists = true; Window_Main.Focused = true; HookEvents(); /* Let the webpage decide on initial bounds */ Window_Main.Width = interop_CanvasWidth(); Window_Main.Height = interop_CanvasHeight(); interop_InitContainer(); } void Window_Create2D(int width, int height) { DoCreateWindow(); } void Window_Create3D(int width, int height) { DoCreateWindow(); } extern void interop_SetPageTitle(const char* title); void Window_SetTitle(const cc_string* title) { char str[NATIVE_STR_LEN]; String_EncodeUtf8(str, title); interop_SetPageTitle(str); } static char pasteBuffer[512]; static cc_string pasteStr; EMSCRIPTEN_KEEPALIVE void Window_RequestClipboardText(void) { Event_RaiseInput(&InputEvents.Down, INPUT_CLIPBOARD_COPY, 0); } EMSCRIPTEN_KEEPALIVE void Window_StoreClipboardText(char* src) { String_InitArray(pasteStr, pasteBuffer); String_AppendUtf8(&pasteStr, src, String_CalcLen(src, 2048)); } EMSCRIPTEN_KEEPALIVE void Window_GotClipboardText(char* src) { Window_StoreClipboardText(src); Event_RaiseInput(&InputEvents.Down, INPUT_CLIPBOARD_PASTE, 0); } extern void interop_TryGetClipboardText(void); void Clipboard_GetText(cc_string* value) { /* Window_StoreClipboardText may or may not be called by this */ interop_TryGetClipboardText(); /* If text input is active, then let it handle pasting text */ /* (otherwise text gets pasted twice on mobile) */ if (Input_TouchMode && keyboardOpen) pasteStr.length = 0; String_Copy(value, &pasteStr); pasteStr.length = 0; } extern void interop_TrySetClipboardText(const char* text); void Clipboard_SetText(const cc_string* value) { char str[NATIVE_STR_LEN]; String_EncodeUtf8(str, value); interop_TrySetClipboardText(str); } int Window_GetWindowState(void) { EmscriptenFullscreenChangeEvent status = { 0 }; emscripten_get_fullscreen_status(&status); return status.isFullscreen ? WINDOW_STATE_FULLSCREEN : WINDOW_STATE_NORMAL; } extern int interop_GetContainerID(void); extern void interop_EnterFullscreen(void); cc_result Window_EnterFullscreen(void) { EmscriptenFullscreenStrategy strategy; const char* target; int res; strategy.scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH; strategy.canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_HIDEF; strategy.filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT; strategy.canvasResizedCallback = OnCanvasResize; strategy.canvasResizedCallbackUserData = NULL; /* TODO: Return container element ID instead of hardcoding here */ res = interop_GetContainerID(); target = res ? "canvas_wrapper" : "#canvas"; res = emscripten_request_fullscreen_strategy(target, 1, &strategy); if (res == EMSCRIPTEN_RESULT_NOT_SUPPORTED) res = ERR_NOT_SUPPORTED; if (res) return res; interop_EnterFullscreen(); return 0; } cc_result Window_ExitFullscreen(void) { emscripten_exit_fullscreen(); UpdateWindowBounds(); return 0; } int Window_IsObscured(void) { return 0; } void Window_Show(void) { } void Window_SetSize(int width, int height) { emscripten_set_canvas_element_size("#canvas", width, height); /* CSS size is in CSS units not pixel units */ emscripten_set_element_css_size("#canvas", width / DisplayInfo.ScaleX, height / DisplayInfo.ScaleY); UpdateWindowBounds(); } void Window_RequestClose(void) { Window_Main.Exists = false; Event_RaiseVoid(&WindowEvents.Closing); /* If the game is closed while in fullscreen, the last rendered frame stays */ /* shown in fullscreen, but the game can't be interacted with anymore */ Window_ExitFullscreen(); Window_SetSize(0, 0); UnhookEvents(); /* Game_DoFrame doesn't do anything when WindowExists.False is false, */ /* but it's still better to cancel main loop to minimise resource usage */ emscripten_cancel_main_loop(); } extern void interop_RequestCanvasResize(void); static void ProcessPendingResize(void) { if (!Window_Main.Exists) return; if (Window_GetWindowState() == WINDOW_STATE_FULLSCREEN) { SetFullscreenBounds(); } else { /* Webpage can adjust canvas size if it wants to */ interop_RequestCanvasResize(); } UpdateWindowBounds(); } void Window_ProcessEvents(float delta) { if (!needResize) return; needResize = false; ProcessPendingResize(); } /* Not needed because browser provides relative mouse and touch events */ static void Cursor_GetRawPos(int* x, int* y) { *x = 0; *y = 0; } /* Not allowed to move cursor from javascript */ void Cursor_SetPosition(int x, int y) { } extern void interop_SetCursorVisible(int visible); static void Cursor_DoSetVisible(cc_bool visible) { interop_SetCursorVisible(visible); } /*########################################################################################################################* *-------------------------------------------------------Gamepads----------------------------------------------------------* *#########################################################################################################################*/ /* https://www.w3.org/TR/gamepad/#dfn-standard-gamepad */ #define GetGamepadButton(i) i < numButtons ? ev->digitalButton[i] : 0 static void ProcessGamepadButtons(int port, EmscriptenGamepadEvent* ev) { int numButtons = ev->numButtons; Gamepad_SetButton(port, CCPAD_A, GetGamepadButton(0)); Gamepad_SetButton(port, CCPAD_B, GetGamepadButton(1)); Gamepad_SetButton(port, CCPAD_X, GetGamepadButton(2)); Gamepad_SetButton(port, CCPAD_Y, GetGamepadButton(3)); Gamepad_SetButton(port, CCPAD_ZL, GetGamepadButton(4)); Gamepad_SetButton(port, CCPAD_ZR, GetGamepadButton(5)); Gamepad_SetButton(port, CCPAD_L, GetGamepadButton(6)); Gamepad_SetButton(port, CCPAD_R, GetGamepadButton(7)); Gamepad_SetButton(port, CCPAD_SELECT, GetGamepadButton( 8)); Gamepad_SetButton(port, CCPAD_START, GetGamepadButton( 9)); Gamepad_SetButton(port, CCPAD_LSTICK, GetGamepadButton(10)); Gamepad_SetButton(port, CCPAD_RSTICK, GetGamepadButton(11)); Gamepad_SetButton(port, CCPAD_UP, GetGamepadButton(12)); Gamepad_SetButton(port, CCPAD_DOWN, GetGamepadButton(13)); Gamepad_SetButton(port, CCPAD_LEFT, GetGamepadButton(14)); Gamepad_SetButton(port, CCPAD_RIGHT, GetGamepadButton(15)); } #define AXIS_SCALE 8.0f static void ProcessGamepadAxis(int port, int axis, float x, float y, float delta) { /* Deadzone adjustment */ if (x >= -0.1 && x <= 0.1) x = 0; if (y >= -0.1 && y <= 0.1) y = 0; Gamepad_SetAxis(port, axis, x * AXIS_SCALE, y * AXIS_SCALE, delta); } static void ProcessGamepadInput(int port, EmscriptenGamepadEvent* ev, float delta) { Input.Sources |= INPUT_SOURCE_GAMEPAD; ProcessGamepadButtons(port, ev); if (ev->numAxes >= 4) { ProcessGamepadAxis(port, PAD_AXIS_LEFT, ev->axis[0], ev->axis[1], delta); ProcessGamepadAxis(port, PAD_AXIS_RIGHT, ev->axis[2], ev->axis[3], delta); } else if (ev->numAxes >= 2) { ProcessGamepadAxis(port, PAD_AXIS_RIGHT, ev->axis[0], ev->axis[1], delta); } } void Window_ProcessGamepads(float delta) { int i, res, count; Input.Sources = INPUT_SOURCE_NORMAL; if (emscripten_sample_gamepad_data() == 0) { count = emscripten_get_num_gamepads(); for (i = 0; i < count; i++) { EmscriptenGamepadEvent ev; res = emscripten_get_gamepad_status(i, &ev); if (res == 0) ProcessGamepadInput(i, &ev, delta); } } } /*########################################################################################################################* *-------------------------------------------------------Misc/Other--------------------------------------------------------* *#########################################################################################################################*/ extern void interop_ShowDialog(const char* title, const char* msg); static void ShowDialogCore(const char* title, const char* msg) { interop_ShowDialog(title, msg); } static FileDialogCallback dialog_callback; EMSCRIPTEN_KEEPALIVE void Window_OnFileUploaded(const char* src) { cc_string path; char buffer[FILENAME_SIZE]; String_InitArray(path, buffer); String_AppendUtf8(&path, src, String_Length(src)); dialog_callback(&path); dialog_callback = NULL; } extern void interop_OpenFileDialog(const char* filter, int action, const char* folder); cc_result Window_OpenFileDialog(const struct OpenFileDialogArgs* args) { const char* const* filters = args->filters; cc_string filter; char filterBuffer[1024]; int i; /* Filter tokens are , separated - e.g. ".cw,.dat */ String_InitArray_NT(filter, filterBuffer); for (i = 0; filters[i]; i++) { if (i) String_Append(&filter, ','); String_AppendConst(&filter, filters[i]); } filter.buffer[filter.length] = '\0'; dialog_callback = args->Callback; /* Calls Window_OnFileUploaded on success */ interop_OpenFileDialog(filter.buffer, args->uploadAction, args->uploadFolder); return 0; } extern int interop_DownloadFile(const char* filename, const char* const* filters, const char* const* titles); cc_result Window_SaveFileDialog(const struct SaveFileDialogArgs* args) { cc_string file; char fileBuffer[FILENAME_SIZE]; if (!args->defaultName.length) return SFD_ERR_NEED_DEFAULT_NAME; dialog_callback = args->Callback; /* TODO use utf8 instead */ String_InitArray(file, fileBuffer); String_Format2(&file, "%s%c", &args->defaultName, args->filters[0]); fileBuffer[file.length] = '\0'; /* Calls Window_OnFileUploaded on success */ return interop_DownloadFile(fileBuffer, args->filters, args->titles); } void Window_AllocFramebuffer(struct Bitmap* bmp, int width, int height) { } void Window_DrawFramebuffer(Rect2D r, struct Bitmap* bmp) { } void Window_FreeFramebuffer(struct Bitmap* bmp) { } extern void interop_OpenKeyboard(const char* text, int type, const char* placeholder); extern void interop_SetKeyboardText(const char* text); extern void interop_CloseKeyboard(void); EMSCRIPTEN_KEEPALIVE void Window_OnTextChanged(const char* src) { cc_string str; char buffer[800]; String_InitArray(str, buffer); String_AppendUtf8(&str, src, String_CalcLen(src, 3200)); Event_RaiseString(&InputEvents.TextChanged, &str); } void OnscreenKeyboard_Open(struct OpenKeyboardArgs* args) { char str[NATIVE_STR_LEN]; keyboardOpen = true; if (!Input_TouchMode) return; String_EncodeUtf8(str, args->text); Platform_LogConst("OPEN SESAME"); interop_OpenKeyboard(str, args->type, args->placeholder); args->opaque = true; } void OnscreenKeyboard_SetText(const cc_string* text) { char str[NATIVE_STR_LEN]; if (!Input_TouchMode) return; String_EncodeUtf8(str, text); interop_SetKeyboardText(str); } void OnscreenKeyboard_Draw2D(Rect2D* r, struct Bitmap* bmp) { } void OnscreenKeyboard_Draw3D(void) { } void OnscreenKeyboard_Close(void) { keyboardOpen = false; if (!Input_TouchMode) return; interop_CloseKeyboard(); } void Window_EnableRawMouse(void) { RegrabMouse(); /* defer pointerlock request until next user input */ Input.RawMode = true; } void Window_UpdateRawMouse(void) { } void Window_DisableRawMouse(void) { RegrabMouse(); emscripten_exit_pointerlock(); Input.RawMode = false; } /*########################################################################################################################* *------------------------------------------------Emscripten WebGL context-------------------------------------------------* *#########################################################################################################################*/ #if (CC_GFX_BACKEND & CC_GFX_BACKEND_GL_MASK) #include "Graphics.h" static EMSCRIPTEN_WEBGL_CONTEXT_HANDLE ctx_handle; static EM_BOOL GLContext_OnLost(int eventType, const void *reserved, void *userData) { Gfx_LoseContext("WebGL context lost"); return 1; } void GLContext_Create(void) { EmscriptenWebGLContextAttributes attribs; emscripten_webgl_init_context_attributes(&attribs); attribs.alpha = false; attribs.depth = true; attribs.stencil = false; attribs.antialias = false; ctx_handle = emscripten_webgl_create_context("#canvas", &attribs); if (!ctx_handle) { Window_ShowDialog("WebGL unsupported", "WebGL is required to run ClassiCube"); Process_Exit(0x57474C20); } emscripten_webgl_make_context_current(ctx_handle); emscripten_set_webglcontextlost_callback("#canvas", NULL, 0, GLContext_OnLost); } void GLContext_Update(void) { /* TODO: do we need to do something here.... ? */ } cc_bool GLContext_TryRestore(void) { return !emscripten_is_webgl_context_lost(0); } void GLContext_Free(void) { emscripten_webgl_destroy_context(ctx_handle); emscripten_set_webglcontextlost_callback("#canvas", NULL, 0, NULL); } void* GLContext_GetAddress(const char* function) { return NULL; } cc_bool GLContext_SwapBuffers(void) { return true; /* Browser implicitly does this */ } void GLContext_SetFpsLimit(cc_bool vsync, float minFrameMs) { if (vsync) { emscripten_set_main_loop_timing(EM_TIMING_RAF, 1); } else { emscripten_set_main_loop_timing(EM_TIMING_SETTIMEOUT, (int)minFrameMs); } } extern void interop_GetGpuRenderer(char* buffer, int len); void GLContext_GetApiInfo(cc_string* info) { char buffer[NATIVE_STR_LEN]; int len; interop_GetGpuRenderer(buffer, NATIVE_STR_LEN); len = String_CalcLen(buffer, NATIVE_STR_LEN); if (!len) return; String_AppendConst(info, "GPU: "); String_AppendUtf8(info, buffer, len); } #endif #endif