#+build js #+private file package karl2d @(private="package") WINDOW_INTERFACE_JS :: Window_Interface { state_size = js_state_size, init = js_init, shutdown = js_shutdown, window_handle = js_window_handle, process_events = js_process_events, get_events = js_get_events, get_width = js_get_width, get_height = js_get_height, clear_events = js_clear_events, set_position = js_set_position, set_size = js_set_size, get_window_scale = js_get_window_scale, set_flags = js_set_flags, is_gamepad_active = js_is_gamepad_active, get_gamepad_axis = js_get_gamepad_axis, set_gamepad_vibration = js_set_gamepad_vibration, set_internal_state = js_set_internal_state, } import "core:sys/wasm/js" import "base:runtime" import "core:log" js_state_size :: proc() -> int { return size_of(JS_State) } js_init :: proc( window_state: rawptr, window_width: int, window_height: int, window_title: string, flags: Window_Flags, allocator: runtime.Allocator, ) { s = (^JS_State)(window_state) s.allocator = allocator s.canvas_id = "webgl-canvas" // The browser window probably has some other size than what was sent in. if .Resizable in flags { js.add_window_event_listener(.Resize, nil, js_window_event_resize, true) update_canvas_size(s.canvas_id) } else { js_set_size(window_width, window_height) } } js_window_event_resize :: proc(e: js.Event) { update_canvas_size(s.canvas_id) } update_canvas_size :: proc(canvas_id: HTML_Canvas_ID) { rect := js.get_bounding_client_rect(canvas_id) dpi := js.device_pixel_ratio() width := f64(rect.width) * dpi height := f64(rect.height) * dpi js.set_element_key_f64(canvas_id, "width", width) js.set_element_key_f64(canvas_id, "height", height) s.width = int(width) s.height = int(height) append(&s.events, Window_Event_Resize { width = int(width), height = int(height), }) } js_shutdown :: proc() { } js_window_handle :: proc() -> Window_Handle { return Window_Handle(&s.canvas_id) } js_process_events :: proc() { } js_get_events :: proc() -> []Window_Event { return s.events[:] } js_get_width :: proc() -> int { return s.width } js_get_height :: proc() -> int { return s.height } js_clear_events :: proc() { runtime.clear(&s.events) } js_set_position :: proc(x: int, y: int) { log.error("set_position not implemented in JS") } js_set_size :: proc(w, h: int) { dpi := js.device_pixel_ratio() width := f64(w) * dpi height := f64(h) * dpi s.width = int(width) s.height = int(height) js.set_element_key_f64(s.canvas_id, "width", width) js.set_element_key_f64(s.canvas_id, "height", height) } js_get_window_scale :: proc() -> f32 { return f32(js.device_pixel_ratio()) } js_set_flags :: proc(flags: Window_Flags) { } js_is_gamepad_active :: proc(gamepad: int) -> bool { if gamepad < 0 || gamepad >= MAX_GAMEPADS { return false } return false } js_get_gamepad_axis :: proc(gamepad: int, axis: Gamepad_Axis) -> f32 { if gamepad < 0 || gamepad >= MAX_GAMEPADS { return 0 } return 0 } js_set_gamepad_vibration :: proc(gamepad: int, left: f32, right: f32) { if gamepad < 0 || gamepad >= MAX_GAMEPADS { return } } js_set_internal_state :: proc(state: rawptr) { assert(state != nil) s = (^JS_State)(state) } JS_State :: struct { allocator: runtime.Allocator, canvas_id: HTML_Canvas_ID, width: int, height: int, events: [dynamic]Window_Event, } s: ^JS_State @(private="package") HTML_Canvas_ID :: string