#+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 { add_window_event_listener(.Resize, js_window_event_resize) update_canvas_size(s.canvas_id) } else { js_set_size(window_width, window_height) } add_canvas_event_listener(.Mouse_Move, js_window_event_mouse_move) add_canvas_event_listener(.Mouse_Down, js_window_event_mouse_down) add_canvas_event_listener(.Mouse_Up, js_window_event_mouse_up) add_window_event_listener(.Key_Down, js_window_event_key_down) add_window_event_listener(.Key_Up, js_window_event_key_up) } add_window_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) { js.add_window_event_listener( evt, nil, callback, true, ) } add_canvas_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) { js.add_event_listener( s.canvas_id, evt, nil, callback, true, ) } js_window_event_key_down :: proc(e: js.Event) { if e.key.repeat { return } key := key_from_js_event(e) append(&s.events, Window_Event_Key_Went_Down { key = key, }) } js_window_event_key_up :: proc(e: js.Event) { key := key_from_js_event(e) append(&s.events, Window_Event_Key_Went_Up { key = key, }) } key_from_js_event :: proc(e: js.Event) -> Keyboard_Key { log.info(e) switch e.key.code { case "ArrowUp": return .Up case "ArrowDown": return .Down case "ArrowLeft": return .Left case "ArrowRight": return .Right case "Enter": return .Enter } return .None } js_window_event_resize :: proc(e: js.Event) { update_canvas_size(s.canvas_id) } js_window_event_mouse_move :: proc(e: js.Event) { dpi := js.device_pixel_ratio() append(&s.events, Window_Event_Mouse_Move { position = {f32(e.mouse.client.x) * f32(dpi), f32(e.mouse.client.y) * f32(dpi)}, }) } js_window_event_mouse_down :: proc(e: js.Event) { append(&s.events, Window_Event_Mouse_Button_Went_Down { button = .Left, }) } js_window_event_mouse_up :: proc(e: js.Event) { append(&s.events, Window_Event_Mouse_Button_Went_Up { button = .Left, }) } 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() { //for gamepad_idx in 0..<4 { /*prev_state := s.gamepad_state[gamepad_idx] if js.get_gamepad_state(s.gamepad_state[gamepad_idx], &gs) && gs.connected { log.info(gs) }*/ // } /* for gamepad in 0..<4 { gp_event: win32.XINPUT_KEYSTROKE for win32.XInputGetKeystroke(win32.XUSER(gamepad), 0, &gp_event) == .SUCCESS { button: Maybe(Gamepad_Button) #partial switch gp_event.VirtualKey { case .DPAD_UP: button = .Left_Face_Up case .DPAD_DOWN: button = .Left_Face_Down case .DPAD_LEFT: button = .Left_Face_Left case .DPAD_RIGHT: button = .Left_Face_Right case .Y: button = .Right_Face_Up case .A: button = .Right_Face_Down case .X: button = .Right_Face_Left case .B: button = .Right_Face_Right case .LSHOULDER: button = .Left_Shoulder case .LTRIGGER: button = .Left_Trigger case .RSHOULDER: button = .Right_Shoulder case .RTRIGGER: button = .Right_Trigger case .BACK: button = .Middle_Face_Left // Not sure you can get the "middle button" with XInput (the one that goe to dashboard) case .START: button = .Middle_Face_Right case .LTHUMB_PRESS: button = .Left_Stick_Press case .RTHUMB_PRESS: button = .Right_Stick_Press } b := button.? or_continue evt: Window_Event if .KEYDOWN in gp_event.Flags { evt = Window_Event_Gamepad_Button_Went_Down { gamepad = gamepad, button = b, } } else if .KEYUP in gp_event.Flags { evt = Window_Event_Gamepad_Button_Went_Up { gamepad = gamepad, button = b, } } if evt != nil { append(&s.events, evt) } */ } 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 } gs: js.Gamepad_State return js.get_gamepad_state(gamepad, &gs) && gs.connected } 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, gamepad_state: [MAX_GAMEPADS]js.Gamepad_State, } s: ^JS_State @(private="package") HTML_Canvas_ID :: string