window_js.odin 2.2 KB

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  1. #+build js
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. WINDOW_INTERFACE_JS :: Window_Interface {
  6. state_size = js_state_size,
  7. init = js_init,
  8. shutdown = js_shutdown,
  9. window_handle = js_window_handle,
  10. process_events = js_process_events,
  11. get_events = js_get_events,
  12. get_width = js_get_width,
  13. get_height = js_get_height,
  14. clear_events = js_clear_events,
  15. set_position = js_set_position,
  16. set_size = js_set_size,
  17. get_window_scale = js_get_window_scale,
  18. set_flags = js_set_flags,
  19. is_gamepad_active = js_is_gamepad_active,
  20. get_gamepad_axis = js_get_gamepad_axis,
  21. set_gamepad_vibration = js_set_gamepad_vibration,
  22. set_internal_state = js_set_internal_state,
  23. }
  24. import "core:sys/wasm/js"
  25. import "base:runtime"
  26. import "core:log"
  27. js_state_size :: proc() -> int {
  28. return size_of(JS_State)
  29. }
  30. js_init :: proc(
  31. window_state: rawptr,
  32. window_width: int,
  33. window_height: int,
  34. window_title: string,
  35. flags: Window_Flags,
  36. allocator: runtime.Allocator,
  37. ) {
  38. s = (^JS_State)(window_state)
  39. s.allocator = allocator
  40. s.canvas_id = "webgl-canvas"
  41. }
  42. js_shutdown :: proc() {
  43. }
  44. js_window_handle :: proc() -> Window_Handle {
  45. return Window_Handle(&s.canvas_id)
  46. }
  47. js_process_events :: proc() {
  48. }
  49. js_get_events :: proc() -> []Window_Event {
  50. return {}
  51. }
  52. js_get_width :: proc() -> int {
  53. return 1080
  54. }
  55. js_get_height :: proc() -> int {
  56. return 1080
  57. }
  58. js_clear_events :: proc() {
  59. }
  60. js_set_position :: proc(x: int, y: int) {
  61. log.error("set_position not implemented in JS")
  62. }
  63. js_set_size :: proc(w, h: int) {
  64. }
  65. js_get_window_scale :: proc() -> f32 {
  66. return f32(js.device_pixel_ratio())
  67. }
  68. js_set_flags :: proc(flags: Window_Flags) {
  69. }
  70. js_is_gamepad_active :: proc(gamepad: int) -> bool {
  71. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  72. return false
  73. }
  74. return false
  75. }
  76. js_get_gamepad_axis :: proc(gamepad: int, axis: Gamepad_Axis) -> f32 {
  77. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  78. return 0
  79. }
  80. return 0
  81. }
  82. js_set_gamepad_vibration :: proc(gamepad: int, left: f32, right: f32) {
  83. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  84. return
  85. }
  86. }
  87. js_set_internal_state :: proc(state: rawptr) {
  88. assert(state != nil)
  89. s = (^JS_State)(state)
  90. }
  91. JS_State :: struct {
  92. allocator: runtime.Allocator,
  93. canvas_id: HTML_Canvas_ID,
  94. }
  95. s: ^JS_State
  96. @(private="package")
  97. HTML_Canvas_ID :: string