window_js.odin 10 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. import "core:fmt"
  28. js_state_size :: proc() -> int {
  29. return size_of(JS_State)
  30. }
  31. js_init :: proc(
  32. window_state: rawptr,
  33. window_width: int,
  34. window_height: int,
  35. window_title: string,
  36. flags: Window_Flags,
  37. allocator: runtime.Allocator,
  38. ) {
  39. s = (^JS_State)(window_state)
  40. s.allocator = allocator
  41. s.canvas_id = "webgl-canvas"
  42. s.flags = flags
  43. // The browser window probably has some other size than what was sent in.
  44. if .Resizable in flags {
  45. add_window_event_listener(.Resize, js_window_event_resize)
  46. update_canvas_size(s.canvas_id)
  47. } else {
  48. js_set_size(window_width, window_height)
  49. }
  50. add_canvas_event_listener(.Mouse_Move, js_window_event_mouse_move)
  51. add_canvas_event_listener(.Mouse_Down, js_window_event_mouse_down)
  52. add_canvas_event_listener(.Mouse_Up, js_window_event_mouse_up)
  53. add_window_event_listener(.Key_Down, js_window_event_key_down)
  54. add_window_event_listener(.Key_Up, js_window_event_key_up)
  55. }
  56. add_window_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) {
  57. js.add_window_event_listener(evt, nil, callback, true)
  58. }
  59. remove_window_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) {
  60. js.remove_window_event_listener(evt, nil, callback, true)
  61. }
  62. add_canvas_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) {
  63. js.add_event_listener(
  64. s.canvas_id,
  65. evt,
  66. nil,
  67. callback,
  68. true,
  69. )
  70. }
  71. js_window_event_key_down :: proc(e: js.Event) {
  72. if e.key.repeat {
  73. return
  74. }
  75. key := key_from_js_event(e)
  76. append(&s.events, Window_Event_Key_Went_Down {
  77. key = key,
  78. })
  79. }
  80. js_window_event_key_up :: proc(e: js.Event) {
  81. key := key_from_js_event(e)
  82. append(&s.events, Window_Event_Key_Went_Up {
  83. key = key,
  84. })
  85. }
  86. js_window_event_resize :: proc(e: js.Event) {
  87. update_canvas_size(s.canvas_id)
  88. }
  89. js_window_event_mouse_move :: proc(e: js.Event) {
  90. dpi := js.device_pixel_ratio()
  91. append(&s.events, Window_Event_Mouse_Move {
  92. position = {f32(e.mouse.client.x) * f32(dpi), f32(e.mouse.client.y) * f32(dpi)},
  93. })
  94. }
  95. js_window_event_mouse_down :: proc(e: js.Event) {
  96. append(&s.events, Window_Event_Mouse_Button_Went_Down {
  97. button = .Left,
  98. })
  99. }
  100. js_window_event_mouse_up :: proc(e: js.Event) {
  101. append(&s.events, Window_Event_Mouse_Button_Went_Up {
  102. button = .Left,
  103. })
  104. }
  105. update_canvas_size :: proc(canvas_id: HTML_Canvas_ID) {
  106. rect := js.get_bounding_client_rect("body")
  107. width := f64(rect.width)
  108. height := f64(rect.height)
  109. js.set_element_key_f64(canvas_id, "width", width)
  110. js.set_element_key_f64(canvas_id, "height", height)
  111. s.width = int(rect.width)
  112. s.height = int(rect.height)
  113. append(&s.events, Window_Event_Resize {
  114. width = int(width),
  115. height = int(height),
  116. })
  117. }
  118. js_shutdown :: proc() {
  119. }
  120. js_window_handle :: proc() -> Window_Handle {
  121. return Window_Handle(&s.canvas_id)
  122. }
  123. js_process_events :: proc() {
  124. //for gamepad_idx in 0..<4 {
  125. /*prev_state := s.gamepad_state[gamepad_idx]
  126. if js.get_gamepad_state(s.gamepad_state[gamepad_idx], &gs) && gs.connected {
  127. log.info(gs)
  128. }*/
  129. // }
  130. /*
  131. for gamepad in 0..<4 {
  132. gp_event: win32.XINPUT_KEYSTROKE
  133. for win32.XInputGetKeystroke(win32.XUSER(gamepad), 0, &gp_event) == .SUCCESS {
  134. button: Maybe(Gamepad_Button)
  135. #partial switch gp_event.VirtualKey {
  136. case .DPAD_UP: button = .Left_Face_Up
  137. case .DPAD_DOWN: button = .Left_Face_Down
  138. case .DPAD_LEFT: button = .Left_Face_Left
  139. case .DPAD_RIGHT: button = .Left_Face_Right
  140. case .Y: button = .Right_Face_Up
  141. case .A: button = .Right_Face_Down
  142. case .X: button = .Right_Face_Left
  143. case .B: button = .Right_Face_Right
  144. case .LSHOULDER: button = .Left_Shoulder
  145. case .LTRIGGER: button = .Left_Trigger
  146. case .RSHOULDER: button = .Right_Shoulder
  147. case .RTRIGGER: button = .Right_Trigger
  148. case .BACK: button = .Middle_Face_Left
  149. // Not sure you can get the "middle button" with XInput (the one that goe to dashboard)
  150. case .START: button = .Middle_Face_Right
  151. case .LTHUMB_PRESS: button = .Left_Stick_Press
  152. case .RTHUMB_PRESS: button = .Right_Stick_Press
  153. }
  154. b := button.? or_continue
  155. evt: Window_Event
  156. if .KEYDOWN in gp_event.Flags {
  157. evt = Window_Event_Gamepad_Button_Went_Down {
  158. gamepad = gamepad,
  159. button = b,
  160. }
  161. } else if .KEYUP in gp_event.Flags {
  162. evt = Window_Event_Gamepad_Button_Went_Up {
  163. gamepad = gamepad,
  164. button = b,
  165. }
  166. }
  167. if evt != nil {
  168. append(&s.events, evt)
  169. }
  170. */
  171. }
  172. js_get_events :: proc() -> []Window_Event {
  173. return s.events[:]
  174. }
  175. js_get_width :: proc() -> int {
  176. return s.width
  177. }
  178. js_get_height :: proc() -> int {
  179. return s.height
  180. }
  181. js_clear_events :: proc() {
  182. runtime.clear(&s.events)
  183. }
  184. js_set_position :: proc(x: int, y: int) {
  185. buf: [256]u8
  186. js.set_element_style(s.canvas_id, "margin-top", fmt.bprintf(buf[:], "%vpx", x))
  187. js.set_element_style(s.canvas_id, "margin-left", fmt.bprintf(buf[:], "%vpx", y))
  188. }
  189. js_set_size :: proc(w, h: int) {
  190. s.width = w
  191. s.height = h
  192. js.set_element_key_f64(s.canvas_id, "width", f64(w))
  193. js.set_element_key_f64(s.canvas_id, "height", f64(h))
  194. }
  195. js_get_window_scale :: proc() -> f32 {
  196. return f32(js.device_pixel_ratio())
  197. }
  198. js_set_flags :: proc(flags: Window_Flags) {
  199. if .Resizable in (flags ~ s.flags) {
  200. if .Resizable in flags {
  201. add_window_event_listener(.Resize, js_window_event_resize)
  202. update_canvas_size(s.canvas_id)
  203. } else {
  204. remove_window_event_listener(.Resize, js_window_event_resize)
  205. js_set_size(s.width, s.height)
  206. }
  207. }
  208. s.flags = flags
  209. }
  210. js_is_gamepad_active :: proc(gamepad: int) -> bool {
  211. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  212. return false
  213. }
  214. gs: js.Gamepad_State
  215. return js.get_gamepad_state(gamepad, &gs) && gs.connected
  216. }
  217. js_get_gamepad_axis :: proc(gamepad: int, axis: Gamepad_Axis) -> f32 {
  218. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  219. return 0
  220. }
  221. return 0
  222. }
  223. js_set_gamepad_vibration :: proc(gamepad: int, left: f32, right: f32) {
  224. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  225. return
  226. }
  227. }
  228. js_set_internal_state :: proc(state: rawptr) {
  229. assert(state != nil)
  230. s = (^JS_State)(state)
  231. }
  232. @(private="package")
  233. HTML_Canvas_ID :: string
  234. JS_State :: struct {
  235. allocator: runtime.Allocator,
  236. canvas_id: HTML_Canvas_ID,
  237. width: int,
  238. height: int,
  239. events: [dynamic]Window_Event,
  240. gamepad_state: [MAX_GAMEPADS]js.Gamepad_State,
  241. flags: Window_Flags,
  242. }
  243. s: ^JS_State
  244. key_from_js_event :: proc(e: js.Event) -> Keyboard_Key {
  245. switch e.key.code {
  246. case "Digit1": return .N1
  247. case "Digit2": return .N2
  248. case "Digit3": return .N3
  249. case "Digit4": return .N4
  250. case "Digit5": return .N5
  251. case "Digit6": return .N6
  252. case "Digit7": return .N7
  253. case "Digit8": return .N8
  254. case "Digit9": return .N9
  255. case "Digit0": return .N0
  256. case "KeyA": return .A
  257. case "KeyB": return .B
  258. case "KeyC": return .C
  259. case "KeyD": return .D
  260. case "KeyE": return .E
  261. case "KeyF": return .F
  262. case "KeyG": return .G
  263. case "KeyH": return .H
  264. case "KeyI": return .I
  265. case "KeyJ": return .J
  266. case "KeyK": return .K
  267. case "KeyL": return .L
  268. case "KeyM": return .M
  269. case "KeyN": return .N
  270. case "KeyO": return .O
  271. case "KeyP": return .P
  272. case "KeyQ": return .Q
  273. case "KeyR": return .R
  274. case "KeyS": return .S
  275. case "KeyT": return .T
  276. case "KeyU": return .U
  277. case "KeyV": return .V
  278. case "KeyW": return .W
  279. case "KeyX": return .X
  280. case "KeyY": return .Y
  281. case "KeyZ": return .Z
  282. case "Quote": return .Apostrophe
  283. case "Comma": return .Comma
  284. case "Minus": return .Minus
  285. case "Period": return .Period
  286. case "Slash": return .Slash
  287. case "Semicolon": return .Semicolon
  288. case "Equal": return .Equal
  289. case "BracketLeft": return .Left_Bracket
  290. case "Backslash": return .Backslash
  291. case "IntlBackslash": return .Backslash
  292. case "BracketRight": return .Right_Bracket
  293. case "Backquote": return .Backtick
  294. case "Space": return .Space
  295. case "Escape": return .Escape
  296. case "Enter": return .Enter
  297. case "Tab": return .Tab
  298. case "Backspace": return .Backspace
  299. case "Insert": return .Insert
  300. case "Delete": return .Delete
  301. case "ArrowRight": return .Right
  302. case "ArrowLeft": return .Left
  303. case "ArrowDown": return .Down
  304. case "ArrowUp": return .Up
  305. case "PageUp": return .Page_Up
  306. case "PageDown": return .Page_Down
  307. case "Home": return .Home
  308. case "End": return .End
  309. case "CapsLock": return .Caps_Lock
  310. case "ScrollLock": return .Scroll_Lock
  311. case "NumLock": return .Num_Lock
  312. case "PrintScreen": return .Print_Screen
  313. case "Pause": return .Pause
  314. case "F1": return .F1
  315. case "F2": return .F2
  316. case "F3": return .F3
  317. case "F4": return .F4
  318. case "F5": return .F5
  319. case "F6": return .F6
  320. case "F7": return .F7
  321. case "F8": return .F8
  322. case "F9": return .F9
  323. case "F10": return .F10
  324. case "F11": return .F11
  325. case "F12": return .F12
  326. case "ShiftLeft": return .Left_Shift
  327. case "ControlLeft": return .Left_Control
  328. case "AltLeft": return .Left_Alt
  329. case "MetaLeft": return .Left_Super
  330. case "ShiftRight": return .Right_Shift
  331. case "ControlRight": return .Right_Control
  332. case "AltRight": return .Right_Alt
  333. case "MetaRight": return .Right_Super
  334. case "ContextMenu": return .Menu
  335. case "Numpad0": return .NP_0
  336. case "Numpad1": return .NP_1
  337. case "Numpad2": return .NP_2
  338. case "Numpad3": return .NP_3
  339. case "Numpad4": return .NP_4
  340. case "Numpad5": return .NP_5
  341. case "Numpad6": return .NP_6
  342. case "Numpad7": return .NP_7
  343. case "Numpad8": return .NP_8
  344. case "Numpad9": return .NP_9
  345. case "NumpadDecimal": return .NP_Decimal
  346. case "NumpadDivide": return .NP_Divide
  347. case "NumpadMultiply": return .NP_Multiply
  348. case "NumpadSubtract": return .NP_Subtract
  349. case "NumpadAdd": return .NP_Add
  350. case "NumpadEnter": return .NP_Enter
  351. }
  352. log.errorf("Unhandled key code: %v", e.key.code)
  353. return .None
  354. }