window_js.odin 2.1 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(window_state: rawptr, window_width: int, window_height: int, window_title: string,
  31. flags: Window_Flags, allocator: runtime.Allocator) {
  32. }
  33. js_shutdown :: proc() {
  34. }
  35. js_window_handle :: proc() -> Window_Handle {
  36. return {}
  37. }
  38. js_process_events :: proc() {
  39. }
  40. js_get_events :: proc() -> []Window_Event {
  41. return {}
  42. }
  43. js_get_width :: proc() -> int {
  44. return 0
  45. }
  46. js_get_height :: proc() -> int {
  47. return 0
  48. }
  49. js_clear_events :: proc() {
  50. }
  51. js_set_position :: proc(x: int, y: int) {
  52. log.error("set_position not implemented in JS")
  53. }
  54. js_set_size :: proc(w, h: int) {
  55. }
  56. js_get_window_scale :: proc() -> f32 {
  57. return f32(js.device_pixel_ratio())
  58. }
  59. js_set_flags :: proc(flags: Window_Flags) {
  60. }
  61. js_is_gamepad_active :: proc(gamepad: int) -> bool {
  62. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  63. return false
  64. }
  65. return false
  66. }
  67. js_get_gamepad_axis :: proc(gamepad: int, axis: Gamepad_Axis) -> f32 {
  68. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  69. return 0
  70. }
  71. return 0
  72. }
  73. js_set_gamepad_vibration :: proc(gamepad: int, left: f32, right: f32) {
  74. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  75. return
  76. }
  77. }
  78. js_set_internal_state :: proc(state: rawptr) {
  79. assert(state != nil)
  80. s = (^Js_State)(state)
  81. }
  82. Js_State :: struct {
  83. allocator: runtime.Allocator,
  84. }
  85. s: ^Js_State
  86. @(private="package")
  87. HTML_Canvas_ID :: string