window_js.odin 6.7 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. // The browser window probably has some other size than what was sent in.
  42. if .Resizable in flags {
  43. add_window_event_listener(.Resize, js_window_event_resize)
  44. update_canvas_size(s.canvas_id)
  45. } else {
  46. js_set_size(window_width, window_height)
  47. }
  48. add_canvas_event_listener(.Mouse_Move, js_window_event_mouse_move)
  49. add_canvas_event_listener(.Mouse_Down, js_window_event_mouse_down)
  50. add_canvas_event_listener(.Mouse_Up, js_window_event_mouse_up)
  51. add_window_event_listener(.Key_Down, js_window_event_key_down)
  52. add_window_event_listener(.Key_Up, js_window_event_key_up)
  53. }
  54. add_window_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) {
  55. js.add_window_event_listener(
  56. evt,
  57. nil,
  58. callback,
  59. true,
  60. )
  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. key_from_js_event :: proc(e: js.Event) -> Keyboard_Key {
  87. log.info(e)
  88. switch e.key.code {
  89. case "ArrowUp": return .Up
  90. case "ArrowDown": return .Down
  91. case "ArrowLeft": return .Left
  92. case "ArrowRight": return .Right
  93. case "Enter": return .Enter
  94. }
  95. return .None
  96. }
  97. js_window_event_resize :: proc(e: js.Event) {
  98. update_canvas_size(s.canvas_id)
  99. }
  100. js_window_event_mouse_move :: proc(e: js.Event) {
  101. dpi := js.device_pixel_ratio()
  102. append(&s.events, Window_Event_Mouse_Move {
  103. position = {f32(e.mouse.client.x) * f32(dpi), f32(e.mouse.client.y) * f32(dpi)},
  104. })
  105. }
  106. js_window_event_mouse_down :: proc(e: js.Event) {
  107. append(&s.events, Window_Event_Mouse_Button_Went_Down {
  108. button = .Left,
  109. })
  110. }
  111. js_window_event_mouse_up :: proc(e: js.Event) {
  112. append(&s.events, Window_Event_Mouse_Button_Went_Up {
  113. button = .Left,
  114. })
  115. }
  116. update_canvas_size :: proc(canvas_id: HTML_Canvas_ID) {
  117. rect := js.get_bounding_client_rect(canvas_id)
  118. dpi := js.device_pixel_ratio()
  119. width := f64(rect.width) * dpi
  120. height := f64(rect.height) * dpi
  121. js.set_element_key_f64(canvas_id, "width", width)
  122. js.set_element_key_f64(canvas_id, "height", height)
  123. s.width = int(width)
  124. s.height = int(height)
  125. append(&s.events, Window_Event_Resize {
  126. width = int(width),
  127. height = int(height),
  128. })
  129. }
  130. js_shutdown :: proc() {
  131. }
  132. js_window_handle :: proc() -> Window_Handle {
  133. return Window_Handle(&s.canvas_id)
  134. }
  135. js_process_events :: proc() {
  136. //for gamepad_idx in 0..<4 {
  137. /*prev_state := s.gamepad_state[gamepad_idx]
  138. if js.get_gamepad_state(s.gamepad_state[gamepad_idx], &gs) && gs.connected {
  139. log.info(gs)
  140. }*/
  141. // }
  142. /*
  143. for gamepad in 0..<4 {
  144. gp_event: win32.XINPUT_KEYSTROKE
  145. for win32.XInputGetKeystroke(win32.XUSER(gamepad), 0, &gp_event) == .SUCCESS {
  146. button: Maybe(Gamepad_Button)
  147. #partial switch gp_event.VirtualKey {
  148. case .DPAD_UP: button = .Left_Face_Up
  149. case .DPAD_DOWN: button = .Left_Face_Down
  150. case .DPAD_LEFT: button = .Left_Face_Left
  151. case .DPAD_RIGHT: button = .Left_Face_Right
  152. case .Y: button = .Right_Face_Up
  153. case .A: button = .Right_Face_Down
  154. case .X: button = .Right_Face_Left
  155. case .B: button = .Right_Face_Right
  156. case .LSHOULDER: button = .Left_Shoulder
  157. case .LTRIGGER: button = .Left_Trigger
  158. case .RSHOULDER: button = .Right_Shoulder
  159. case .RTRIGGER: button = .Right_Trigger
  160. case .BACK: button = .Middle_Face_Left
  161. // Not sure you can get the "middle button" with XInput (the one that goe to dashboard)
  162. case .START: button = .Middle_Face_Right
  163. case .LTHUMB_PRESS: button = .Left_Stick_Press
  164. case .RTHUMB_PRESS: button = .Right_Stick_Press
  165. }
  166. b := button.? or_continue
  167. evt: Window_Event
  168. if .KEYDOWN in gp_event.Flags {
  169. evt = Window_Event_Gamepad_Button_Went_Down {
  170. gamepad = gamepad,
  171. button = b,
  172. }
  173. } else if .KEYUP in gp_event.Flags {
  174. evt = Window_Event_Gamepad_Button_Went_Up {
  175. gamepad = gamepad,
  176. button = b,
  177. }
  178. }
  179. if evt != nil {
  180. append(&s.events, evt)
  181. }
  182. */
  183. }
  184. js_get_events :: proc() -> []Window_Event {
  185. return s.events[:]
  186. }
  187. js_get_width :: proc() -> int {
  188. return s.width
  189. }
  190. js_get_height :: proc() -> int {
  191. return s.height
  192. }
  193. js_clear_events :: proc() {
  194. runtime.clear(&s.events)
  195. }
  196. js_set_position :: proc(x: int, y: int) {
  197. log.error("set_position not implemented in JS")
  198. }
  199. js_set_size :: proc(w, h: int) {
  200. dpi := js.device_pixel_ratio()
  201. width := f64(w) * dpi
  202. height := f64(h) * dpi
  203. s.width = int(width)
  204. s.height = int(height)
  205. js.set_element_key_f64(s.canvas_id, "width", width)
  206. js.set_element_key_f64(s.canvas_id, "height", height)
  207. }
  208. js_get_window_scale :: proc() -> f32 {
  209. return f32(js.device_pixel_ratio())
  210. }
  211. js_set_flags :: proc(flags: Window_Flags) {
  212. }
  213. js_is_gamepad_active :: proc(gamepad: int) -> bool {
  214. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  215. return false
  216. }
  217. gs: js.Gamepad_State
  218. return js.get_gamepad_state(gamepad, &gs) && gs.connected
  219. }
  220. js_get_gamepad_axis :: proc(gamepad: int, axis: Gamepad_Axis) -> f32 {
  221. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  222. return 0
  223. }
  224. return 0
  225. }
  226. js_set_gamepad_vibration :: proc(gamepad: int, left: f32, right: f32) {
  227. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  228. return
  229. }
  230. }
  231. js_set_internal_state :: proc(state: rawptr) {
  232. assert(state != nil)
  233. s = (^JS_State)(state)
  234. }
  235. JS_State :: struct {
  236. allocator: runtime.Allocator,
  237. canvas_id: HTML_Canvas_ID,
  238. width: int,
  239. height: int,
  240. events: [dynamic]Window_Event,
  241. gamepad_state: [MAX_GAMEPADS]js.Gamepad_State,
  242. }
  243. s: ^JS_State
  244. @(private="package")
  245. HTML_Canvas_ID :: string