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- #+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
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