window_js.odin 11 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. js.set_document_title(window_title)
  44. // The browser window probably has some other size than what was sent in.
  45. if .Resizable in flags {
  46. add_window_event_listener(.Resize, js_event_window_resize)
  47. update_canvas_size(s.canvas_id)
  48. } else {
  49. js_set_size(window_width, window_height)
  50. }
  51. add_canvas_event_listener(.Mouse_Move, js_event_mouse_move)
  52. add_canvas_event_listener(.Mouse_Down, js_event_mouse_down)
  53. add_canvas_event_listener(.Mouse_Up, js_event_mouse_up)
  54. add_canvas_event_listener(.Wheel, js_event_mouse_wheel)
  55. add_window_event_listener(.Key_Down, js_event_key_down)
  56. add_window_event_listener(.Key_Up, js_event_key_up)
  57. }
  58. js_event_key_down :: proc(e: js.Event) {
  59. if e.key.repeat {
  60. return
  61. }
  62. key := key_from_js_event(e)
  63. append(&s.events, Window_Event_Key_Went_Down {
  64. key = key,
  65. })
  66. }
  67. js_event_key_up :: proc(e: js.Event) {
  68. key := key_from_js_event(e)
  69. append(&s.events, Window_Event_Key_Went_Up {
  70. key = key,
  71. })
  72. }
  73. js_event_window_resize :: proc(e: js.Event) {
  74. update_canvas_size(s.canvas_id)
  75. }
  76. js_event_mouse_move :: proc(e: js.Event) {
  77. append(&s.events, Window_Event_Mouse_Move {
  78. position = {f32(e.mouse.client.x), f32(e.mouse.client.y)},
  79. })
  80. }
  81. js_event_mouse_down :: proc(e: js.Event) {
  82. button := Mouse_Button.Left
  83. if e.mouse.button == 2 {
  84. button = .Right
  85. }
  86. if e.mouse.button == 1 {
  87. button = .Middle
  88. }
  89. append(&s.events, Window_Event_Mouse_Button_Went_Down {
  90. button = button,
  91. })
  92. }
  93. js_event_mouse_up :: proc(e: js.Event) {
  94. button := Mouse_Button.Left
  95. if e.mouse.button == 2 {
  96. button = .Right
  97. }
  98. if e.mouse.button == 1 {
  99. button = .Middle
  100. }
  101. append(&s.events, Window_Event_Mouse_Button_Went_Up {
  102. button = button,
  103. })
  104. }
  105. js_event_mouse_wheel :: proc(e: js.Event) {
  106. append(&s.events, Window_Event_Mouse_Wheel {
  107. // Not the best way, but how would we know what the wheel deltaMode really represents? If it
  108. // is in pixels, how much "scroll" does that equal to?
  109. delta = f32(e.wheel.delta.y > 0 ? -1 : 1),
  110. })
  111. }
  112. add_canvas_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) {
  113. js.add_event_listener(
  114. s.canvas_id,
  115. evt,
  116. nil,
  117. callback,
  118. true,
  119. )
  120. }
  121. add_window_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) {
  122. js.add_window_event_listener(evt, nil, callback, true)
  123. }
  124. remove_window_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) {
  125. js.remove_window_event_listener(evt, nil, callback, true)
  126. }
  127. update_canvas_size :: proc(canvas_id: HTML_Canvas_ID) {
  128. rect := js.get_bounding_client_rect("body")
  129. width := f64(rect.width)
  130. height := f64(rect.height)
  131. js.set_element_key_f64(canvas_id, "width", width)
  132. js.set_element_key_f64(canvas_id, "height", height)
  133. s.width = int(rect.width)
  134. s.height = int(rect.height)
  135. append(&s.events, Window_Event_Resize {
  136. width = int(width),
  137. height = int(height),
  138. })
  139. }
  140. js_shutdown :: proc() {
  141. }
  142. js_window_handle :: proc() -> Window_Handle {
  143. return Window_Handle(&s.canvas_id)
  144. }
  145. // This works for XBox controller -- does it work for PlayStation?
  146. KARL2D_GAMEPAD_BUTTON_FROM_JS :: [Gamepad_Button]int {
  147. .Left_Face_Up = 12,
  148. .Left_Face_Down = 13,
  149. .Left_Face_Left = 14,
  150. .Left_Face_Right = 15,
  151. .Right_Face_Up = 3,
  152. .Right_Face_Down = 0,
  153. .Right_Face_Left = 2,
  154. .Right_Face_Right = 1,
  155. .Left_Shoulder = 5,
  156. .Left_Trigger = 7,
  157. .Right_Shoulder = 4,
  158. .Right_Trigger = 6,
  159. .Left_Stick_Press = 10,
  160. .Right_Stick_Press = 11,
  161. .Middle_Face_Left = 8,
  162. .Middle_Face_Middle = -1,
  163. .Middle_Face_Right = 9,
  164. }
  165. js_process_events :: proc() {
  166. for gamepad_idx in 0..<MAX_GAMEPADS {
  167. // new_state
  168. ns: js.Gamepad_State
  169. if !js.get_gamepad_state(gamepad_idx, &ns) || !ns.connected {
  170. if s.gamepad_state[gamepad_idx].connected {
  171. s.gamepad_state[gamepad_idx] = {}
  172. }
  173. continue
  174. }
  175. // prev_state
  176. ps := s.gamepad_state[gamepad_idx]
  177. // We check if any button changed from pressed to not pressed and the other way around.
  178. for js_idx, button in KARL2D_GAMEPAD_BUTTON_FROM_JS {
  179. if js_idx == -1 {
  180. continue
  181. }
  182. if !ps.buttons[js_idx].pressed && ns.buttons[js_idx].pressed {
  183. append(&s.events, Window_Event_Gamepad_Button_Went_Down {
  184. gamepad = gamepad_idx,
  185. button = button,
  186. })
  187. }
  188. if ps.buttons[js_idx].pressed && !ns.buttons[js_idx].pressed {
  189. append(&s.events, Window_Event_Gamepad_Button_Went_Up {
  190. gamepad = gamepad_idx,
  191. button = button,
  192. })
  193. }
  194. }
  195. s.gamepad_state[gamepad_idx] = ns
  196. }
  197. }
  198. js_get_events :: proc() -> []Window_Event {
  199. return s.events[:]
  200. }
  201. js_get_width :: proc() -> int {
  202. return s.width
  203. }
  204. js_get_height :: proc() -> int {
  205. return s.height
  206. }
  207. js_clear_events :: proc() {
  208. runtime.clear(&s.events)
  209. }
  210. js_set_position :: proc(x: int, y: int) {
  211. buf: [256]u8
  212. js.set_element_style(s.canvas_id, "margin-top", fmt.bprintf(buf[:], "%vpx", x))
  213. js.set_element_style(s.canvas_id, "margin-left", fmt.bprintf(buf[:], "%vpx", y))
  214. }
  215. js_set_size :: proc(w, h: int) {
  216. s.width = w
  217. s.height = h
  218. js.set_element_key_f64(s.canvas_id, "width", f64(w))
  219. js.set_element_key_f64(s.canvas_id, "height", f64(h))
  220. }
  221. js_get_window_scale :: proc() -> f32 {
  222. return f32(js.device_pixel_ratio())
  223. }
  224. js_set_flags :: proc(flags: Window_Flags) {
  225. if .Resizable in (flags ~ s.flags) {
  226. if .Resizable in flags {
  227. add_window_event_listener(.Resize, js_event_window_resize)
  228. update_canvas_size(s.canvas_id)
  229. } else {
  230. remove_window_event_listener(.Resize, js_event_window_resize)
  231. js_set_size(s.width, s.height)
  232. }
  233. }
  234. s.flags = flags
  235. }
  236. js_is_gamepad_active :: proc(gamepad: int) -> bool {
  237. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  238. return false
  239. }
  240. return s.gamepad_state[gamepad].connected
  241. }
  242. js_get_gamepad_axis :: proc(gamepad: int, axis: Gamepad_Axis) -> f32 {
  243. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  244. return 0
  245. }
  246. if axis == .Left_Trigger {
  247. return f32(s.gamepad_state[gamepad].buttons[KARL2D_GAMEPAD_BUTTON_FROM_JS[.Left_Trigger]].value)
  248. }
  249. if axis == .Right_Trigger {
  250. return f32(s.gamepad_state[gamepad].buttons[KARL2D_GAMEPAD_BUTTON_FROM_JS[.Right_Trigger]].value)
  251. }
  252. return f32(s.gamepad_state[gamepad].axes[int(axis)])
  253. }
  254. js_set_gamepad_vibration :: proc(gamepad: int, left: f32, right: f32) {
  255. if gamepad < 0 || gamepad >= MAX_GAMEPADS {
  256. return
  257. }
  258. }
  259. js_set_internal_state :: proc(state: rawptr) {
  260. assert(state != nil)
  261. s = (^JS_State)(state)
  262. }
  263. @(private="package")
  264. HTML_Canvas_ID :: string
  265. JS_State :: struct {
  266. allocator: runtime.Allocator,
  267. canvas_id: HTML_Canvas_ID,
  268. width: int,
  269. height: int,
  270. events: [dynamic]Window_Event,
  271. gamepad_state: [MAX_GAMEPADS]js.Gamepad_State,
  272. flags: Window_Flags,
  273. }
  274. s: ^JS_State
  275. key_from_js_event :: proc(e: js.Event) -> Keyboard_Key {
  276. switch e.key.code {
  277. case "Digit1": return .N1
  278. case "Digit2": return .N2
  279. case "Digit3": return .N3
  280. case "Digit4": return .N4
  281. case "Digit5": return .N5
  282. case "Digit6": return .N6
  283. case "Digit7": return .N7
  284. case "Digit8": return .N8
  285. case "Digit9": return .N9
  286. case "Digit0": return .N0
  287. case "KeyA": return .A
  288. case "KeyB": return .B
  289. case "KeyC": return .C
  290. case "KeyD": return .D
  291. case "KeyE": return .E
  292. case "KeyF": return .F
  293. case "KeyG": return .G
  294. case "KeyH": return .H
  295. case "KeyI": return .I
  296. case "KeyJ": return .J
  297. case "KeyK": return .K
  298. case "KeyL": return .L
  299. case "KeyM": return .M
  300. case "KeyN": return .N
  301. case "KeyO": return .O
  302. case "KeyP": return .P
  303. case "KeyQ": return .Q
  304. case "KeyR": return .R
  305. case "KeyS": return .S
  306. case "KeyT": return .T
  307. case "KeyU": return .U
  308. case "KeyV": return .V
  309. case "KeyW": return .W
  310. case "KeyX": return .X
  311. case "KeyY": return .Y
  312. case "KeyZ": return .Z
  313. case "Quote": return .Apostrophe
  314. case "Comma": return .Comma
  315. case "Minus": return .Minus
  316. case "Period": return .Period
  317. case "Slash": return .Slash
  318. case "Semicolon": return .Semicolon
  319. case "Equal": return .Equal
  320. case "BracketLeft": return .Left_Bracket
  321. case "Backslash": return .Backslash
  322. case "IntlBackslash": return .Backslash
  323. case "BracketRight": return .Right_Bracket
  324. case "Backquote": return .Backtick
  325. case "Space": return .Space
  326. case "Escape": return .Escape
  327. case "Enter": return .Enter
  328. case "Tab": return .Tab
  329. case "Backspace": return .Backspace
  330. case "Insert": return .Insert
  331. case "Delete": return .Delete
  332. case "ArrowRight": return .Right
  333. case "ArrowLeft": return .Left
  334. case "ArrowDown": return .Down
  335. case "ArrowUp": return .Up
  336. case "PageUp": return .Page_Up
  337. case "PageDown": return .Page_Down
  338. case "Home": return .Home
  339. case "End": return .End
  340. case "CapsLock": return .Caps_Lock
  341. case "ScrollLock": return .Scroll_Lock
  342. case "NumLock": return .Num_Lock
  343. case "PrintScreen": return .Print_Screen
  344. case "Pause": return .Pause
  345. case "F1": return .F1
  346. case "F2": return .F2
  347. case "F3": return .F3
  348. case "F4": return .F4
  349. case "F5": return .F5
  350. case "F6": return .F6
  351. case "F7": return .F7
  352. case "F8": return .F8
  353. case "F9": return .F9
  354. case "F10": return .F10
  355. case "F11": return .F11
  356. case "F12": return .F12
  357. case "ShiftLeft": return .Left_Shift
  358. case "ControlLeft": return .Left_Control
  359. case "AltLeft": return .Left_Alt
  360. case "MetaLeft": return .Left_Super
  361. case "ShiftRight": return .Right_Shift
  362. case "ControlRight": return .Right_Control
  363. case "AltRight": return .Right_Alt
  364. case "MetaRight": return .Right_Super
  365. case "ContextMenu": return .Menu
  366. case "Numpad0": return .NP_0
  367. case "Numpad1": return .NP_1
  368. case "Numpad2": return .NP_2
  369. case "Numpad3": return .NP_3
  370. case "Numpad4": return .NP_4
  371. case "Numpad5": return .NP_5
  372. case "Numpad6": return .NP_6
  373. case "Numpad7": return .NP_7
  374. case "Numpad8": return .NP_8
  375. case "Numpad9": return .NP_9
  376. case "NumpadDecimal": return .NP_Decimal
  377. case "NumpadDivide": return .NP_Divide
  378. case "NumpadMultiply": return .NP_Multiply
  379. case "NumpadSubtract": return .NP_Subtract
  380. case "NumpadAdd": return .NP_Add
  381. case "NumpadEnter": return .NP_Enter
  382. }
  383. log.errorf("Unhandled key code: %v", e.key.code)
  384. return .None
  385. }