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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_window_mode = js_set_window_mode,
- 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,
- init_options: Init_Options,
- allocator: runtime.Allocator,
- ) {
- s = (^JS_State)(window_state)
- s.allocator = allocator
- s.canvas_id = "webgl-canvas"
- js.set_document_title(window_title)
- // The browser window probably has some other size than what was sent in.
- switch init_options.window_mode {
- case .Windowed:
- js_set_size(window_width, window_height)
- case .Windowed_Resizable:
- add_window_event_listener(.Resize, js_event_window_resize)
- update_canvas_size(s.canvas_id)
- case .Borderless_Fullscreen:
- log.error("Borderless_Fullscreen not implemented on web, but you can make it happen by using Window_Mode.Windowed_Resizable and putting the game in a fullscreen iframe.")
- }
- s.window_mode = init_options.window_mode
- add_canvas_event_listener(.Mouse_Move, js_event_mouse_move)
- add_canvas_event_listener(.Mouse_Down, js_event_mouse_down)
- add_canvas_event_listener(.Mouse_Up, js_event_mouse_up)
- add_canvas_event_listener(.Wheel, js_event_mouse_wheel)
- add_window_event_listener(.Key_Down, js_event_key_down)
- add_window_event_listener(.Key_Up, js_event_key_up)
- }
- js_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_event_key_up :: proc(e: js.Event) {
- key := key_from_js_event(e)
- append(&s.events, Window_Event_Key_Went_Up {
- key = key,
- })
- }
- js_event_window_resize :: proc(e: js.Event) {
- update_canvas_size(s.canvas_id)
- }
- js_event_mouse_move :: proc(e: js.Event) {
- append(&s.events, Window_Event_Mouse_Move {
- position = {f32(e.mouse.client.x), f32(e.mouse.client.y)},
- })
- }
- js_event_mouse_down :: proc(e: js.Event) {
- button := Mouse_Button.Left
- if e.mouse.button == 2 {
- button = .Right
- }
- if e.mouse.button == 1 {
- button = .Middle
- }
- append(&s.events, Window_Event_Mouse_Button_Went_Down {
- button = button,
- })
- }
- js_event_mouse_up :: proc(e: js.Event) {
- button := Mouse_Button.Left
- if e.mouse.button == 2 {
- button = .Right
- }
- if e.mouse.button == 1 {
- button = .Middle
- }
- append(&s.events, Window_Event_Mouse_Button_Went_Up {
- button = button,
- })
- }
- js_event_mouse_wheel :: proc(e: js.Event) {
- append(&s.events, Window_Event_Mouse_Wheel {
- // Not the best way, but how would we know what the wheel deltaMode really represents? If it
- // is in pixels, how much "scroll" does that equal to?
- delta = f32(e.wheel.delta.y > 0 ? -1 : 1),
- })
- }
- 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,
- )
- }
- add_window_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) {
- js.add_window_event_listener(evt, nil, callback, true)
- }
- remove_window_event_listener :: proc(evt: js.Event_Kind, callback: proc(e: js.Event)) {
- js.remove_window_event_listener(evt, nil, callback, true)
- }
- update_canvas_size :: proc(canvas_id: HTML_Canvas_ID) {
- rect := js.get_bounding_client_rect("body")
- width := f64(rect.width)
- height := f64(rect.height)
- js.set_element_key_f64(canvas_id, "width", width)
- js.set_element_key_f64(canvas_id, "height", height)
- s.width = int(rect.width)
- s.height = int(rect.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)
- }
- // This works for XBox controller -- does it work for PlayStation?
- KARL2D_GAMEPAD_BUTTON_FROM_JS :: [Gamepad_Button]int {
- .Left_Face_Up = 12,
- .Left_Face_Down = 13,
- .Left_Face_Left = 14,
- .Left_Face_Right = 15,
- .Right_Face_Up = 3,
- .Right_Face_Down = 0,
- .Right_Face_Left = 2,
- .Right_Face_Right = 1,
- .Left_Shoulder = 5,
- .Left_Trigger = 7,
- .Right_Shoulder = 4,
- .Right_Trigger = 6,
- .Left_Stick_Press = 10,
- .Right_Stick_Press = 11,
- .Middle_Face_Left = 8,
- .Middle_Face_Middle = -1,
- .Middle_Face_Right = 9,
- }
- js_process_events :: proc() {
- for gamepad_idx in 0..<MAX_GAMEPADS {
- // new_state
- ns: js.Gamepad_State
- if !js.get_gamepad_state(gamepad_idx, &ns) || !ns.connected {
- if s.gamepad_state[gamepad_idx].connected {
- s.gamepad_state[gamepad_idx] = {}
- }
- continue
- }
- // prev_state
- ps := s.gamepad_state[gamepad_idx]
- // We check if any button changed from pressed to not pressed and the other way around.
- for js_idx, button in KARL2D_GAMEPAD_BUTTON_FROM_JS {
- if js_idx == -1 {
- continue
- }
- if !ps.buttons[js_idx].pressed && ns.buttons[js_idx].pressed {
- append(&s.events, Window_Event_Gamepad_Button_Went_Down {
- gamepad = gamepad_idx,
- button = button,
- })
- }
- if ps.buttons[js_idx].pressed && !ns.buttons[js_idx].pressed {
- append(&s.events, Window_Event_Gamepad_Button_Went_Up {
- gamepad = gamepad_idx,
- button = button,
- })
- }
- }
- s.gamepad_state[gamepad_idx] = ns
- }
- }
- 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.warn("set_window_position not implemented on web")
- }
- js_set_size :: proc(w, h: int) {
- s.width = w
- s.height = h
- js.set_element_key_f64(s.canvas_id, "width", f64(w))
- js.set_element_key_f64(s.canvas_id, "height", f64(h))
- }
- js_get_window_scale :: proc() -> f32 {
- return f32(js.device_pixel_ratio())
- }
- js_set_window_mode :: proc(window_mode: Window_Mode) {
- if window_mode == .Windowed_Resizable && s.window_mode == .Windowed {
- add_window_event_listener(.Resize, js_event_window_resize)
- update_canvas_size(s.canvas_id)
- } else if window_mode == .Windowed && s.window_mode == .Windowed_Resizable {
- remove_window_event_listener(.Resize, js_event_window_resize)
- js_set_size(s.width, s.height)
- }
- s.window_mode = window_mode
- }
- js_is_gamepad_active :: proc(gamepad: int) -> bool {
- if gamepad < 0 || gamepad >= MAX_GAMEPADS {
- return false
- }
- return s.gamepad_state[gamepad].connected
- }
- js_get_gamepad_axis :: proc(gamepad: int, axis: Gamepad_Axis) -> f32 {
- if gamepad < 0 || gamepad >= MAX_GAMEPADS {
- return 0
- }
- if axis == .Left_Trigger {
- return f32(s.gamepad_state[gamepad].buttons[KARL2D_GAMEPAD_BUTTON_FROM_JS[.Left_Trigger]].value)
- }
- if axis == .Right_Trigger {
- return f32(s.gamepad_state[gamepad].buttons[KARL2D_GAMEPAD_BUTTON_FROM_JS[.Right_Trigger]].value)
- }
- return f32(s.gamepad_state[gamepad].axes[int(axis)])
- }
- 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)
- }
- @(private="package")
- HTML_Canvas_ID :: string
- 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,
- window_mode: Window_Mode,
- }
- s: ^JS_State
- key_from_js_event :: proc(e: js.Event) -> Keyboard_Key {
- switch e.key.code {
- case "Digit1": return .N1
- case "Digit2": return .N2
- case "Digit3": return .N3
- case "Digit4": return .N4
- case "Digit5": return .N5
- case "Digit6": return .N6
- case "Digit7": return .N7
- case "Digit8": return .N8
- case "Digit9": return .N9
- case "Digit0": return .N0
- case "KeyA": return .A
- case "KeyB": return .B
- case "KeyC": return .C
- case "KeyD": return .D
- case "KeyE": return .E
- case "KeyF": return .F
- case "KeyG": return .G
- case "KeyH": return .H
- case "KeyI": return .I
- case "KeyJ": return .J
- case "KeyK": return .K
- case "KeyL": return .L
- case "KeyM": return .M
- case "KeyN": return .N
- case "KeyO": return .O
- case "KeyP": return .P
- case "KeyQ": return .Q
- case "KeyR": return .R
- case "KeyS": return .S
- case "KeyT": return .T
- case "KeyU": return .U
- case "KeyV": return .V
- case "KeyW": return .W
- case "KeyX": return .X
- case "KeyY": return .Y
- case "KeyZ": return .Z
- case "Quote": return .Apostrophe
- case "Comma": return .Comma
- case "Minus": return .Minus
- case "Period": return .Period
- case "Slash": return .Slash
- case "Semicolon": return .Semicolon
- case "Equal": return .Equal
- case "BracketLeft": return .Left_Bracket
- case "Backslash": return .Backslash
- case "IntlBackslash": return .Backslash
- case "BracketRight": return .Right_Bracket
- case "Backquote": return .Backtick
- case "Space": return .Space
- case "Escape": return .Escape
- case "Enter": return .Enter
- case "Tab": return .Tab
- case "Backspace": return .Backspace
- case "Insert": return .Insert
- case "Delete": return .Delete
- case "ArrowRight": return .Right
- case "ArrowLeft": return .Left
- case "ArrowDown": return .Down
- case "ArrowUp": return .Up
- case "PageUp": return .Page_Up
- case "PageDown": return .Page_Down
- case "Home": return .Home
- case "End": return .End
- case "CapsLock": return .Caps_Lock
- case "ScrollLock": return .Scroll_Lock
- case "NumLock": return .Num_Lock
- case "PrintScreen": return .Print_Screen
- case "Pause": return .Pause
- case "F1": return .F1
- case "F2": return .F2
- case "F3": return .F3
- case "F4": return .F4
- case "F5": return .F5
- case "F6": return .F6
- case "F7": return .F7
- case "F8": return .F8
- case "F9": return .F9
- case "F10": return .F10
- case "F11": return .F11
- case "F12": return .F12
- case "ShiftLeft": return .Left_Shift
- case "ControlLeft": return .Left_Control
- case "AltLeft": return .Left_Alt
- case "MetaLeft": return .Left_Super
- case "ShiftRight": return .Right_Shift
- case "ControlRight": return .Right_Control
- case "AltRight": return .Right_Alt
- case "MetaRight": return .Right_Super
- case "ContextMenu": return .Menu
- case "Numpad0": return .NP_0
- case "Numpad1": return .NP_1
- case "Numpad2": return .NP_2
- case "Numpad3": return .NP_3
- case "Numpad4": return .NP_4
- case "Numpad5": return .NP_5
- case "Numpad6": return .NP_6
- case "Numpad7": return .NP_7
- case "Numpad8": return .NP_8
- case "Numpad9": return .NP_9
- case "NumpadDecimal": return .NP_Decimal
- case "NumpadDivide": return .NP_Divide
- case "NumpadMultiply": return .NP_Multiply
- case "NumpadSubtract": return .NP_Subtract
- case "NumpadAdd": return .NP_Add
- case "NumpadEnter": return .NP_Enter
- }
- log.errorf("Unhandled key code: %v", e.key.code)
- return .None
- }
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