ebiten/internal/ui/input_js.go

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// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package ui
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import (
"syscall/js"
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"unicode"
)
var (
stringKeydown = js.ValueOf("keydown")
stringKeyup = js.ValueOf("keyup")
stringMousedown = js.ValueOf("mousedown")
stringMouseup = js.ValueOf("mouseup")
stringMousemove = js.ValueOf("mousemove")
stringWheel = js.ValueOf("wheel")
stringTouchstart = js.ValueOf("touchstart")
stringTouchend = js.ValueOf("touchend")
stringTouchmove = js.ValueOf("touchmove")
)
func jsKeyToID(key js.Value) Key {
// js.Value cannot be used as a map key.
// As the number of keys is around 100, just a dumb loop should work.
for uiKey, jsKey := range uiKeyToJSKey {
if jsKey.Equal(key) {
return uiKey
}
}
return -1
}
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var codeToMouseButton = map[int]MouseButton{
0: MouseButton0, // Left
1: MouseButton1, // Middle
2: MouseButton2, // Right
3: MouseButton3,
4: MouseButton4,
}
func (u *userInterfaceImpl) keyDown(code js.Value) {
id := jsKeyToID(code)
if id < 0 {
return
}
u.inputState.KeyPressed[id] = true
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}
func (u *userInterfaceImpl) keyUp(code js.Value) {
id := jsKeyToID(code)
if id < 0 {
return
}
u.inputState.KeyPressed[id] = false
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}
func (u *userInterfaceImpl) mouseDown(code int) {
u.inputState.MouseButtonPressed[codeToMouseButton[code]] = true
}
func (u *userInterfaceImpl) mouseUp(code int) {
u.inputState.MouseButtonPressed[codeToMouseButton[code]] = false
}
func (u *userInterfaceImpl) updateInputFromEvent(e js.Value) error {
// Avoid using js.Value.String() as String creates a Uint8Array via a TextEncoder and causes a heavy
// overhead (#1437).
switch t := e.Get("type"); {
case t.Equal(stringKeydown):
if str := e.Get("key").String(); isKeyString(str) {
for _, r := range str {
u.inputState.appendRune(r)
}
}
u.keyDown(e.Get("code"))
case t.Equal(stringKeyup):
u.keyUp(e.Get("code"))
case t.Equal(stringMousedown):
u.mouseDown(e.Get("button").Int())
u.setMouseCursorFromEvent(e)
case t.Equal(stringMouseup):
u.mouseUp(e.Get("button").Int())
u.setMouseCursorFromEvent(e)
case t.Equal(stringMousemove):
u.setMouseCursorFromEvent(e)
case t.Equal(stringWheel):
// TODO: What if e.deltaMode is not DOM_DELTA_PIXEL?
u.inputState.WheelX = -e.Get("deltaX").Float()
u.inputState.WheelY = -e.Get("deltaY").Float()
case t.Equal(stringTouchstart) || t.Equal(stringTouchend) || t.Equal(stringTouchmove):
u.updateTouchesFromEvent(e)
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}
u.forceUpdateOnMinimumFPSMode()
return nil
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}
func (u *userInterfaceImpl) setMouseCursorFromEvent(e js.Value) {
if u.context == nil {
return
}
if u.cursorMode == CursorModeCaptured {
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
u.origCursorX, u.origCursorY = x, y
s := u.DeviceScaleFactor()
dx, dy := e.Get("movementX").Float()/s, e.Get("movementY").Float()/s
// TODO: Keep float64 values.
u.inputState.CursorX += int(dx)
u.inputState.CursorY += int(dy)
return
}
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x, y := u.context.clientPositionToLogicalPosition(e.Get("clientX").Float(), e.Get("clientY").Float(), u.DeviceScaleFactor())
u.inputState.CursorX, u.inputState.CursorY = int(x), int(y)
u.origCursorX, u.origCursorY = int(x), int(y)
}
func (u *userInterfaceImpl) recoverCursorPosition() {
u.inputState.CursorX, u.inputState.CursorY = u.origCursorX, u.origCursorY
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}
func (u *userInterfaceImpl) updateTouchesFromEvent(e js.Value) {
u.inputState.Touches = u.inputState.Touches[:0]
touches := e.Get("targetTouches")
for i := 0; i < touches.Length(); i++ {
t := touches.Call("item", i)
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x, y := u.context.clientPositionToLogicalPosition(t.Get("clientX").Float(), t.Get("clientY").Float(), u.DeviceScaleFactor())
u.inputState.Touches = append(u.inputState.Touches, Touch{
ID: TouchID(t.Get("identifier").Int()),
X: int(x),
Y: int(y),
})
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}
}
func isKeyString(str string) bool {
// From https://www.w3.org/TR/uievents-key/#keys-unicode,
//
// A key string is a string containing a 0 or 1 non-control characters
// ("base" characters) followed by 0 or more combining characters. The
// string MUST be in Normalized Form C (NFC) as described in
// [UnicodeNormalizationForms].
//
// A non-control character is any valid Unicode character except those
// that are part of the "Other, Control" ("Cc") General Category.
//
// A combining character is any valid Unicode character in the "Mark,
// Spacing Combining" ("Mc") General Category or with a non-zero
// Combining Class.
for i, r := range str {
if i == 0 {
if unicode.Is(unicode.Cc, r) {
return false
}
continue
}
if !unicode.Is(unicode.Mc, r) {
return false
}
}
return true
}
var (
jsKeyboard = js.Global().Get("navigator").Get("keyboard")
jsKeyboardGetLayoutMap js.Value
jsKeyboardGetLayoutMapCh chan js.Value
jsKeyboardGetLayoutMapCallback js.Func
)
func init() {
if !jsKeyboard.Truthy() {
return
}
jsKeyboardGetLayoutMap = jsKeyboard.Get("getLayoutMap").Call("bind", jsKeyboard)
jsKeyboardGetLayoutMapCh = make(chan js.Value, 1)
jsKeyboardGetLayoutMapCallback = js.FuncOf(func(this js.Value, args []js.Value) any {
jsKeyboardGetLayoutMapCh <- args[0]
return nil
})
}
func KeyName(key Key) string {
return theUI.keyName(key)
}
func (u *userInterfaceImpl) keyName(key Key) string {
if !u.running {
return ""
}
// keyboardLayoutMap is reset every tick.
if u.keyboardLayoutMap.IsUndefined() {
if !jsKeyboard.Truthy() {
return ""
}
// Invoke getLayoutMap every tick to detect the keyboard change.
// TODO: Calling this every tick might be inefficient. Is there a way to detect a keyboard change?
jsKeyboardGetLayoutMap.Invoke().Call("then", jsKeyboardGetLayoutMapCallback)
u.keyboardLayoutMap = <-jsKeyboardGetLayoutMapCh
}
n := u.keyboardLayoutMap.Call("get", uiKeyToJSKey[key])
if n.IsUndefined() {
return ""
}
return n.String()
}