// 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 import ( "math" "syscall/js" "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") ) type touchInClient struct { id TouchID x float64 y float64 } 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 } var codeToMouseButton = map[int]MouseButton{ 0: MouseButton0, // Left 1: MouseButton1, // Middle 2: MouseButton2, // Right 3: MouseButton3, 4: MouseButton4, } func (u *UserInterface) keyDown(code js.Value) { id := jsKeyToID(code) if id < 0 { return } u.inputState.KeyPressed[id] = true } func (u *UserInterface) keyUp(code js.Value) { id := jsKeyToID(code) if id < 0 { return } u.inputState.KeyPressed[id] = false } func (u *UserInterface) mouseDown(code int) { u.inputState.MouseButtonPressed[codeToMouseButton[code]] = true } func (u *UserInterface) mouseUp(code int) { u.inputState.MouseButtonPressed[codeToMouseButton[code]] = false } func (u *UserInterface) 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) } u.forceUpdateOnMinimumFPSMode() return nil } func (u *UserInterface) setMouseCursorFromEvent(e js.Value) { if u.context == nil { return } u.origCursorXInClient = e.Get("clientX").Float() u.origCursorYInClient = e.Get("clientY").Float() if u.cursorMode == CursorModeCaptured { u.cursorXInClient += e.Get("movementX").Float() u.cursorYInClient += e.Get("movementY").Float() return } u.cursorXInClient = u.origCursorXInClient u.cursorYInClient = u.origCursorYInClient } func (u *UserInterface) recoverCursorPosition() { u.cursorXInClient = u.origCursorXInClient u.cursorYInClient = u.origCursorYInClient } func (u *UserInterface) updateTouchesFromEvent(e js.Value) { u.touchesInClient = u.touchesInClient[:0] touches := e.Get("targetTouches") for i := 0; i < touches.Length(); i++ { t := touches.Call("item", i) u.touchesInClient = append(u.touchesInClient, touchInClient{ id: TouchID(t.Get("identifier").Int()), x: t.Get("clientX").Float(), y: t.Get("clientY").Float(), }) } } 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 (u *UserInterface) 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() } func (u *UserInterface) UpdateInputFromEvent(e js.Value) { u.updateInputFromEvent(e) } func (u *UserInterface) saveCursorPosition() { u.savedCursorX = u.inputState.CursorX u.savedCursorY = u.inputState.CursorY w, h := u.outsideSize() u.savedOutsideWidth = w u.savedOutsideHeight = h } func (u *UserInterface) updateInputState() error { s := u.DeviceScaleFactor() if !math.IsNaN(u.savedCursorX) && !math.IsNaN(u.savedCursorY) { // If savedCursorX and savedCursorY are valid values, the cursor is saved just before entering or exiting from fullscreen. // Even after entering or exiting from fullscreening, the outside (body) size is not updated for a while. // Wait for the outside size updated. if w, h := u.outsideSize(); u.savedOutsideWidth != w || u.savedOutsideHeight != h { u.inputState.CursorX = u.savedCursorX u.inputState.CursorY = u.savedCursorY cx, cy := u.context.logicalPositionToClientPosition(u.inputState.CursorX, u.inputState.CursorY, s) u.cursorXInClient = cx u.cursorYInClient = cy u.savedCursorX = math.NaN() u.savedCursorY = math.NaN() u.savedOutsideWidth = 0 u.savedOutsideHeight = 0 u.outsideSizeUnchangedCount = 0 } else { u.outsideSizeUnchangedCount++ // If the outside size is not changed for a while, probably the screen size is not actually changed. // Reset the state. if u.outsideSizeUnchangedCount > 60 { u.savedCursorX = math.NaN() u.savedCursorY = math.NaN() u.savedOutsideWidth = 0 u.savedOutsideHeight = 0 u.outsideSizeUnchangedCount = 0 } } } else { cx, cy := u.context.clientPositionToLogicalPosition(u.cursorXInClient, u.cursorYInClient, s) u.inputState.CursorX = cx u.inputState.CursorY = cy } u.inputState.Touches = u.inputState.Touches[:0] for _, t := range u.touchesInClient { x, y := u.context.clientPositionToLogicalPosition(t.x, t.y, s) u.inputState.Touches = append(u.inputState.Touches, Touch{ ID: t.id, X: int(x), Y: int(y), }) } return nil }