// 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 ( "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") ) var jsKeys []js.Value func init() { for _, k := range uiKeyToJSKey { jsKeys = append(jsKeys, k) } } func jsKeyToID(key js.Value) int { // js.Value cannot be used as a map key. // As the number of keys is around 100, just a dumb loop should work. for i, k := range jsKeys { if k.Equal(key) { return i } } return -1 } type pos struct { X int Y int } type Input struct { keyPressed map[int]bool keyPressedEdge map[int]bool mouseButtonPressed map[int]bool cursorX int cursorY int origCursorX int origCursorY int wheelX float64 wheelY float64 touches map[TouchID]pos runeBuffer []rune ui *userInterfaceImpl } func (i *Input) CursorPosition() (x, y int) { if i.ui.context == nil { return 0, 0 } xf, yf := i.ui.context.adjustPosition(float64(i.cursorX), float64(i.cursorY), i.ui.DeviceScaleFactor()) return int(xf), int(yf) } func (i *Input) AppendTouchIDs(touchIDs []TouchID) []TouchID { for id := range i.touches { touchIDs = append(touchIDs, id) } return touchIDs } func (i *Input) TouchPosition(id TouchID) (x, y int) { d := i.ui.DeviceScaleFactor() for tid, pos := range i.touches { if id == tid { x, y := i.ui.context.adjustPosition(float64(pos.X), float64(pos.Y), d) return int(x), int(y) } } return 0, 0 } func (i *Input) AppendInputChars(runes []rune) []rune { return append(runes, i.runeBuffer...) } func (i *Input) resetForTick() { i.runeBuffer = nil i.wheelX = 0 i.wheelY = 0 } func (i *Input) IsKeyPressed(key Key) bool { if i.keyPressed != nil { if i.keyPressed[jsKeyToID(uiKeyToJSKey[key])] { return true } } if i.keyPressedEdge != nil { for c, k := range edgeKeyCodeToUIKey { if k != key { continue } if i.keyPressedEdge[c] { return true } } } return false } var codeToMouseButton = map[int]MouseButton{ 0: MouseButton0, // Left 1: MouseButton2, // Middle 2: MouseButton1, // Right 3: MouseButton3, 4: MouseButton4, } func (i *Input) IsMouseButtonPressed(button MouseButton) bool { if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[int]bool{} } for c, b := range codeToMouseButton { if b != button { continue } if i.mouseButtonPressed[c] { return true } } return false } func (i *Input) Wheel() (xoff, yoff float64) { return i.wheelX, i.wheelY } func (i *Input) keyDown(code js.Value) { if i.keyPressed == nil { i.keyPressed = map[int]bool{} } i.keyPressed[jsKeyToID(code)] = true } func (i *Input) keyUp(code js.Value) { if i.keyPressed == nil { i.keyPressed = map[int]bool{} } i.keyPressed[jsKeyToID(code)] = false } func (i *Input) keyDownEdge(code int) { if i.keyPressedEdge == nil { i.keyPressedEdge = map[int]bool{} } i.keyPressedEdge[code] = true } func (i *Input) keyUpEdge(code int) { if i.keyPressedEdge == nil { i.keyPressedEdge = map[int]bool{} } i.keyPressedEdge[code] = false } func (i *Input) mouseDown(code int) { if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[int]bool{} } i.mouseButtonPressed[code] = true } func (i *Input) mouseUp(code int) { if i.mouseButtonPressed == nil { i.mouseButtonPressed = map[int]bool{} } i.mouseButtonPressed[code] = false } func (i *Input) updateFromEvent(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 { if unicode.IsPrint(r) { i.runeBuffer = append(i.runeBuffer, r) } } } c := e.Get("code") if c.Type() != js.TypeString { i.keyDownEdge(e.Get("keyCode").Int()) return nil } i.keyDown(c) case t.Equal(stringKeyup): c := e.Get("code") if c.Type() != js.TypeString { // Assume that UA is Edge. i.keyUpEdge(e.Get("keyCode").Int()) return nil } i.keyUp(c) case t.Equal(stringMousedown): button := e.Get("button").Int() i.mouseDown(button) i.setMouseCursorFromEvent(e) case t.Equal(stringMouseup): button := e.Get("button").Int() i.mouseUp(button) i.setMouseCursorFromEvent(e) case t.Equal(stringMousemove): i.setMouseCursorFromEvent(e) case t.Equal(stringWheel): // TODO: What if e.deltaMode is not DOM_DELTA_PIXEL? i.wheelX = -e.Get("deltaX").Float() i.wheelY = -e.Get("deltaY").Float() case t.Equal(stringTouchstart) || t.Equal(stringTouchend) || t.Equal(stringTouchmove): i.updateTouchesFromEvent(e) } i.ui.forceUpdateOnMinimumFPSMode() return nil } func (i *Input) setMouseCursorFromEvent(e js.Value) { if i.ui.cursorMode == CursorModeCaptured { x, y := e.Get("clientX").Int(), e.Get("clientY").Int() i.origCursorX, i.origCursorY = x, y dx, dy := e.Get("movementX").Int(), e.Get("movementY").Int() i.cursorX += dx i.cursorY += dy return } x, y := e.Get("clientX").Int(), e.Get("clientY").Int() i.cursorX, i.cursorY = x, y i.origCursorX, i.origCursorY = x, y } func (i *Input) recoverCursorPosition() { i.cursorX, i.cursorY = i.origCursorX, i.origCursorY } func (in *Input) updateTouchesFromEvent(e js.Value) { j := e.Get("targetTouches") for k := range in.touches { delete(in.touches, k) } for i := 0; i < j.Length(); i++ { jj := j.Call("item", i) id := TouchID(jj.Get("identifier").Int()) if in.touches == nil { in.touches = map[TouchID]pos{} } in.touches[id] = pos{ X: jj.Get("clientX").Int(), Y: jj.Get("clientY").Int(), } } } 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 }