// 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 js import ( "encoding/hex" "syscall/js" "unicode" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/jsutil" ) var ( stringKeydown = js.ValueOf("keydown") stringKeypress = js.ValueOf("keypress") 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 driverKeyToJSKey { 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 jsutil.Equal(k, key) { return i } } return -1 } type pos struct { X int Y int } type gamepad struct { name string axisNum int axes [16]float64 buttonNum int buttonPressed [256]bool } type Input struct { keyPressed map[int]bool keyPressedEdge map[int]bool mouseButtonPressed map[int]bool cursorX int cursorY int wheelX float64 wheelY float64 gamepads map[driver.GamepadID]gamepad touches map[driver.TouchID]pos runeBuffer []rune ui *UserInterface } func (i *Input) CursorPosition() (x, y int) { xf, yf := i.ui.context.AdjustPosition(float64(i.cursorX), float64(i.cursorY), i.ui.DeviceScaleFactor()) return int(xf), int(yf) } func (i *Input) GamepadSDLID(id driver.GamepadID) string { // This emulates the implementation of EMSCRIPTEN_JoystickGetDeviceGUID. // https://hg.libsdl.org/SDL/file/bc90ce38f1e2/src/joystick/emscripten/SDL_sysjoystick.c#l385 if len(i.gamepads) <= int(id) { return "" } var sdlid [16]byte copy(sdlid[:], []byte(i.gamepads[id].name)) return hex.EncodeToString(sdlid[:]) } // GamepadName returns a string containing some information about the controller. // A PS2 controller returned "810-3-USB Gamepad" on Firefox // A Xbox 360 controller returned "xinput" on Firefox and "Xbox 360 Controller (XInput STANDARD GAMEPAD)" on Chrome func (i *Input) GamepadName(id driver.GamepadID) string { if len(i.gamepads) <= int(id) { return "" } return i.gamepads[id].name } func (i *Input) GamepadIDs() []driver.GamepadID { if len(i.gamepads) == 0 { return nil } r := make([]driver.GamepadID, 0, len(i.gamepads)) for id := range i.gamepads { r = append(r, id) } return r } func (i *Input) GamepadAxisNum(id driver.GamepadID) int { g, ok := i.gamepads[id] if !ok { return 0 } return g.axisNum } func (i *Input) GamepadAxis(id driver.GamepadID, axis int) float64 { g, ok := i.gamepads[id] if !ok { return 0 } if g.axisNum <= axis { return 0 } return g.axes[axis] } func (i *Input) GamepadButtonNum(id driver.GamepadID) int { g, ok := i.gamepads[id] if !ok { return 0 } return g.buttonNum } func (i *Input) IsGamepadButtonPressed(id driver.GamepadID, button driver.GamepadButton) bool { g, ok := i.gamepads[id] if !ok { return false } if g.buttonNum <= int(button) { return false } return g.buttonPressed[button] } func (i *Input) TouchIDs() []driver.TouchID { if len(i.touches) == 0 { return nil } var ids []driver.TouchID for id := range i.touches { ids = append(ids, id) } return ids } func (i *Input) TouchPosition(id driver.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) RuneBuffer() []rune { rs := make([]rune, len(i.runeBuffer)) copy(rs, i.runeBuffer) return rs } func (i *Input) resetForFrame() { i.runeBuffer = nil i.wheelX = 0 i.wheelY = 0 } func (i *Input) IsKeyPressed(key driver.Key) bool { if i.keyPressed != nil { if i.keyPressed[jsKeyToID(driverKeyToJSKey[key])] { return true } } if i.keyPressedEdge != nil { for c, k := range edgeKeyCodeToDriverKey { if k != key { continue } if i.keyPressedEdge[c] { return true } } } return false } var codeToMouseButton = map[int]driver.MouseButton{ 0: driver.MouseButtonLeft, 1: driver.MouseButtonMiddle, 2: driver.MouseButtonRight, } func (i *Input) IsMouseButtonPressed(button driver.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) setMouseCursor(x, y int) { i.cursorX, i.cursorY = x, y } func (i *Input) updateGamepads() { nav := js.Global().Get("navigator") if !nav.Truthy() { return } if !nav.Get("getGamepads").Truthy() { return } for k := range i.gamepads { delete(i.gamepads, k) } gamepads := nav.Call("getGamepads") l := gamepads.Length() for idx := 0; idx < l; idx++ { gp := gamepads.Index(idx) if !gp.Truthy() { continue } id := driver.GamepadID(gp.Get("index").Int()) g := gamepad{} g.name = gp.Get("id").String() axes := gp.Get("axes") axesNum := axes.Get("length").Int() g.axisNum = axesNum for a := 0; a < len(g.axes); a++ { if axesNum <= a { break } g.axes[a] = axes.Index(a).Float() } buttons := gp.Get("buttons") buttonsNum := buttons.Get("length").Int() g.buttonNum = buttonsNum for b := 0; b < len(g.buttonPressed); b++ { if buttonsNum <= b { break } g.buttonPressed[b] = buttons.Index(b).Get("pressed").Bool() } i.gamepads[id] = g } } func (i *Input) updateFromEvent(e js.Value) { // 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 jsutil.Equal(t, stringKeydown): c := e.Get("code") if c.Type() != js.TypeString { code := e.Get("keyCode").Int() if edgeKeyCodeToDriverKey[code] == driver.KeyUp || edgeKeyCodeToDriverKey[code] == driver.KeyDown || edgeKeyCodeToDriverKey[code] == driver.KeyLeft || edgeKeyCodeToDriverKey[code] == driver.KeyRight || edgeKeyCodeToDriverKey[code] == driver.KeyBackspace || edgeKeyCodeToDriverKey[code] == driver.KeyTab { e.Call("preventDefault") } i.keyDownEdge(code) return } if jsutil.Equal(c, driverKeyToJSKey[driver.KeyUp]) || jsutil.Equal(c, driverKeyToJSKey[driver.KeyDown]) || jsutil.Equal(c, driverKeyToJSKey[driver.KeyLeft]) || jsutil.Equal(c, driverKeyToJSKey[driver.KeyRight]) || jsutil.Equal(c, driverKeyToJSKey[driver.KeyBackspace]) || jsutil.Equal(c, driverKeyToJSKey[driver.KeyTab]) { e.Call("preventDefault") } i.keyDown(c) case jsutil.Equal(t, stringKeypress): if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) { i.runeBuffer = append(i.runeBuffer, r) } case jsutil.Equal(t, stringKeyup): if e.Get("code").Type() != js.TypeString { // Assume that UA is Edge. code := e.Get("keyCode").Int() i.keyUpEdge(code) return } i.keyUp(e.Get("code")) case jsutil.Equal(t, stringMousedown): button := e.Get("button").Int() i.mouseDown(button) i.setMouseCursorFromEvent(e) case jsutil.Equal(t, stringMouseup): button := e.Get("button").Int() i.mouseUp(button) i.setMouseCursorFromEvent(e) case jsutil.Equal(t, stringMousemove): i.setMouseCursorFromEvent(e) case jsutil.Equal(t, stringWheel): // TODO: What if e.deltaMode is not DOM_DELTA_PIXEL? i.wheelX = -e.Get("deltaX").Float() i.wheelY = -e.Get("deltaY").Float() case jsutil.Equal(t, stringTouchstart) || jsutil.Equal(t, stringTouchend) || jsutil.Equal(t, stringTouchmove): i.updateTouchesFromEvent(e) } } func (i *Input) setMouseCursorFromEvent(e js.Value) { x, y := e.Get("clientX").Int(), e.Get("clientY").Int() i.setMouseCursor(x, y) } 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 := driver.TouchID(jj.Get("identifier").Int()) in.touches[id] = pos{ X: jj.Get("clientX").Int(), Y: jj.Get("clientY").Int(), } } } func (i *Input) updateForGo2Cpp() { if !go2cpp.Truthy() { return } for k := range i.touches { delete(i.touches, k) } touchCount := go2cpp.Get("touchCount").Int() for idx := 0; idx < touchCount; idx++ { id := go2cpp.Call("getTouchId", idx) x := go2cpp.Call("getTouchX", idx) y := go2cpp.Call("getTouchY", idx) i.touches[driver.TouchID(id.Int())] = pos{ X: x.Int(), Y: y.Int(), } } for k := range i.gamepads { delete(i.gamepads, k) } gamepadCount := go2cpp.Get("gamepadCount").Int() for idx := 0; idx < gamepadCount; idx++ { g := gamepad{} // Avoid buggy devices on GLFW (#1173). buttonCount := go2cpp.Call("getGamepadButtonCount", idx).Int() if buttonCount > len(g.buttonPressed) { continue } axisCount := go2cpp.Call("getGamepadAxisCount", idx).Int() if axisCount > len(g.axes) { continue } id := driver.GamepadID(go2cpp.Call("getGamepadId", idx).Int()) g.buttonNum = buttonCount for j := 0; j < buttonCount; j++ { g.buttonPressed[j] = go2cpp.Call("isGamepadButtonPressed", idx, j).Bool() } g.axisNum = axisCount for j := 0; j < axisCount; j++ { g.axes[j] = go2cpp.Call("getGamepadAxis", idx, j).Float() } i.gamepads[id] = g } }