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[HTML5] Custom Gamepad library to allow remapping.
No longer use emscripten functions for gamepads, implement them as library functions in library_godot_display.js instead. This allows us to do a better job at "guessing" vendorId, productId, OS, etc. thus allowing us to better find the remapping for the controller.
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@ -8,13 +8,20 @@ __XINPUT_DEVICE__,XInput Gamepad,a:b12,b:b13,x:b14,y:b15,start:b4,back:b5,leftst
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Default Android Gamepad,Default Controller,leftx:a0,lefty:a1,dpdown:h0.4,rightstick:b8,rightshoulder:b10,rightx:a2,start:b6,righty:a3,dpleft:h0.8,lefttrigger:a4,x:b2,dpup:h0.1,back:b4,leftstick:b7,leftshoulder:b9,y:b3,a:b0,dpright:h0.2,righttrigger:a5,b:b1,platform:Android,
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# Javascript
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Default HTML5 Gamepad, Default Mapping,leftx:a0,lefty:a1,dpdown:b13,rightstick:b11,rightshoulder:b5,rightx:a2,start:b9,righty:a3,dpleft:b14,lefttrigger:a6,x:b2,dpup:b12,back:b8,leftstick:b10,leftshoulder:b4,y:b3,a:b0,dpright:b15,righttrigger:a7,b:b1,platform:Javascript,
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c2a94d6963726f736f66742058626f78,Wireless X360 Controller,leftx:a0,lefty:a1,dpdown:b14,rightstick:b10,rightshoulder:b5,rightx:a3,start:b7,righty:a4,dpleft:b11,lefttrigger:a2,x:b2,dpup:b13,back:b6,leftstick:b9,leftshoulder:b4,y:b3,a:b0,dpright:b12,righttrigger:a5,b:b1,platform:Javascript,
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303534632d303563342d576972656c65,PS4 Controller USB/Win,leftx:a0,lefty:a1,dpdown:b15,rightstick:b11,rightshoulder:b5,rightx:a2,start:b9,righty:a5,lefttrigger:a3,x:b0,dpup:b14,dpleft:b16,dpright:b17,back:b8,leftstick:b10,leftshoulder:b4,y:b3,a:b1,righttrigger:b7,b:b2,platform:Javascript,
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303534632d303563342d536f6e792043,PS4 Controller USB/Linux,leftx:a0,lefty:a1,dpdown:a7,rightstick:b11,rightshoulder:b5,rightx:a2,start:b9,righty:a5,dpleft:a6,lefttrigger:a3,x:b0,dpup:a7,back:b8,leftstick:b10,leftshoulder:b4,y:b3,a:b1,dpright:a6,righttrigger:a4,b:b2,platform:Javascript,
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303534632d303236382d536f6e792050,PS3 Controller USB/Linux,leftx:a0,lefty:a1,dpdown:b6,rightstick:b2,rightshoulder:b11,rightx:a2,start:b3,righty:a3,dpleft:b7,lefttrigger:b8,x:b15,dpup:b4,back:b0,leftstick:b1,leftshoulder:b10,y:b12,a:b14,dpright:b5,righttrigger:b9,b:b13,platform:Javascript,
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303435652d303731392d58626f782033,Wireless X360 Controller,leftx:a0,lefty:a1,dpdown:b14,rightstick:b10,rightshoulder:b5,rightx:a3,start:b7,righty:a4,dpleft:b11,lefttrigger:a2,x:b2,dpup:b13,back:b6,leftstick:b9,leftshoulder:b4,y:b3,a:b0,dpright:b12,righttrigger:a5,b:b1,platform:Javascript,
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303435652d303238652d4d6963726f73,Wired X360 Controller,leftx:a0,lefty:a1,dpdown:a7,rightstick:b10,rightshoulder:b5,rightx:a3,start:b7,righty:a4,dpleft:a6,lefttrigger:a2,x:b2,dpup:a7,back:b6,leftstick:b9,leftshoulder:b4,y:b3,a:b0,dpright:a6,righttrigger:a5,b:b1,platform:Javascript,
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standard,Standard Gamepad Mapping,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a6,righttrigger:a7,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b8,start:b9,leftstick:b10,rightstick:b11,dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,guide:b16,leftstick:b10,rightstick:b11,platform:Javascript,
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Linux24c6581a,PowerA Xbox One Cabled,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
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Linux0e6f0301,Logic 3 Controller (xbox compatible),a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
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Linux045e028e,Microsoft X-Box 360 pad,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
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Linux045e02d1,Microsoft X-Box One pad,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
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Linux045e02ea,Microsoft X-Box One S pad,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
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Linux045e0b12,Microsoft X-Box Series X pad,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
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Linux044fb315,Thrustmaster dual analog 3.2,a:b0,b:b2,y:b3,x:b1,start:b9,back:b8,leftstick:b10,rightstick:b11,leftshoulder:b4,rightshoulder:b6,dpup:-a5,dpleft:-a4,dpdown:+a5,dpright:+a4,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b5,righttrigger:b7,platform:Javascript,
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Linux0e8f0003,PS3 Controller,a:b2,b:b1,back:b8,dpdown:+a5,dpleft:-a4,dpright:+a4,dpup:-a5,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Javascript,
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MacOSX24c6581a,PowerA Xbox One Cabled,a:b11,b:b12,y:b14,x:b13,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpleft:b2,dpdown:b1,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Javascript
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MacOSX045e028e,Xbox 360 Wired Controller,a:b11,b:b12,y:b14,x:b13,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpleft:b2,dpdown:b1,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Javascript
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MacOSX045e02d1,Xbox One Controller,a:b11,b:b12,y:b14,x:b13,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpleft:b2,dpdown:b1,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Javascript
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MacOSX045e02ea,Xbox One S Controller,a:b11,b:b12,y:b14,x:b13,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpleft:b2,dpdown:b1,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Javascript
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MacOSX045e0b12,Xbox Series X Controller,a:b11,b:b12,y:b14,x:b13,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpleft:b2,dpdown:b1,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Javascript
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# UWP
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__UWP_GAMEPAD__,Xbox Controller,a:b2,b:b3,x:b4,y:b5,start:b0,back:b1,leftstick:b12,rightstick:b13,leftshoulder:b10,rightshoulder:b11,dpup:b6,dpdown:b7,dpleft:b8,dpright:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:UWP,
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@ -558,57 +558,51 @@ bool DisplayServerJavaScript::screen_is_touchscreen(int p_screen) const {
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}
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// Gamepad
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EM_BOOL DisplayServerJavaScript::gamepad_change_callback(int p_event_type, const EmscriptenGamepadEvent *p_event, void *p_user_data) {
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void DisplayServerJavaScript::gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid) {
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Input *input = Input::get_singleton();
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if (p_event_type == EMSCRIPTEN_EVENT_GAMEPADCONNECTED) {
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String guid = "";
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if (String::utf8(p_event->mapping) == "standard")
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guid = "Default HTML5 Gamepad";
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input->joy_connection_changed(p_event->index, true, String::utf8(p_event->id), guid);
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if (p_connected) {
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input->joy_connection_changed(p_index, true, String::utf8(p_id), String::utf8(p_guid));
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} else {
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input->joy_connection_changed(p_event->index, false, "");
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input->joy_connection_changed(p_index, false, "");
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}
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return true;
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}
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void DisplayServerJavaScript::process_joypads() {
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int joypad_count = emscripten_get_num_gamepads();
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Input *input = Input::get_singleton();
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for (int joypad = 0; joypad < joypad_count; joypad++) {
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EmscriptenGamepadEvent state;
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EMSCRIPTEN_RESULT query_result = emscripten_get_gamepad_status(joypad, &state);
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// Chromium reserves gamepads slots, so NO_DATA is an expected result.
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ERR_CONTINUE(query_result != EMSCRIPTEN_RESULT_SUCCESS &&
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query_result != EMSCRIPTEN_RESULT_NO_DATA);
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if (query_result == EMSCRIPTEN_RESULT_SUCCESS && state.connected) {
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int button_count = MIN(state.numButtons, 18);
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int axis_count = MIN(state.numAxes, 8);
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for (int button = 0; button < button_count; button++) {
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float value = state.analogButton[button];
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input->joy_button(joypad, button, value);
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}
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for (int axis = 0; axis < axis_count; axis++) {
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int32_t pads = godot_js_display_gamepad_sample_count();
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int32_t s_btns_num = 0;
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int32_t s_axes_num = 0;
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int32_t s_standard = 0;
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float s_btns[16];
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float s_axes[10];
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for (int idx = 0; idx < pads; idx++) {
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int err = godot_js_display_gamepad_sample_get(idx, s_btns, &s_btns_num, s_axes, &s_axes_num, &s_standard);
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if (err) {
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continue;
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}
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for (int b = 0; b < s_btns_num; b++) {
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float value = s_btns[b];
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// Buttons 6 and 7 in the standard mapping need to be
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// axis to be handled as JOY_AXIS_TRIGGER by Godot.
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if (s_standard && (b == 6 || b == 7)) {
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Input::JoyAxis joy_axis;
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joy_axis.min = -1;
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joy_axis.value = state.axis[axis];
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input->joy_axis(joypad, axis, joy_axis);
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joy_axis.min = 0;
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joy_axis.value = value;
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int a = b == 6 ? JOY_AXIS_TRIGGER_LEFT : JOY_AXIS_TRIGGER_RIGHT;
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input->joy_axis(idx, a, joy_axis);
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} else {
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input->joy_button(idx, b, value);
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}
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}
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for (int a = 0; a < s_axes_num; a++) {
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Input::JoyAxis joy_axis;
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joy_axis.min = -1;
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joy_axis.value = s_axes[a];
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input->joy_axis(idx, a, joy_axis);
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}
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}
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}
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#if 0
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bool DisplayServerJavaScript::is_joy_known(int p_device) {
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return Input::get_singleton()->is_joy_mapped(p_device);
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}
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String DisplayServerJavaScript::get_joy_guid(int p_device) const {
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return Input::get_singleton()->get_joy_guid_remapped(p_device);
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}
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#endif
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Vector<String> DisplayServerJavaScript::get_rendering_drivers_func() {
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Vector<String> drivers;
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drivers.push_back("dummy");
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@ -766,9 +760,6 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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#define SET_EM_WINDOW_CALLBACK(ev, cb) \
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result = emscripten_set_##ev##_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, false, &cb); \
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EM_CHECK(ev)
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#define SET_EM_CALLBACK_NOTARGET(ev, cb) \
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result = emscripten_set_##ev##_callback(nullptr, true, &cb); \
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EM_CHECK(ev)
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// These callbacks from Emscripten's html5.h suffice to access most
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// JavaScript APIs.
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SET_EM_CALLBACK(canvas_id, mousedown, mouse_button_callback)
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SET_EM_CALLBACK(canvas_id, keypress, keypress_callback)
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SET_EM_CALLBACK(canvas_id, keyup, keyup_callback)
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SET_EM_CALLBACK(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, fullscreenchange, fullscreen_change_callback)
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SET_EM_CALLBACK_NOTARGET(gamepadconnected, gamepad_change_callback)
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SET_EM_CALLBACK_NOTARGET(gamepaddisconnected, gamepad_change_callback)
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#undef SET_EM_CALLBACK_NOTARGET
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#undef SET_EM_CALLBACK
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#undef EM_CHECK
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@ -798,6 +786,7 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
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WINDOW_EVENT_FOCUS_OUT);
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godot_js_display_paste_cb(update_clipboard_callback);
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godot_js_display_drop_files_cb(drop_files_js_callback);
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godot_js_display_gamepad_cb(&DisplayServerJavaScript::gamepad_callback);
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Input::get_singleton()->set_event_dispatch_function(_dispatch_input_event);
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}
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}
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void DisplayServerJavaScript::process_events() {
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if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS)
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if (godot_js_display_gamepad_sample() == OK) {
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process_joypads();
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}
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}
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int DisplayServerJavaScript::get_current_video_driver() const {
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static EM_BOOL touch_press_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data);
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static EM_BOOL touchmove_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data);
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static EM_BOOL gamepad_change_callback(int p_event_type, const EmscriptenGamepadEvent *p_event, void *p_user_data);
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static void gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid);
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void process_joypads();
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static Vector<String> get_rendering_drivers_func();
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@ -76,6 +76,12 @@ extern int godot_js_display_cursor_is_hidden();
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extern void godot_js_display_cursor_set_custom_shape(const char *p_shape, const uint8_t *p_ptr, int p_len, int p_hotspot_x, int p_hotspot_y);
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extern void godot_js_display_cursor_set_visible(int p_visible);
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// Display gamepad
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extern char *godot_js_display_gamepad_cb(void (*p_on_change)(int p_index, int p_connected, const char *p_id, const char *p_guid));
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extern int godot_js_display_gamepad_sample();
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extern int godot_js_display_gamepad_sample_count();
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extern int godot_js_display_gamepad_sample_get(int p_idx, float r_btns[16], int32_t *r_btns_num, float r_axes[10], int32_t *r_axes_num, int32_t *r_standard);
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// Display listeners
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extern void godot_js_display_notification_cb(void (*p_callback)(int p_notification), int p_enter, int p_exit, int p_in, int p_out);
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extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text));
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@ -269,13 +269,140 @@ const GodotDisplayCursor = {
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};
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mergeInto(LibraryManager.library, GodotDisplayCursor);
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/*
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* Display Gamepad API helper.
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*/
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const GodotDisplayGamepads = {
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$GodotDisplayGamepads__deps: ['$GodotRuntime', '$GodotDisplayListeners'],
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$GodotDisplayGamepads: {
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samples: [],
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get_pads: function () {
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try {
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// Will throw in iframe when permission is denied.
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// Will throw/warn in the future for insecure contexts.
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// See https://github.com/w3c/gamepad/pull/120
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const pads = navigator.getGamepads();
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if (pads) {
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return pads;
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}
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return [];
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} catch (e) {
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return [];
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}
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},
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get_samples: function () {
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return GodotDisplayGamepads.samples;
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},
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get_sample: function (index) {
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const samples = GodotDisplayGamepads.samples;
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return index < samples.length ? samples[index] : null;
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},
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sample: function () {
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const pads = GodotDisplayGamepads.get_pads();
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const samples = [];
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for (let i = 0; i < pads.length; i++) {
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const pad = pads[i];
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if (!pad) {
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samples.push(null);
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continue;
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}
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const s = {
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standard: pad.mapping === 'standard',
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buttons: [],
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axes: [],
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connected: pad.connected,
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};
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for (let b = 0; b < pad.buttons.length; b++) {
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s.buttons.push(pad.buttons[b].value);
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}
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for (let a = 0; a < pad.axes.length; a++) {
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s.axes.push(pad.axes[a]);
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}
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samples.push(s);
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}
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GodotDisplayGamepads.samples = samples;
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},
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init: function (onchange) {
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GodotDisplayListeners.samples = [];
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function add(pad) {
|
||||
const guid = GodotDisplayGamepads.get_guid(pad);
|
||||
const c_id = GodotRuntime.allocString(pad.id);
|
||||
const c_guid = GodotRuntime.allocString(guid);
|
||||
onchange(pad.index, 1, c_id, c_guid);
|
||||
GodotRuntime.free(c_id);
|
||||
GodotRuntime.free(c_guid);
|
||||
}
|
||||
const pads = GodotDisplayGamepads.get_pads();
|
||||
for (let i = 0; i < pads.length; i++) {
|
||||
// Might be reserved space.
|
||||
if (pads[i]) {
|
||||
add(pads[i]);
|
||||
}
|
||||
}
|
||||
GodotDisplayListeners.add(window, 'gamepadconnected', function (evt) {
|
||||
add(evt.gamepad);
|
||||
}, false);
|
||||
GodotDisplayListeners.add(window, 'gamepaddisconnected', function (evt) {
|
||||
onchange(evt.gamepad.index, 0);
|
||||
}, false);
|
||||
},
|
||||
|
||||
get_guid: function (pad) {
|
||||
if (pad.mapping) {
|
||||
return pad.mapping;
|
||||
}
|
||||
const ua = navigator.userAgent;
|
||||
let os = 'Unknown';
|
||||
if (ua.indexOf('Android') >= 0) {
|
||||
os = 'Android';
|
||||
} else if (ua.indexOf('Linux') >= 0) {
|
||||
os = 'Linux';
|
||||
} else if (ua.indexOf('iPhone') >= 0) {
|
||||
os = 'iOS';
|
||||
} else if (ua.indexOf('Macintosh') >= 0) {
|
||||
// Updated iPads will fall into this category.
|
||||
os = 'MacOSX';
|
||||
} else if (ua.indexOf('Windows') >= 0) {
|
||||
os = 'Windows';
|
||||
}
|
||||
|
||||
const id = pad.id;
|
||||
// Chrom* style: NAME (Vendor: xxxx Product: xxxx)
|
||||
const exp1 = /vendor: ([0-9a-f]{4}) product: ([0-9a-f]{4})/i;
|
||||
// Firefox/Safari style (safari may remove leading zeores)
|
||||
const exp2 = /^([0-9a-f]+)-([0-9a-f]+)-/i;
|
||||
let vendor = '';
|
||||
let product = '';
|
||||
if (exp1.test(id)) {
|
||||
const match = exp1.exec(id);
|
||||
vendor = match[1].padStart(4, '0');
|
||||
product = match[2].padStart(4, '0');
|
||||
} else if (exp2.test(id)) {
|
||||
const match = exp2.exec(id);
|
||||
vendor = match[1].padStart(4, '0');
|
||||
product = match[2].padStart(4, '0');
|
||||
}
|
||||
if (!vendor || !product) {
|
||||
return `${os}Unknown`;
|
||||
}
|
||||
return os + vendor + product;
|
||||
},
|
||||
},
|
||||
};
|
||||
mergeInto(LibraryManager.library, GodotDisplayGamepads);
|
||||
|
||||
/**
|
||||
* Display server interface.
|
||||
*
|
||||
* Exposes all the functions needed by DisplayServer implementation.
|
||||
*/
|
||||
const GodotDisplay = {
|
||||
$GodotDisplay__deps: ['$GodotConfig', '$GodotRuntime', '$GodotDisplayCursor', '$GodotDisplayListeners', '$GodotDisplayDragDrop'],
|
||||
$GodotDisplay__deps: ['$GodotConfig', '$GodotRuntime', '$GodotDisplayCursor', '$GodotDisplayListeners', '$GodotDisplayDragDrop', '$GodotDisplayGamepads'],
|
||||
$GodotDisplay: {
|
||||
window_icon: '',
|
||||
},
|
||||
|
@ -491,6 +618,49 @@ const GodotDisplay = {
|
|||
}, false);
|
||||
GodotDisplayListeners.add(canvas, 'drop', GodotDisplayDragDrop.handler(dropFiles));
|
||||
},
|
||||
|
||||
/*
|
||||
* Gamepads
|
||||
*/
|
||||
godot_js_display_gamepad_cb__sig: 'vi',
|
||||
godot_js_display_gamepad_cb: function (change_cb) {
|
||||
const onchange = GodotRuntime.get_func(change_cb);
|
||||
GodotDisplayGamepads.init(onchange);
|
||||
},
|
||||
|
||||
godot_js_display_gamepad_sample_count__sig: 'i',
|
||||
godot_js_display_gamepad_sample_count: function () {
|
||||
return GodotDisplayGamepads.get_samples().length;
|
||||
},
|
||||
|
||||
godot_js_display_gamepad_sample__sig: 'i',
|
||||
godot_js_display_gamepad_sample: function () {
|
||||
GodotDisplayGamepads.sample();
|
||||
return 0;
|
||||
},
|
||||
|
||||
godot_js_display_gamepad_sample_get__sig: 'iiiiiii',
|
||||
godot_js_display_gamepad_sample_get: function (p_index, r_btns, r_btns_num, r_axes, r_axes_num, r_standard) {
|
||||
const sample = GodotDisplayGamepads.get_sample(p_index);
|
||||
if (!sample || !sample.connected) {
|
||||
return 1;
|
||||
}
|
||||
const btns = sample.buttons;
|
||||
const btns_len = btns.length < 16 ? btns.length : 16;
|
||||
for (let i = 0; i < btns_len; i++) {
|
||||
GodotRuntime.setHeapValue(r_btns + (i << 2), btns[i], 'float');
|
||||
}
|
||||
GodotRuntime.setHeapValue(r_btns_num, btns_len, 'i32');
|
||||
const axes = sample.axes;
|
||||
const axes_len = axes.length < 10 ? axes.length : 10;
|
||||
for (let i = 0; i < axes_len; i++) {
|
||||
GodotRuntime.setHeapValue(r_axes + (i << 2), axes[i], 'float');
|
||||
}
|
||||
GodotRuntime.setHeapValue(r_axes_num, axes_len, 'i32');
|
||||
const is_standard = sample.standard ? 1 : 0;
|
||||
GodotRuntime.setHeapValue(r_standard, is_standard, 'i32');
|
||||
return 0;
|
||||
},
|
||||
};
|
||||
|
||||
autoAddDeps(GodotDisplay, '$GodotDisplay');
|
||||
|
|
Loading…
Reference in a new issue