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fteqw/engine/web/gl_vidweb.c

443 lines
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C

#include "quakedef.h"
#include "glquake.h"
#include "web/ftejslib.h"
vfsfile_t *FSWEB_OpenTempHandle(int f);
extern cvar_t gl_lateswap;
extern qboolean gammaworks;
extern qboolean vid_isfullscreen;
qboolean mouseactive;
extern qboolean mouseusedforgui;
static int gamepaddeviceids[] = {DEVID_UNSET,DEVID_UNSET,DEVID_UNSET,DEVID_UNSET,DEVID_UNSET,DEVID_UNSET,DEVID_UNSET,DEVID_UNSET};
static int keyboardid[] = {0};
static int mouseid[] = {0};
static void *GLVID_getsdlglfunction(char *functionname)
{
return NULL;
}
static void IN_GamePadButtonEvent(unsigned int joydevid, int button, int ispressed, int isstandardmapping)
{
static const int standardmapping[] =
{ //the order of these keys is different from that of xinput
//however, the quake button codes should be the same. I really ought to define some K_ aliases for them.
K_GP_A,
K_GP_B,
K_GP_X,
K_GP_Y,
K_GP_LEFT_SHOULDER,
K_GP_RIGHT_SHOULDER,
K_GP_LEFT_TRIGGER,
K_GP_RIGHT_TRIGGER,
K_GP_BACK,
K_GP_START,
K_GP_LEFT_STICK,
K_GP_RIGHT_STICK,
K_GP_DPAD_UP,
K_GP_DPAD_DOWN,
K_GP_DPAD_LEFT,
K_GP_DPAD_RIGHT,
K_GP_GUIDE,
//K_GP_UNKNOWN
};
if (joydevid < countof(gamepaddeviceids))
{
if (joydevid == gamepaddeviceids[joydevid])
{
if (!ispressed)
return; //don't send axis events until its enabled.
gamepaddeviceids[joydevid] = joydevid;
}
joydevid = gamepaddeviceids[joydevid];
}
if (isstandardmapping)
{
if (button < countof(standardmapping))
IN_KeyEvent(joydevid, ispressed, standardmapping[button], 0);
}
else
{
if (button < 32+4)
IN_KeyEvent(joydevid, ispressed, K_JOY1+button, 0);
}
}
static void IN_GamePadAxisEvent(unsigned int joydevid, int axis, float value, int isstandardmapping)
{
if (joydevid < countof(gamepaddeviceids))
{
joydevid = gamepaddeviceids[joydevid];
if (joydevid == DEVID_UNSET)
return; //don't send axis events until its enabled.
}
if (isstandardmapping)
{
int axismap[] = {GPAXIS_LT_RIGHT,GPAXIS_LT_DOWN,GPAXIS_RT_RIGHT,GPAXIS_RT_DOWN};
if (axis < countof(axismap))
IN_JoystickAxisEvent(joydevid, axismap[axis], value);
}
else
IN_JoystickAxisEvent(joydevid, axis, value);
}
static void VID_Resized(int width, int height)
{
extern cvar_t vid_conautoscale, vid_conwidth;
vid.pixelwidth = width;
vid.pixelheight = height;
//Con_Printf("Resized: %i %i\n", vid.pixelwidth, vid.pixelheight);
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&vid_conwidth);
}
static unsigned int domkeytoquake(unsigned int code)
{
static const unsigned short tab[256] =
{
/* 0*/ 0,0,0,0,0,0,0,0, K_BACKSPACE,K_TAB,0,0,0,K_ENTER,0,0,
/* 16*/ K_SHIFT,K_CTRL,K_ALT,K_PAUSE,K_CAPSLOCK,0,0,0,0,0,0,K_ESCAPE,0,0,0,0,
/* 32*/ ' ',K_PGUP,K_PGDN,K_END,K_HOME,K_LEFTARROW,K_UPARROW,K_RIGHTARROW, K_DOWNARROW,0,0,0,K_PRINTSCREEN,K_INS,K_DEL,0,
/* 48*/ '0','1','2','3','4','5','6','7', '8','9',0,';',0,'=',0,0,
/* 64*/ 0,'a','b','c','d','e','f','g', 'h','i','j','k','l','m','n','o',
/* 80*/ 'p','q','r','s','t','u','v','w', 'x','y','z',K_LWIN,K_RWIN,K_APP,0,0,
/* 96*/ K_KP_INS,K_KP_END,K_KP_DOWNARROW,K_KP_PGDN,K_KP_LEFTARROW,K_KP_5,K_KP_RIGHTARROW,K_KP_HOME, K_KP_UPARROW,K_KP_PGDN,K_KP_STAR,K_KP_PLUS,0,K_KP_MINUS,K_KP_DEL,K_KP_SLASH,
/*112*/ K_F1,K_F2,K_F3,K_F4,K_F5,K_F6,K_F7,K_F8,K_F9,K_F10,K_F11,K_F12,0,0,0,0,
/*128*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*144*/ K_KP_NUMLOCK,K_SCRLCK,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*160*/ 0,0,0,'#',0,0,0,0, 0,0,0,0,0,'-',0,0,
/*176*/ 0,0,0,0,0,0,0,0, 0,0,';','=',',','-','.','/',
/*192*/ '`',0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*208*/ 0,0,0,0,0,0,0,0, 0,0,0,'[','\\',']','\'','`',
/*224*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*240*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
};
if (!code)
return 0;
if (code >= sizeof(tab)/sizeof(tab[0]))
{
Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
return 0;
}
if (!tab[code])
Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
// Con_DPrintf("You just pressed dom key %u, which is quake key %u\n", code, tab[code]);
return tab[code];
}
static unsigned int domkeytoshift(unsigned int code)
{
static const unsigned short tab[256] =
{
/* 0*/ 0,0,0,0,0,0,0,0, K_BACKSPACE,K_TAB,0,0,0,K_ENTER,0,0,
/* 16*/ K_SHIFT,K_CTRL,K_ALT,K_PAUSE,K_CAPSLOCK,0,0,0,0,0,0,K_ESCAPE,0,0,0,0,
/* 32*/ ' ',K_PGUP,K_PGDN,K_END,K_HOME,K_LEFTARROW,K_UPARROW,K_RIGHTARROW, K_DOWNARROW,0,0,0,K_PRINTSCREEN,K_INS,K_DEL,0,
/* 48*/ ')','!','\"',0xA3/*poundsign*/,'$','%','^','&', '*','(',0,':',0,'+',0,0,
/* 64*/ 0,'A','B','C','D','E','F','G', 'H','I','J','K','L','M','N','O',
/* 80*/ 'P','Q','R','S','T','U','V','W', 'X','Y','Z',K_LWIN,K_RWIN,K_APP,0,0,
/* 96*/ K_KP_INS,K_KP_END,K_KP_DOWNARROW,K_KP_PGDN,K_KP_LEFTARROW,K_KP_5,K_KP_RIGHTARROW,K_KP_HOME, K_KP_UPARROW,K_KP_PGDN,K_KP_STAR,K_KP_PLUS,0,K_KP_MINUS,K_KP_DEL,K_KP_SLASH,
/*112*/ K_F1,K_F2,K_F3,K_F4,K_F5,K_F6,K_F7,K_F8,K_F9,K_F10,K_F11,K_F12,0,0,0,0,
/*128*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*144*/ K_KP_NUMLOCK,K_SCRLCK,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*160*/ 0,0,0,'~',0,0,0,0, 0,0,0,0,0,'_',0,0,
/*176*/ 0,0,0,0,0,0,0,0, 0,0,':','+','<','_','>','?',
/*192*/ '`',0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*208*/ 0,0,0,0,0,0,0,0, 0,0,0,'{','|','}','@','`',
/*224*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
/*240*/ 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,
};
if (!code)
return 0;
if (code >= sizeof(tab)/sizeof(tab[0]))
{
Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
return 0;
}
if (!tab[code])
Con_DPrintf("You just pressed key %u, but I don't know what its meant to be\n", code);
// Con_DPrintf("You just pressed dom key %u, which is quake key %u\n", code, tab[code]);
return tab[code];
}
static int DOM_KeyEvent(unsigned int devid, int down, int scan, int uni)
{
extern int shift_down;
// Con_Printf("Key %s %i %i:%c\n", down?"down":"up", scan, uni, uni?(char)uni:' ');
if (shift_down)
{
// uni = domkeytoshift(scan);
scan = domkeytoquake(scan);
// uni = (uni >= 32 && uni <= 127)?uni:0;
}
else
{
scan = domkeytoquake(scan);
// uni = (scan >= 32 && scan <= 127)?scan:0;
}
IN_KeyEvent(keyboardid[devid], down, scan, uni);
//Chars which don't map to some printable ascii value get preventDefaulted.
//This is to stop fucking annoying fucking things like backspace randomly destroying the page and thus game.
//And it has to be conditional, or we don't get any unicode chars at all.
//The behaviour browsers seem to give is retardedly unhelpful, and just results in hacks to detect keys that appear to map to ascii...
//Preventing the browser from leaving the page etc should NOT mean I can no longer get ascii/unicode values, only that the browser stops trying to do something random due to the event.
//If you are the person that decreed that this is the holy way, then please castrate yourself now.
// if (scan == K_BACKSPACE || scan == K_LCTRL || scan == K_LALT || scan == K_LSHIFT || scan == K_RCTRL || scan == K_RALT || scan == K_RSHIFT)
return true;
// return false;
}
static int RemapTouchId(int id, qboolean final)
{
static int touchids[8];
int i;
if (!id)
return id;
for (i = 1; i < countof(touchids); i++)
if (touchids[i] == id)
{
if (final)
touchids[i] = 0;
return i;
}
for (i = 1; i < countof(touchids); i++)
if (touchids[i] == 0)
{
if (!final)
touchids[i] = id;
return i;
}
return id;
}
static void DOM_ButtonEvent(unsigned int devid, int down, int button)
{
devid = RemapTouchId(devid, !down);
if (down == 2)
{
//fixme: the event is a float. we ignore that.
while(button < 0)
{
IN_KeyEvent(mouseid[devid], true, K_MWHEELUP, 0);
button += 1;
}
while(button > 0)
{
IN_KeyEvent(mouseid[devid], true, K_MWHEELDOWN, 0);
button -= 1;
}
}
else
{
//swap buttons 2 and 3, so rmb is still +forward by default and not +mlook.
if (button == 2)
button = 1;
else if (button == 1)
button = 2;
if (button < 0)
button = K_TOUCH;
else
button += K_MOUSE1;
IN_KeyEvent(mouseid[devid], down, button, 0);
}
}
static void DOM_MouseMove(unsigned int devid, int abs, float x, float y, float z, float size)
{
devid = RemapTouchId(devid, false);
IN_MouseMove(mouseid[devid], abs, x, y, z, size);
}
static void DOM_LoadFile(char *loc, char *mime, int handle)
{
vfsfile_t *file = NULL;
if (handle != -1)
file = FSWEB_OpenTempHandle(handle);
else
{
char str[1024];
if (!strcmp(mime, "joinurl") || !strcmp(mime, "observeurl") || !strcmp(mime, "connecturl"))
{
extern cvar_t spectator;
if (!strcmp(mime, "joinurl"))
Cvar_Set(&spectator, "0");
if (!strcmp(mime, "observeurl"))
Cvar_Set(&spectator, "1");
Cbuf_AddText(va("connect %s\n", COM_QuotedString(loc, str, sizeof(str), false)), RESTRICT_INSECURE);
return;
}
if (!strcmp(mime, "demourl"))
{
Cbuf_AddText(va("qtvplay %s\n", COM_QuotedString(loc, str, sizeof(str), false)), RESTRICT_INSECURE);
return;
}
}
//try and open it. generally downloading it from the server.
if (!Host_RunFile(loc, strlen(loc), file))
{
if (file)
VFS_CLOSE(file);
}
}
static void DOM_CbufAddText(const char *text)
{
Cbuf_AddText(text, RESTRICT_LOCAL);
}
static int VID_ShouldSwitchToFullscreen(void)
{ //if false, mouse grabs won't work and we'll be forced to touchscreen mode.
//we can only go fullscreen when the user clicks something.
//this means that the user will get pissed off at the fullscreen state changing when they first click on the menus after it loading up.
//this is confounded by escape bringing up the menu. <ESC>GRR IT CHANGED MODE!<options>WTF IT CHANGED AGAIN FUCKING PIECE OF SHIT!.
//annoying, but that's web browsers for you. the best thing we can do is to not regrab until they next click while actually back in the game.
extern cvar_t vid_fullscreen;
return !!vid_fullscreen.value && !Key_MouseShouldBeFree();
}
qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette)
{
vid_isfullscreen = true;
if (!emscriptenfte_setupcanvas(
info->width,
info->height,
VID_Resized,
DOM_MouseMove,
DOM_ButtonEvent,
DOM_KeyEvent,
DOM_LoadFile,
DOM_CbufAddText,
IN_GamePadButtonEvent,
IN_GamePadAxisEvent,
VID_ShouldSwitchToFullscreen
))
{
Con_Printf("Couldn't set up canvas\n");
return false;
}
vid.activeapp = true;
if (!GL_Init(info, GLVID_getsdlglfunction))
return false;
qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
VID_Resized(vid.pixelwidth, vid.pixelheight);
mouseactive = false;
return true;
}
void GLVID_DeInit (void)
{
vid.activeapp = false;
emscriptenfte_setupcanvas(-1, -1, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL);
GL_ForgetPointers();
}
void GLVID_SwapBuffers (void)
{
//webgl doesn't support swapbuffers.
//you can't use it for loading screens.
//such things must result in waiting until the following frame.
//although there IS a swapped-buffers event, which we should probably use in preference to requestanimationframe or whatever the call is.
/*
if (!vid_isfullscreen)
{
if (!in_windowed_mouse.value)
{
if (mouseactive)
{
IN_DeactivateMouse ();
}
}
else
{
if ((key_dest == key_game||mouseusedforgui) && vid.activeapp)
IN_ActivateMouse ();
else if (!(key_dest == key_game || mouseusedforgui) || !vid.activeapp)
IN_DeactivateMouse ();
}
}
*/
}
qboolean GLVID_ApplyGammaRamps (unsigned int gammarampsize, unsigned short *ramps)
{
gammaworks = false;
return gammaworks;
}
void GLVID_SetCaption(const char *text)
{
emscriptenfte_settitle(text);
}
void Sys_SendKeyEvents(void)
{
/*most callbacks happen outside our code, we don't need to poll for events - except for joysticks*/
qboolean shouldbefree = Key_MouseShouldBeFree();
emscriptenfte_updatepointerlock(in_windowed_mouse.ival && !shouldbefree, shouldbefree);
emscriptenfte_polljoyevents();
}
/*various stuff for joysticks, which we don't support in this port*/
void INS_Shutdown (void)
{
}
void INS_ReInit (void)
{
}
void INS_Move(void)
{
}
void INS_Init (void)
{
}
void INS_Accumulate(void)
{
}
void INS_Commands (void)
{
}
void INS_EnumerateDevices(void *ctx, void(*callback)(void *ctx, const char *type, const char *devicename, unsigned int *qdevid))
{
size_t i;
char foobar[64];
for (i = 0; i < countof(gamepaddeviceids); i++)
{
Q_snprintfz(foobar, sizeof(foobar), "gp%i", (int)i);
callback(ctx, "gamepad", foobar, &gamepaddeviceids[i]);
}
for (i = 0; i < countof(mouseid); i++)
{
Q_snprintfz(foobar, sizeof(foobar), "m%i", (int)i);
callback(ctx, "mouse", foobar, &mouseid[i]);
}
for (i = 0; i < countof(keyboardid); i++)
{
Q_snprintfz(foobar, sizeof(foobar), "kb%i", (int)i);
callback(ctx, "keyboard", foobar, &keyboardid[i]);
}
}
void INS_Rumble(int joy, quint16_t amp_low, quint16_t amp_high, quint32_t duration)
{
}
void INS_RumbleTriggers(int joy, quint16_t left, quint16_t right, quint32_t duration)
{
}
void INS_SetLEDColor(int id, vec3_t color)
{
}
void INS_SetTriggerFX(int id, const void *data, size_t size)
{
}