#include "quakedef.h" #include "glquake.h" #include "web/ftejslib.h" extern cvar_t vid_hardwaregamma; extern cvar_t gl_lateswap; extern int gammaworks; extern qboolean vid_isfullscreen; qboolean ActiveApp; qboolean mouseactive; extern qboolean mouseusedforgui; static void *GLVID_getsdlglfunction(char *functionname) { return NULL; } 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) { unsigned int 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',0,0,0,0,0,0, /* 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, 0,0,0,0,0,0,0,0, /*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(int devid, int down, int scan, int uni) { IN_KeyEvent(0, down, domkeytoquake(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 < ' ' || scan >= 127) return true; return false; } static void DOM_ButtonEvent(int devid, int down, int button) { if (down == 2) { //fixme: the event is a float. we ignore that. while(button < 0) { IN_KeyEvent(0, true, K_MWHEELUP, 0); button += 1; } while(button > 0) { IN_KeyEvent(0, 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; IN_KeyEvent(0, down, K_MOUSE1+button, 0); } } qboolean GLVID_Init (rendererstate_t *info, unsigned char *palette) { int flags; vid_isfullscreen = true; if (!emscriptenfte_setupcanvas( info->width, info->height, VID_Resized, IN_MouseMove, DOM_ButtonEvent, DOM_KeyEvent )) { Con_Printf("Couldn't set up canvas\n"); return false; } ActiveApp = true; GL_Init(GLVID_getsdlglfunction); qglViewport (0, 0, vid.pixelwidth, vid.pixelheight); mouseactive = false; return true; } void GLVID_DeInit (void) { ActiveApp = false; emscriptenfte_setupcanvas(-1, -1, NULL, NULL, NULL, NULL); } void GL_BeginRendering (void) { } qboolean screenflush; void GL_DoSwap (void) { if (!screenflush) return; screenflush = 0; //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 (!_windowed_mouse.value) { if (mouseactive) { IN_DeactivateMouse (); } } else { if ((key_dest == key_game||mouseusedforgui) && ActiveApp) IN_ActivateMouse (); else if (!(key_dest == key_game || mouseusedforgui) || !ActiveApp) IN_DeactivateMouse (); } } */ } void GL_EndRendering (void) { screenflush = true; if (!gl_lateswap.value) GL_DoSwap(); } qboolean GLVID_ApplyGammaRamps (unsigned short *ramps) { gammaworks = false; return gammaworks; } void GLVID_SetCaption(char *text) { // SDL_WM_SetCaption( text, NULL ); } void Sys_SendKeyEvents(void) { /*callbacks happen outside our code, we don't need to poll for events*/ } /*various stuff for joysticks, which we don't support in this port*/ void INS_Shutdown (void) { } void INS_ReInit (void) { } void INS_Move(float *movements, int pnum) { } void INS_Init (void) { } void INS_Accumulate(void) { } void INS_Commands (void) { }