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[HTML5] Implement window blur in JS library.

Removes more emscripten HTML5 library dependencies.
Fabio Alessandrelli 3 лет назад
Родитель
Сommit
7d6c1fdb32

+ 2 - 19
platform/javascript/display_server_javascript.cpp

@@ -528,10 +528,8 @@ void DisplayServerJavaScript::virtual_keyboard_hide() {
 	godot_js_display_vk_hide();
 }
 
-// Window blur callback
-EM_BOOL DisplayServerJavaScript::blur_callback(int p_event_type, const EmscriptenFocusEvent *p_event, void *p_user_data) {
+void DisplayServerJavaScript::window_blur_callback() {
 	Input::get_singleton()->release_pressed_events();
-	return false;
 }
 
 // Gamepad
@@ -716,28 +714,13 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
 	video_driver_index = p_video_driver;
 #endif
 
-	EMSCRIPTEN_RESULT result;
-#define EM_CHECK(ev)                         \
-	if (result != EMSCRIPTEN_RESULT_SUCCESS) \
-		ERR_PRINT("Error while setting " #ev " callback: Code " + itos(result));
-#define SET_EM_CALLBACK(target, ev, cb)                                  \
-	result = emscripten_set_##ev##_callback(target, nullptr, true, &cb); \
-	EM_CHECK(ev)
-#define SET_EM_WINDOW_CALLBACK(ev, cb)                                                            \
-	result = emscripten_set_##ev##_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, false, &cb); \
-	EM_CHECK(ev)
-	// These callbacks from Emscripten's html5.h suffice to access most
-	// JavaScript APIs.
-	SET_EM_WINDOW_CALLBACK(blur, blur_callback)
-#undef SET_EM_CALLBACK
-#undef EM_CHECK
-
 	godot_js_display_mouse_button_cb(&DisplayServerJavaScript::mouse_button_callback);
 	godot_js_display_mouse_move_cb(&DisplayServerJavaScript::mouse_move_callback);
 	godot_js_display_mouse_wheel_cb(&DisplayServerJavaScript::mouse_wheel_callback);
 	godot_js_display_touch_cb(&DisplayServerJavaScript::touch_callback, touch_event.identifier, touch_event.coords);
 	godot_js_display_key_cb(&DisplayServerJavaScript::key_callback, key_event.code, key_event.key);
 	godot_js_display_fullscreen_cb(&DisplayServerJavaScript::fullscreen_change_callback);
+	godot_js_display_window_blur_cb(&window_blur_callback);
 	godot_js_display_notification_cb(&send_window_event_callback,
 			WINDOW_EVENT_MOUSE_ENTER,
 			WINDOW_EVENT_MOUSE_EXIT,

+ 1 - 3
platform/javascript/display_server_javascript.h

@@ -85,9 +85,6 @@ private:
 	static void touch_callback(int p_type, int p_count);
 	static void key_callback(int p_pressed, int p_repeat, int p_modifiers);
 	static void vk_input_text_callback(const char *p_text, int p_cursor);
-
-	static EM_BOOL blur_callback(int p_event_type, const EmscriptenFocusEvent *p_event, void *p_user_data);
-
 	static void gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid);
 	void process_joypads();
 
@@ -97,6 +94,7 @@ private:
 	static void _dispatch_input_event(const Ref<InputEvent> &p_event);
 
 	static void request_quit_callback();
+	static void window_blur_callback();
 	static void update_clipboard_callback(const char *p_text);
 	static void send_window_event_callback(int p_notification);
 	static void drop_files_js_callback(char **p_filev, int p_filec);

+ 1 - 0
platform/javascript/godot_js.h

@@ -95,6 +95,7 @@ extern void godot_js_display_mouse_wheel_cb(int (*p_callback)(double p_delta_x,
 extern void godot_js_display_touch_cb(void (*p_callback)(int p_type, int p_count), uint32_t *r_identifiers, double *r_coords);
 extern void godot_js_display_key_cb(void (*p_callback)(int p_type, int p_repeat, int p_modifiers), char r_code[32], char r_key[32]);
 extern void godot_js_display_fullscreen_cb(void (*p_callback)(int p_fullscreen));
+extern void godot_js_display_window_blur_cb(void (*p_callback)());
 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);
 extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text));
 extern void godot_js_display_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec));

+ 8 - 0
platform/javascript/js/libs/library_godot_display.js

@@ -867,6 +867,14 @@ const GodotDisplay = {
 		GodotDisplayListeners.add(document, 'webkitfullscreenchange', change_cb, false);
 	},
 
+	godot_js_display_window_blur_cb__sig: 'vi',
+	godot_js_display_window_blur_cb: function (callback) {
+		const func = GodotRuntime.get_func(callback);
+		GodotDisplayListeners.add(window, 'blur', function () {
+			func();
+		}, false);
+	},
+
 	godot_js_display_notification_cb__sig: 'viiiii',
 	godot_js_display_notification_cb: function (callback, p_enter, p_exit, p_in, p_out) {
 		const canvas = GodotConfig.canvas;