Parcourir la source

[HTML5] Implement mouse/touch/key events in JS library.

This makes us more independent from emscripten libraries, giving us more
control on the application lifecycle.
Fabio Alessandrelli il y a 4 ans
Parent
commit
b2d30c725d

+ 1 - 0
platform/javascript/.eslintrc.libs.js

@@ -15,6 +15,7 @@ module.exports = {
 		"IDBFS": true,
 		"GodotOS": true,
 		"GodotConfig": true,
+		"GodotDisplayListeners": true,
 		"GodotRuntime": true,
 		"GodotFS": true,
 		"IDHandler": true,

+ 1 - 0
platform/javascript/SCsub

@@ -20,6 +20,7 @@ sys_env.AddJSLibraries(
         "js/libs/library_godot_fetch.js",
         "js/libs/library_godot_os.js",
         "js/libs/library_godot_runtime.js",
+        "js/libs/library_godot_input.js",
     ]
 )
 

+ 99 - 169
platform/javascript/display_server_javascript.cpp

@@ -62,12 +62,6 @@ bool DisplayServerJavaScript::check_size_force_redraw() {
 	return godot_js_display_size_update() != 0;
 }
 
-Point2 DisplayServerJavaScript::compute_position_in_canvas(int p_x, int p_y) {
-	int point[2];
-	godot_js_display_compute_position(p_x, p_y, point, point + 1);
-	return Point2(point[0], point[1]);
-}
-
 EM_BOOL DisplayServerJavaScript::fullscreen_change_callback(int p_event_type, const EmscriptenFullscreenChangeEvent *p_event, void *p_user_data) {
 	DisplayServerJavaScript *display = get_singleton();
 	// Empty ID is canvas.
@@ -118,88 +112,51 @@ void DisplayServerJavaScript::request_quit_callback() {
 
 // Keys
 
-template <typename T>
-void DisplayServerJavaScript::dom2godot_mod(T *emscripten_event_ptr, Ref<InputEventWithModifiers> godot_event) {
-	godot_event->set_shift_pressed(emscripten_event_ptr->shiftKey);
-	godot_event->set_alt_pressed(emscripten_event_ptr->altKey);
-	godot_event->set_ctrl_pressed(emscripten_event_ptr->ctrlKey);
-	godot_event->set_meta_pressed(emscripten_event_ptr->metaKey);
+void DisplayServerJavaScript::dom2godot_mod(Ref<InputEventWithModifiers> ev, int p_mod) {
+	ev->set_shift_pressed(p_mod & 1);
+	ev->set_alt_pressed(p_mod & 2);
+	ev->set_ctrl_pressed(p_mod & 4);
+	ev->set_meta_pressed(p_mod & 8);
 }
 
-Ref<InputEventKey> DisplayServerJavaScript::setup_key_event(const EmscriptenKeyboardEvent *emscripten_event) {
+void DisplayServerJavaScript::key_callback(int p_pressed, int p_repeat, int p_modifiers) {
+	DisplayServerJavaScript *ds = get_singleton();
+	JSKeyEvent &key_event = ds->key_event;
+	// Resume audio context after input in case autoplay was denied.
+	OS_JavaScript::get_singleton()->resume_audio();
+
 	Ref<InputEventKey> ev;
 	ev.instantiate();
-	ev->set_echo(emscripten_event->repeat);
-	dom2godot_mod(emscripten_event, ev);
-	ev->set_keycode(dom_code2godot_scancode(emscripten_event->code, emscripten_event->key, false));
-	ev->set_physical_keycode(dom_code2godot_scancode(emscripten_event->code, emscripten_event->key, true));
-
-	String unicode = String::utf8(emscripten_event->key);
-	// Check if empty or multi-character (e.g. `CapsLock`).
-	if (unicode.length() != 1) {
-		// Might be empty as well, but better than nonsense.
-		unicode = String::utf8(emscripten_event->charValue);
-	}
+	ev->set_echo(p_repeat);
+	ev->set_keycode(dom_code2godot_scancode(key_event.code, key_event.key, false));
+	ev->set_physical_keycode(dom_code2godot_scancode(key_event.code, key_event.key, true));
+	ev->set_pressed(p_pressed);
+	dom2godot_mod(ev, p_modifiers);
+
+	String unicode = String::utf8(key_event.key);
 	if (unicode.length() == 1) {
 		ev->set_unicode(unicode[0]);
 	}
-
-	return ev;
-}
-
-EM_BOOL DisplayServerJavaScript::keydown_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
-	DisplayServerJavaScript *display = get_singleton();
-	Ref<InputEventKey> ev = setup_key_event(p_event);
-	ev->set_pressed(true);
-	if (ev->get_unicode() == 0 && keycode_has_unicode(ev->get_keycode())) {
-		// Defer to keypress event for legacy unicode retrieval.
-		display->deferred_key_event = ev;
-		// Do not suppress keypress event.
-		return false;
-	}
-	Input::get_singleton()->parse_input_event(ev);
-
-	// Make sure to flush all events so we can call restricted APIs inside the event.
-	Input::get_singleton()->flush_buffered_events();
-
-	return true;
-}
-
-EM_BOOL DisplayServerJavaScript::keypress_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
-	DisplayServerJavaScript *display = get_singleton();
-	display->deferred_key_event->set_unicode(p_event->charCode);
-	Input::get_singleton()->parse_input_event(display->deferred_key_event);
-
-	// Make sure to flush all events so we can call restricted APIs inside the event.
-	Input::get_singleton()->flush_buffered_events();
-
-	return true;
-}
-
-EM_BOOL DisplayServerJavaScript::keyup_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data) {
-	Ref<InputEventKey> ev = setup_key_event(p_event);
-	ev->set_pressed(false);
 	Input::get_singleton()->parse_input_event(ev);
 
 	// Make sure to flush all events so we can call restricted APIs inside the event.
 	Input::get_singleton()->flush_buffered_events();
-
-	return ev->get_keycode() != KEY_UNKNOWN && ev->get_keycode() != (Key)0;
 }
 
 // Mouse
 
-EM_BOOL DisplayServerJavaScript::mouse_button_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data) {
-	DisplayServerJavaScript *display = get_singleton();
+int DisplayServerJavaScript::mouse_button_callback(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers) {
+	DisplayServerJavaScript *ds = get_singleton();
 
 	Ref<InputEventMouseButton> ev;
 	ev.instantiate();
-	ev->set_pressed(p_event_type == EMSCRIPTEN_EVENT_MOUSEDOWN);
-	ev->set_position(compute_position_in_canvas(p_event->clientX, p_event->clientY));
+	ev->set_pressed(p_pressed);
+	ev->set_position(Point2(p_x, p_y));
 	ev->set_global_position(ev->get_position());
-	dom2godot_mod(p_event, ev);
+	ev->set_pressed(p_pressed);
+	dom2godot_mod(ev, p_modifiers);
 
-	switch (p_event->button) {
+	switch (p_button) {
 		case DOM_BUTTON_LEFT:
 			ev->set_button_index(MOUSE_BUTTON_LEFT);
 			break;
@@ -219,34 +176,30 @@ EM_BOOL DisplayServerJavaScript::mouse_button_callback(int p_event_type, const E
 			return false;
 	}
 
-	if (ev->is_pressed()) {
-		double diff = emscripten_get_now() - display->last_click_ms;
+	if (p_pressed) {
+		uint64_t diff = (OS::get_singleton()->get_ticks_usec() / 1000) - ds->last_click_ms;
 
-		if (ev->get_button_index() == display->last_click_button_index) {
-			if (diff < 400 && Point2(display->last_click_pos).distance_to(ev->get_position()) < 5) {
-				display->last_click_ms = 0;
-				display->last_click_pos = Point2(-100, -100);
-				display->last_click_button_index = -1;
+		if (ev->get_button_index() == ds->last_click_button_index) {
+			if (diff < 400 && Point2(ds->last_click_pos).distance_to(ev->get_position()) < 5) {
+				ds->last_click_ms = 0;
+				ds->last_click_pos = Point2(-100, -100);
+				ds->last_click_button_index = -1;
 				ev->set_double_click(true);
 			}
 
 		} else {
-			display->last_click_button_index = ev->get_button_index();
+			ds->last_click_button_index = ev->get_button_index();
 		}
 
 		if (!ev->is_double_click()) {
-			display->last_click_ms += diff;
-			display->last_click_pos = ev->get_position();
+			ds->last_click_ms += diff;
+			ds->last_click_pos = ev->get_position();
 		}
 	}
 
-	Input *input = Input::get_singleton();
-	int mask = input->get_mouse_button_mask();
-	MouseButton button_flag = MouseButton(1 << (ev->get_button_index() - 1));
+	int mask = Input::get_singleton()->get_mouse_button_mask();
+	int button_flag = 1 << (ev->get_button_index() - 1);
 	if (ev->is_pressed()) {
-		// Since the event is consumed, focus manually. The containing iframe,
-		// if exists, may not have focus yet, so focus even if already focused.
-		focus_canvas();
 		mask |= button_flag;
 	} else if (mask & button_flag) {
 		mask &= ~button_flag;
@@ -256,7 +209,9 @@ EM_BOOL DisplayServerJavaScript::mouse_button_callback(int p_event_type, const E
 	}
 	ev->set_button_mask(mask);
 
-	input->parse_input_event(ev);
+	Input::get_singleton()->parse_input_event(ev);
+	// Resume audio context after input in case autoplay was denied.
+	OS_JavaScript::get_singleton()->resume_audio();
 
 	// Make sure to flush all events so we can call restricted APIs inside the event.
 	Input::get_singleton()->flush_buffered_events();
@@ -266,31 +221,26 @@ EM_BOOL DisplayServerJavaScript::mouse_button_callback(int p_event_type, const E
 	return true;
 }
 
-EM_BOOL DisplayServerJavaScript::mousemove_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data) {
-	DisplayServerJavaScript *ds = get_singleton();
-	Input *input = Input::get_singleton();
-	int input_mask = input->get_mouse_button_mask();
-	Point2 pos = compute_position_in_canvas(p_event->clientX, p_event->clientY);
+void DisplayServerJavaScript::mouse_move_callback(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers) {
+	int input_mask = Input::get_singleton()->get_mouse_button_mask();
 	// For motion outside the canvas, only read mouse movement if dragging
 	// started inside the canvas; imitating desktop app behaviour.
-	if (!ds->cursor_inside_canvas && !input_mask)
-		return false;
+	if (!get_singleton()->cursor_inside_canvas && !input_mask)
+		return;
 
 	Ref<InputEventMouseMotion> ev;
 	ev.instantiate();
-	dom2godot_mod(p_event, ev);
+	dom2godot_mod(ev, p_modifiers);
 	ev->set_button_mask(input_mask);
 
-	ev->set_position(pos);
+	ev->set_position(Point2(p_x, p_y));
 	ev->set_global_position(ev->get_position());
 
-	ev->set_relative(Vector2(p_event->movementX, p_event->movementY));
-	input->set_mouse_position(ev->get_position());
-	ev->set_speed(input->get_last_mouse_speed());
+	ev->set_relative(Vector2(p_rel_x, p_rel_y));
+	Input::get_singleton()->set_mouse_position(ev->get_position());
+	ev->set_speed(Input::get_singleton()->get_last_mouse_speed());
 
-	input->parse_input_event(ev);
-	// Don't suppress mouseover/-leave events.
-	return false;
+	Input::get_singleton()->parse_input_event(ev);
 }
 
 // Cursor
@@ -455,12 +405,10 @@ DisplayServer::MouseMode DisplayServerJavaScript::mouse_get_mode() const {
 }
 
 // Wheel
-EM_BOOL DisplayServerJavaScript::wheel_callback(int p_event_type, const EmscriptenWheelEvent *p_event, void *p_user_data) {
-	ERR_FAIL_COND_V(p_event_type != EMSCRIPTEN_EVENT_WHEEL, false);
-	DisplayServerJavaScript *ds = get_singleton();
-	if (!is_canvas_focused()) {
-		if (ds->cursor_inside_canvas) {
-			focus_canvas();
+int DisplayServerJavaScript::mouse_wheel_callback(double p_delta_x, double p_delta_y) {
+	if (!godot_js_display_canvas_is_focused()) {
+		if (get_singleton()->cursor_inside_canvas) {
+			godot_js_display_canvas_focus();
 		} else {
 			return false;
 		}
@@ -477,16 +425,17 @@ EM_BOOL DisplayServerJavaScript::wheel_callback(int p_event_type, const Emscript
 	ev->set_ctrl_pressed(input->is_key_pressed(KEY_CTRL));
 	ev->set_meta_pressed(input->is_key_pressed(KEY_META));
 
-	if (p_event->deltaY < 0)
+	if (p_delta_y < 0) {
 		ev->set_button_index(MOUSE_BUTTON_WHEEL_UP);
-	else if (p_event->deltaY > 0)
+	} else if (p_delta_y > 0) {
 		ev->set_button_index(MOUSE_BUTTON_WHEEL_DOWN);
-	else if (p_event->deltaX > 0)
+	} else if (p_delta_x > 0) {
 		ev->set_button_index(MOUSE_BUTTON_WHEEL_LEFT);
-	else if (p_event->deltaX < 0)
+	} else if (p_delta_x < 0) {
 		ev->set_button_index(MOUSE_BUTTON_WHEEL_RIGHT);
-	else
+	} else {
 		return false;
+	}
 
 	// Different browsers give wildly different delta values, and we can't
 	// interpret deltaMode, so use default value for wheel events' factor.
@@ -494,7 +443,7 @@ EM_BOOL DisplayServerJavaScript::wheel_callback(int p_event_type, const Emscript
 	int button_flag = 1 << (ev->get_button_index() - 1);
 
 	ev->set_pressed(true);
-	ev->set_button_mask(MouseButton(input->get_mouse_button_mask() | button_flag));
+	ev->set_button_mask(input->get_mouse_button_mask() | button_flag);
 	input->parse_input_event(ev);
 
 	Ref<InputEventMouseButton> release = ev->duplicate();
@@ -506,52 +455,43 @@ EM_BOOL DisplayServerJavaScript::wheel_callback(int p_event_type, const Emscript
 }
 
 // Touch
-EM_BOOL DisplayServerJavaScript::touch_press_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data) {
-	DisplayServerJavaScript *display = get_singleton();
-	Ref<InputEventScreenTouch> ev;
-	int lowest_id_index = -1;
-	for (int i = 0; i < p_event->numTouches; ++i) {
-		const EmscriptenTouchPoint &touch = p_event->touches[i];
-		if (lowest_id_index == -1 || touch.identifier < p_event->touches[lowest_id_index].identifier)
-			lowest_id_index = i;
-		if (!touch.isChanged)
-			continue;
-		ev.instantiate();
-		ev->set_index(touch.identifier);
-		ev->set_position(compute_position_in_canvas(touch.clientX, touch.clientY));
-		display->touches[i] = ev->get_position();
-		ev->set_pressed(p_event_type == EMSCRIPTEN_EVENT_TOUCHSTART);
+void DisplayServerJavaScript::touch_callback(int p_type, int p_count) {
+	DisplayServerJavaScript *ds = get_singleton();
 
-		Input::get_singleton()->parse_input_event(ev);
-	}
+	const JSTouchEvent &touch_event = ds->touch_event;
+	for (int i = 0; i < p_count; i++) {
+		Point2 point(touch_event.coords[i * 2], touch_event.coords[i * 2 + 1]);
+		if (p_type == 2) {
+			// touchmove
+			Ref<InputEventScreenDrag> ev;
+			ev.instantiate();
+			ev->set_index(touch_event.identifier[i]);
+			ev->set_position(point);
+
+			Point2 &prev = ds->touches[i];
+			ev->set_relative(ev->get_position() - prev);
+			prev = ev->get_position();
+
+			Input::get_singleton()->parse_input_event(ev);
+		} else {
+			// touchstart/touchend
+			Ref<InputEventScreenTouch> ev;
 
-	// Make sure to flush all events so we can call restricted APIs inside the event.
-	Input::get_singleton()->flush_buffered_events();
+			// Resume audio context after input in case autoplay was denied.
+			OS_JavaScript::get_singleton()->resume_audio();
 
-	// Resume audio context after input in case autoplay was denied.
-	return true;
-}
+			ev.instantiate();
+			ev->set_index(touch_event.identifier[i]);
+			ev->set_position(point);
+			ev->set_pressed(p_type == 0);
+			ds->touches[i] = point;
 
-EM_BOOL DisplayServerJavaScript::touchmove_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data) {
-	DisplayServerJavaScript *display = get_singleton();
-	Ref<InputEventScreenDrag> ev;
-	int lowest_id_index = -1;
-	for (int i = 0; i < p_event->numTouches; ++i) {
-		const EmscriptenTouchPoint &touch = p_event->touches[i];
-		if (lowest_id_index == -1 || touch.identifier < p_event->touches[lowest_id_index].identifier)
-			lowest_id_index = i;
-		if (!touch.isChanged)
-			continue;
-		ev.instantiate();
-		ev->set_index(touch.identifier);
-		ev->set_position(compute_position_in_canvas(touch.clientX, touch.clientY));
-		Point2 &prev = display->touches[i];
-		ev->set_relative(ev->get_position() - prev);
-		prev = ev->get_position();
-
-		Input::get_singleton()->parse_input_event(ev);
+			Input::get_singleton()->parse_input_event(ev);
+
+			// Make sure to flush all events so we can call restricted APIs inside the event.
+			Input::get_singleton()->flush_buffered_events();
+		}
 	}
-	return true;
 }
 
 bool DisplayServerJavaScript::screen_is_touchscreen(int p_screen) const {
@@ -718,11 +658,6 @@ void DisplayServerJavaScript::set_icon(const Ref<Image> &p_icon) {
 }
 
 void DisplayServerJavaScript::_dispatch_input_event(const Ref<InputEvent> &p_event) {
-	OS_JavaScript *os = OS_JavaScript::get_singleton();
-
-	// Resume audio context after input in case autoplay was denied.
-	os->resume_audio();
-
 	Callable cb = get_singleton()->input_event_callback;
 	if (!cb.is_null()) {
 		Variant ev = p_event;
@@ -800,22 +735,17 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
 	EM_CHECK(ev)
 	// These callbacks from Emscripten's html5.h suffice to access most
 	// JavaScript APIs.
-	SET_EM_CALLBACK(canvas_id, mousedown, mouse_button_callback)
-	SET_EM_WINDOW_CALLBACK(mousemove, mousemove_callback)
-	SET_EM_WINDOW_CALLBACK(mouseup, mouse_button_callback)
 	SET_EM_WINDOW_CALLBACK(blur, blur_callback)
-	SET_EM_CALLBACK(canvas_id, wheel, wheel_callback)
-	SET_EM_CALLBACK(canvas_id, touchstart, touch_press_callback)
-	SET_EM_CALLBACK(canvas_id, touchmove, touchmove_callback)
-	SET_EM_CALLBACK(canvas_id, touchend, touch_press_callback)
-	SET_EM_CALLBACK(canvas_id, touchcancel, touch_press_callback)
-	SET_EM_CALLBACK(canvas_id, keydown, keydown_callback)
-	SET_EM_CALLBACK(canvas_id, keypress, keypress_callback)
-	SET_EM_CALLBACK(canvas_id, keyup, keyup_callback)
 	SET_EM_CALLBACK(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, fullscreenchange, fullscreen_change_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);
+
 	// For APIs that are not (sufficiently) exposed, a
 	// library is used below (implemented in library_godot_display.js).
 	godot_js_display_notification_cb(&send_window_event_callback,

+ 20 - 18
platform/javascript/display_server_javascript.h

@@ -38,6 +38,19 @@
 
 class DisplayServerJavaScript : public DisplayServer {
 private:
+	struct JSTouchEvent {
+		uint32_t identifier[32] = { 0 };
+		double coords[64] = { 0 };
+	};
+	JSTouchEvent touch_event;
+
+	struct JSKeyEvent {
+		char code[32] = { 0 };
+		char key[32] = { 0 };
+		uint8_t modifiers[4] = { 0 };
+	};
+	JSKeyEvent key_event;
+
 	WindowMode window_mode = WINDOW_MODE_WINDOWED;
 	ObjectID window_attached_instance_id = {};
 
@@ -47,44 +60,33 @@ private:
 	Callable drop_files_callback;
 
 	String clipboard;
-	Ref<InputEventKey> deferred_key_event;
 	Point2 touches[32];
 
 	char canvas_id[256] = { 0 };
 	bool cursor_inside_canvas = true;
 	CursorShape cursor_shape = CURSOR_ARROW;
 	Point2i last_click_pos = Point2(-100, -100); // TODO check this again.
-	double last_click_ms = 0;
+	uint64_t last_click_ms = 0;
 	int last_click_button_index = -1;
 
 	bool swap_cancel_ok = false;
 
 	// utilities
-	static Point2 compute_position_in_canvas(int p_x, int p_y);
 	static void focus_canvas();
 	static bool is_canvas_focused();
-	template <typename T>
-	static void dom2godot_mod(T *emscripten_event_ptr, Ref<InputEventWithModifiers> godot_event);
-	static Ref<InputEventKey> setup_key_event(const EmscriptenKeyboardEvent *emscripten_event);
+	static void dom2godot_mod(Ref<InputEventWithModifiers> ev, int p_mod);
 	static const char *godot2dom_cursor(DisplayServer::CursorShape p_shape);
 
 	// events
 	static EM_BOOL fullscreen_change_callback(int p_event_type, const EmscriptenFullscreenChangeEvent *p_event, void *p_user_data);
 
-	static EM_BOOL keydown_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data);
-	static EM_BOOL keypress_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data);
-	static EM_BOOL keyup_callback(int p_event_type, const EmscriptenKeyboardEvent *p_event, void *p_user_data);
-
+	static int mouse_button_callback(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers);
+	static void mouse_move_callback(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers);
+	static int mouse_wheel_callback(double p_delta_x, double p_delta_y);
+	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 mousemove_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data);
-	static EM_BOOL mouse_button_callback(int p_event_type, const EmscriptenMouseEvent *p_event, void *p_user_data);
-
-	static EM_BOOL wheel_callback(int p_event_type, const EmscriptenWheelEvent *p_event, void *p_user_data);
-
-	static EM_BOOL touch_press_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data);
-	static EM_BOOL touchmove_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data);
-
 	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);

+ 5 - 1
platform/javascript/godot_js.h

@@ -68,7 +68,6 @@ extern void godot_js_display_window_size_get(int32_t *p_x, int32_t *p_y);
 extern void godot_js_display_screen_size_get(int32_t *p_x, int32_t *p_y);
 extern int godot_js_display_fullscreen_request();
 extern int godot_js_display_fullscreen_exit();
-extern void godot_js_display_compute_position(int p_x, int p_y, int32_t *r_x, int32_t *r_y);
 extern void godot_js_display_window_title_set(const char *p_text);
 extern void godot_js_display_window_icon_set(const uint8_t *p_ptr, int p_len);
 extern int godot_js_display_has_webgl(int p_version);
@@ -90,6 +89,11 @@ extern int godot_js_display_gamepad_sample_count();
 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);
 
 // Display listeners
+extern void godot_js_display_mouse_button_cb(int (*p_callback)(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers));
+extern void godot_js_display_mouse_move_cb(void (*p_callback)(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers));
+extern void godot_js_display_mouse_wheel_cb(int (*p_callback)(double p_delta_x, double p_delta_y));
+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_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));

+ 0 - 9
platform/javascript/js/libs/library_godot_display.js

@@ -710,15 +710,6 @@ const GodotDisplay = {
 		GodotRuntime.setHeapValue(p_height, GodotConfig.canvas.height, 'i32');
 	},
 
-	godot_js_display_compute_position: function (x, y, r_x, r_y) {
-		const canvas = GodotConfig.canvas;
-		const rect = canvas.getBoundingClientRect();
-		const rw = canvas.width / rect.width;
-		const rh = canvas.height / rect.height;
-		GodotRuntime.setHeapValue(r_x, (x - rect.x) * rw, 'i32');
-		GodotRuntime.setHeapValue(r_y, (y - rect.y) * rh, 'i32');
-	},
-
 	godot_js_display_has_webgl__sig: 'ii',
 	godot_js_display_has_webgl: function (p_version) {
 		if (p_version !== 1 && p_version !== 2) {

+ 133 - 0
platform/javascript/js/libs/library_godot_input.js

@@ -0,0 +1,133 @@
+/*************************************************************************/
+/*  library_godot_input.js                                               */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+const GodotInput = {
+	$GodotInput__deps: ['$GodotRuntime', '$GodotConfig', '$GodotDisplayListeners'],
+	$GodotInput: {
+		getModifiers: function (evt) {
+			return (evt.shiftKey + 0) + ((evt.altKey + 0) << 1) + ((evt.ctrlKey + 0) << 2) + ((evt.metaKey + 0) << 3);
+		},
+		computePosition: function (evt, rect) {
+			const canvas = GodotConfig.canvas;
+			const rw = canvas.width / rect.width;
+			const rh = canvas.height / rect.height;
+			const x = (evt.clientX - rect.x) * rw;
+			const y = (evt.clientY - rect.y) * rh;
+			return [x, y];
+		},
+	},
+
+	godot_js_display_mouse_move_cb__sig: 'vi',
+	godot_js_display_mouse_move_cb: function (callback) {
+		const func = GodotRuntime.get_func(callback);
+		const canvas = GodotConfig.canvas;
+		function move_cb(evt) {
+			const rect = canvas.getBoundingClientRect();
+			const pos = GodotInput.computePosition(evt, rect);
+			// Scale movement
+			const rw = canvas.width / rect.width;
+			const rh = canvas.height / rect.height;
+			const rel_pos_x = evt.movementX * rw;
+			const rel_pos_y = evt.movementY * rh;
+			const modifiers = GodotInput.getModifiers(evt);
+			func(pos[0], pos[1], rel_pos_x, rel_pos_y, modifiers);
+		}
+		GodotDisplayListeners.add(window, 'mousemove', move_cb, false);
+	},
+
+	godot_js_display_mouse_wheel_cb__sig: 'vi',
+	godot_js_display_mouse_wheel_cb: function (callback) {
+		const func = GodotRuntime.get_func(callback);
+		function wheel_cb(evt) {
+			if (func(evt['deltaX'] || 0, evt['deltaY'] || 0)) {
+				evt.preventDefault();
+			}
+		}
+		GodotDisplayListeners.add(GodotConfig.canvas, 'wheel', wheel_cb, false);
+	},
+
+	godot_js_display_mouse_button_cb__sig: 'vi',
+	godot_js_display_mouse_button_cb: function (callback) {
+		const func = GodotRuntime.get_func(callback);
+		const canvas = GodotConfig.canvas;
+		function button_cb(p_pressed, evt) {
+			const rect = canvas.getBoundingClientRect();
+			const pos = GodotInput.computePosition(evt, rect);
+			const modifiers = GodotInput.getModifiers(evt);
+			if (func(p_pressed, evt.button, pos[0], pos[1], modifiers)) {
+				evt.preventDefault();
+			}
+		}
+		GodotDisplayListeners.add(canvas, 'mousedown', button_cb.bind(null, 1), false);
+		GodotDisplayListeners.add(window, 'mouseup', button_cb.bind(null, 0), false);
+	},
+
+	godot_js_display_touch_cb__sig: 'viii',
+	godot_js_display_touch_cb: function (callback, ids, coords) {
+		const func = GodotRuntime.get_func(callback);
+		const canvas = GodotConfig.canvas;
+		function touch_cb(type, evt) {
+			const rect = canvas.getBoundingClientRect();
+			const touches = evt.changedTouches;
+			for (let i = 0; i < touches.length; i++) {
+				const touch = touches[i];
+				const pos = GodotInput.computePosition(touch, rect);
+				GodotRuntime.setHeapValue(coords + (i * 2), pos[0], 'double');
+				GodotRuntime.setHeapValue(coords + (i * 2 + 8), pos[1], 'double');
+				GodotRuntime.setHeapValue(ids + i, touch.identifier, 'i32');
+			}
+			func(type, touches.length);
+			if (evt.cancelable) {
+				evt.preventDefault();
+			}
+		}
+		GodotDisplayListeners.add(canvas, 'touchstart', touch_cb.bind(null, 0), false);
+		GodotDisplayListeners.add(canvas, 'touchend', touch_cb.bind(null, 1), false);
+		GodotDisplayListeners.add(canvas, 'touchcancel', touch_cb.bind(null, 1), false);
+		GodotDisplayListeners.add(canvas, 'touchmove', touch_cb.bind(null, 2), false);
+	},
+
+	godot_js_display_key_cb__sig: 'viii',
+	godot_js_display_key_cb: function (callback, code, key) {
+		const func = GodotRuntime.get_func(callback);
+		function key_cb(pressed, evt) {
+			const modifiers = GodotInput.getModifiers(evt);
+			GodotRuntime.stringToHeap(evt.code, code, 32);
+			GodotRuntime.stringToHeap(evt.key, key, 32);
+			func(pressed, evt.repeat, modifiers);
+			evt.preventDefault();
+		}
+		GodotDisplayListeners.add(GodotConfig.canvas, 'keydown', key_cb.bind(null, 1), false);
+		GodotDisplayListeners.add(GodotConfig.canvas, 'keyup', key_cb.bind(null, 0), false);
+	},
+};
+
+autoAddDeps(GodotInput, '$GodotInput');
+mergeInto(LibraryManager.library, GodotInput);