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240 lines (180 loc) · 6.54 KB
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// Copyright (c) 2010-2017 Zipline Games, Inc. All Rights Reserved.
// http://getmoai.com
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <host-html/HtmlHost.h>
#include <string.h>
#include <host-modules/aku_modules.h>
#include <moai-core/headers.h>
#include <emscripten.h>
#define UNUSED(p) (( void )p)
namespace HtmlInputDeviceID {
enum {
DEVICE,
TOTAL,
};
}
namespace HtmlInputDeviceSensorID {
enum {
KEYBOARD,
POINTER,
MOUSE_LEFT,
MOUSE_MIDDLE,
MOUSE_RIGHT,
TOTAL,
};
}
namespace HtmlMouseButton {
enum {
MOUSE_LEFT,
MOUSE_MIDDLE,
MOUSE_RIGHT
};
}
namespace HtmlMouseButtonState {
enum {
MOUSE_DOWN,
MOUSE_UP
};
}
static bool sHasWindow = false;
static bool sExitFullscreen = false;
// static bool sDynamicallyReevaluateLuaFiles = false;
static int sWinX;
static int sWinY;
static int sWinWidth;
static int sWinHeight;
static int sModifiers;
//================================================================//
// html callbacks
//================================================================//
//----------------------------------------------------------------//
void onKeyDown ( int key) {
AKUEnqueueKeyboardKeyEvent ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::KEYBOARD, key, true );
}
//----------------------------------------------------------------//
void onKeyUp ( int key ) {
AKUEnqueueKeyboardKeyEvent ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::KEYBOARD, key, false );
}
//----------------------------------------------------------------//
void onChar ( int unicodeChar ) {
AKUEnqueueKeyboardCharEvent ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::KEYBOARD, unicodeChar );
}
//----------------------------------------------------------------//
void onMouseButton ( int button, int state ) {
switch ( button ) {
case HtmlMouseButton::MOUSE_LEFT:
AKUEnqueueButtonEvent ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::MOUSE_LEFT, ( state == HtmlMouseButtonState::MOUSE_DOWN));
break;
case HtmlMouseButton::MOUSE_RIGHT:
AKUEnqueueButtonEvent ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::MOUSE_RIGHT, ( state == HtmlMouseButtonState::MOUSE_DOWN));
break;
}
}
//----------------------------------------------------------------//
void onMouseDrag ( int x, int y ) {
AKUEnqueuePointerEvent ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::POINTER, x, y );
}
//----------------------------------------------------------------//
void onMouseMove ( int x, int y ) {
AKUEnqueuePointerEvent ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::POINTER, x, y );
}
//----------------------------------------------------------------//
void onPaint () {
AKURender ();
}
//----------------------------------------------------------------//
void onReshape( int w, int h ) {
if ( sExitFullscreen ) {
w = sWinWidth;
h = sWinHeight;
sExitFullscreen = false;
}
AKUSetScreenSize ( w, h );
AKUSetViewSize ( w, h );
}
//----------------------------------------------------------------//
void onTimer ( ) {
double fSimStep = AKUGetSimStep ();
int timerInterval = ( int )( fSimStep * 1000.0 );
AKUModulesUpdate ();
}
//================================================================//
// aku callbacks
//================================================================//
//JS delegates
void _AKUEnterFullscreenModeFunc ();
void _AKUExitFullscreenModeFunc ();
void _AKUOpenWindowFunc ( const char* title, int width, int height );
//----------------------------------------------------------------//
void _AKUEnterFullscreenModeFunc () {
EnterFullScreen();
}
//----------------------------------------------------------------//
void _AKUExitFullscreenModeFunc () {
ExitFullScreen();
}
//----------------------------------------------------------------//
void _AKUOpenWindowFunc ( const char* title, int width, int height ) {
OpenWindowFunc(title, width, height);
AKUDetectGfxContext ();
AKUSetScreenSize ( width, height );
}
//================================================================//
//HtmlHost
//================================================================//
//----------------------------------------------------------------//
void Cleanup () {
AKUModulesAppFinalize();
AKUAppFinalize ();
}
void Dummy() {
RestoreFile("dummy",0);
}
void dummy_async(void*) {
printf("Browser Keepalive");
}
void RefreshContext () {
AKUAppInitialize ();
AKUModulesAppInitialize ();
AKUCreateContext ();
AKUModulesContextInitialize ();
AKUModulesRunLuaAPIWrapper ();
AKUSetInputConfigurationName ( "AKUGlut" );
AKUReserveInputDevices ( HtmlInputDeviceID::TOTAL );
AKUSetInputDevice ( HtmlInputDeviceID::DEVICE, "device" );
AKUReserveInputDeviceSensors ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::TOTAL );
AKUSetInputDeviceKeyboard ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::KEYBOARD, "keyboard" );
AKUSetInputDevicePointer ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::POINTER, "pointer" );
AKUSetInputDeviceButton ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::MOUSE_LEFT, "mouseLeft" );
AKUSetInputDeviceButton ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::MOUSE_MIDDLE, "mouseMiddle" );
AKUSetInputDeviceButton ( HtmlInputDeviceID::DEVICE, HtmlInputDeviceSensorID::MOUSE_RIGHT, "mouseRight" );
AKUSetFunc_EnterFullscreenMode ( _AKUEnterFullscreenModeFunc );
AKUSetFunc_ExitFullscreenMode ( _AKUExitFullscreenModeFunc );
AKUSetFunc_OpenWindow ( _AKUOpenWindowFunc );
emscripten_async_call(&dummy_async, 0, 0 ); //this call ensures that Browser library is imported to workaround https://github.com/kripken/emscripten/issues/4291
}
const char *CallStringFunc(char *func) {
MOAIScopedLuaState state = MOAILuaRuntime::Get ().State ();
lua_getglobal ( state, "loadstring" );
if ( !state.IsType ( -1, LUA_TFUNCTION )) {
ZLLog_ErrorF ( ZLLog::CONSOLE, "Missing global Lua function 'loadstring'\n" );
}
state.Push ( func, strlen(func) );
int status = state.DebugCall ( state.GetLocalTop () - 1, 2 );
if ( state.LogErrors ( ZLLog::LOG_ERROR, ZLLog::CONSOLE, status )) return NULL;
if ( state.IsType ( -1, LUA_TSTRING )) {
ZLLog_ErrorF ( ZLLog::CONSOLE, "Error loading script:\n" );
ZLLog_ErrorF ( ZLLog::CONSOLE, "%s\n", state.GetValue < cc8* >( -1, "" ));
return NULL;
}
state.Pop(); //leaving function at top of stack
status = state.DebugCall(0, 1);
if (state.LogErrors(ZLLog::LOG_ERROR, ZLLog::CONSOLE, status)) return NULL;
cc8* result = state.GetValue<cc8*>(-1,"null");
//assign to stlstring to get a copy before pop
char * res = strdup(result);
state.Pop();
return res;
}