Commit Graph

145 Commits

Author SHA1 Message Date
Christoph Schröder d70cb49eef Move mouse wheel handler from window to canvas element in HTML
Similar to https://github.com/godotengine/godot/pull/36557

At least in chrome, the following error is printed for each mouse wheel
rotation:
[Intervention] Unable to preventDefault inside passive event listener due to target being treated as passive. See https://www.chromestatus.com/features/6662647093133312

This PR moves the handler to the canvas and thereby fixes the error.

Tested on: Chrome and Firefox (MacOS), Firefox, Chrome(Android), Safari (IPad + MacOS)

(cherry picked from commit b1e8ac7b08)
2020-05-04 16:10:22 +02:00
Christoph Schroeder 031aed3bb7 Fixes touch events for HTML
Without this patch, the following exception is thrown when the touch
screen is used: TypeError: e.getBoundingClientRect is not a function.
No touch events arrive in the engine.

From my testing, this PR fixes the issue and behaves as expected.

Tested with godot-demo-projects/misc/multitouch_view/, emscripten 1.39.8
and Firefox mobile emulator as well as FF on Android

(cherry picked from commit 5134317afc)
2020-03-04 12:40:15 +01:00
muiroc 50727d7b22 Allow per pixel transparency in javascript platform
(cherry picked from commit e51c6a0d28)
2020-02-14 16:07:03 +01:00
Fabio Alessandrelli 4a50f5ff65 HTML5 callbacks rework.
Fixes compatibility with emscripten 1.39.5+ .
Most input callbacks now require a target and no longer support NULL
defaults.

This commit changes all required null targets to the expected default in
the binding phase.
Since for canvas-related callbacks there is no default, the "#canvas"
selector is used instead.
Additionally, since canvasX and canvasY event properties are no longer
supported, event positions are computed from "clientX" and "clientY" and
the "#canvas" bounding client rect.
2020-01-17 21:42:36 +01:00
Rémi Verschelde 435f86cf87 HTML5: Address removal of 'timestamp' in Emscripten 1.39.5
It was removed as noted in the changelog:
https://github.com/emscripten-core/emscripten/blob/1.39.5/ChangeLog.md#v1395-12202019

> Removed `timestamp` field from mouse, wheel, devicemotion and
> deviceorientation events. The presence of a `timestamp` on these
> events was slightly arbitrary, and populating this field caused
> a small profileable overhead that all users might not care about.
> It is easy to get a timestamp of an event by calling
> `emscripten_get_now()` or `emscripten_performance_now()` inside
> the event handler function of any event.

Fixes #34648.
2020-01-17 14:10:52 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
bruvzg 2ef8c5fac5 iOS modular build and export implementation. 2019-12-01 21:57:18 +02:00
Fabio Alessandrelli 9d13a37b81 Remove ECMAScript 6 "arrow operator".
We don't need it, it's not well supported by compilers, and it was a
mistake in the first place.
2019-10-24 16:46:31 +02:00
PouleyKetchoupp 5bfe32eaa4 Properly revert cursor when using set_custom_mouse_cursor with null
Fixes #32486
2019-10-03 13:02:11 +02:00
Robin Hübner 6ab118c464 Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in "platform", "modules/gdnative", "modules/gdscript" directories. 2019-08-09 11:13:24 +02:00
Guilherme Felipe a9a0d0fb15 Fix cursor blinking in integrated GPUs
Optimization for Input::set_custom_mouse_cursor when used inside
_process function. (Avoids cursor blinking in low end devices)
2019-07-09 19:38:25 -03:00
Rémi Verschelde baab976d0f Merge pull request #10643 from BastiaanOlij/camera_server
CameraServer class
2019-06-16 10:22:26 +02:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Leonardo Giovanni Scur 31cc1bdb58 Fix pointer position in hidpi-corrected resolutions on web 2019-06-14 17:37:21 -03:00
Rémi Verschelde 6d16f2f053 Fix error macro calls not ending with semicolon
It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
2019-06-11 14:49:34 +02:00
Fabio Alessandrelli ce542bced1 Implement Clipboard API read when supported.
Being async, the first time a value is pasted GUI elements will still
return the previous one.
This at least until 'clipboardchange' window event gets implemented by
user agents.
2019-05-29 23:21:09 +02:00
Fabio Alessandrelli 2b436dd50e Kinda working HTML5 clipboard paste.
Listen to paste events to update local clipboard.
CTRL+V still not working out of the box.
To do that, We would need to change how we handle keypress, most likely
making it worse and less safe. In the end, I'm not sure we can fix it
properly for now. Maybe in the future, with the Clipboard API, support
of which is still pretty limited on chrome, and only available to
extensions in Firefox.

For now, you can paste via:
- Browser bar -> Edit -> Paste.
- Middle mouse click (Linux only, copies secondary clipboard).

And THEN press CTRL+V
2019-05-29 23:21:09 +02:00
Fabio Alessandrelli 0f76df2397 Add OS clipboard set support to OS Javascript 2019-05-28 12:59:29 +02:00
hbina085 f78baa5f93 added a const keyword for a methods that return constant literal... 2019-05-21 02:16:30 -04:00
Fabio Alessandrelli 6622091eaf Fix OS_Javascript execute method
Signature was changed in OS via:

cd4449e7ab
2019-05-15 19:24:20 +02:00
Rémi Verschelde b0f782a0e3 Disable driver fallback to GLES2 by default
GLES2 is not designed to be a drop-in replacement for the GLES3 backend,
so the fallback mode has to be used knowingly. It *can* make sense for
simple projects which make sure to handle the differences between both
rendering backends, but most users should stick to one supported backend.

By making it opt-in, we can now use this parameter to define whether to
export ETC textures to Android and iOS when using GLES3 + Fallback.

When using GLES3 without Fallback on Android, set the proper min GLES
version in the AndroidManifest.

Also made the option boolean and renamed it for clarity and to avoid
conflict with the previous String option (which would always evaluate as
"true" otherwise).

Fixes #26569.
2019-03-05 16:36:46 +01:00
Juan Linietsky 5eeb06ffd1 -Remove harcoded opengl extension testing from OS, ask rasterizer instead.
-Fixed a bug where etc textures were imported broken
2019-02-26 11:58:47 -03:00
Leon Krause 76522624cb Use stdout/-err for all messages in HTML5 platform 2019-02-24 04:56:34 +01:00
Juan Linietsky a089061120 Fix pixelized previews, but also instances of breaking ImageTexture cache. Closes #25378. 2019-01-27 13:41:47 -03:00
Leon Krause 6939a03255 Allow requesting full screen during start-up in HTML5 platform 2019-01-23 03:42:17 +01:00