Add gamepad support

This commit is contained in:
gingerBill
2024-09-22 19:29:05 +01:00
parent 66e83ef30d
commit 95721fe296
3 changed files with 141 additions and 31 deletions
+99 -10
View File
@@ -1533,28 +1533,47 @@ function odinSetupDefaultImports(wasmMemoryInterface, consoleElement, memory, ev
wmi.storeU8(off(1), !!e.repeat);
wmi.storeInt(off(W), e.key.length)
wmi.storeInt(off(W), e.code.length)
wmi.storeInt(off(W, W), e.key.length)
wmi.storeInt(off(W, W), e.code.length)
wmi.storeString(off(16, 1), e.key);
wmi.storeString(off(16, 1), e.code);
} else if (e.type === 'scroll') {
wmi.storeF64(off(8), window.scrollX);
wmi.storeF64(off(8), window.scrollY);
wmi.storeF64(off(8, 8), window.scrollX);
wmi.storeF64(off(8, 8), window.scrollY);
} else if (e.type === 'visibilitychange') {
wmi.storeU8(off(1), !document.hidden);
} else if (e instanceof GamepadEvent) {
const idPtr = off(W*2, W);
const mappingPtr = off(W*2, W);
wmi.storeI32(off(W), e.gamepad.index);
wmi.storeI32(off(W, W), e.gamepad.index);
wmi.storeU8(off(1), !!e.gamepad.connected);
wmi.storeF64(off(8), e.gamepad.timestamp);
wmi.storeF64(off(8, 8), e.gamepad.timestamp);
wmi.storeInt(off(W), e.gamepad.buttons.length);
wmi.storeInt(off(W), e.gamepad.axes.length);
wmi.storeInt(off(W, W), e.gamepad.buttons.length);
wmi.storeInt(off(W, W), e.gamepad.axes.length);
wmi.storeInt(off(W), e.gamepad.id.length)
wmi.storeInt(off(W), e.gamepad.mapping.length)
for (let i = 0; i < 64; i++) {
if (i < e.gamepad.buttons.length) {
let b = e.gamepad.buttons[i];
wmi.storeF64(off(8, 8), b.value);
wmi.storeU8(off(1), !!b.pressed);
wmi.storeU8(off(1), !!b.touched);
} else {
off(16, 8);
}
}
for (let i = 0; i < 16; i++) {
if (i < e.gamepad.axes.length) {
let a = e.gamepad.axes[i];
wmi.storeF64(off(8, 8), a);
} else {
off(8, 8);
}
}
wmi.storeInt(off(W, W), e.gamepad.id.length)
wmi.storeInt(off(W, W), e.gamepad.mapping.length)
wmi.storeString(off(64, 1), e.gamepad.id);
wmi.storeString(off(64, 1), e.gamepad.mapping);
}
@@ -1661,6 +1680,76 @@ function odinSetupDefaultImports(wasmMemoryInterface, consoleElement, memory, ev
return false;
},
get_gamepad_state: (gamepad_id, ep) => {
let index = gamepad_id;
let gps = navigator.getGamepads();
if (0 <= index && index < gps.length) {
let gamepad = gps[index];
if (!gamepad) {
return false;
}
const W = wasmMemoryInterface.intSize;
let offset = ep;
let off = (amount, alignment) => {
if (alignment === undefined) {
alignment = Math.min(amount, W);
}
if (offset % alignment != 0) {
offset += alignment - (offset%alignment);
}
let x = offset;
offset += amount;
return x;
};
let align = (alignment) => {
const modulo = offset & (alignment-1);
if (modulo != 0) {
offset += alignment - modulo
}
};
let wmi = wasmMemoryInterface;
const idPtr = off(W*2, W);
const mappingPtr = off(W*2, W);
wmi.storeI32(off(W), gamepad.index);
wmi.storeU8(off(1), !!gamepad.connected);
wmi.storeF64(off(8), gamepad.timestamp);
wmi.storeInt(off(W), gamepad.buttons.length);
wmi.storeInt(off(W), gamepad.axes.length);
for (let i = 0; i < 64; i++) {
if (i < gamepad.buttons.length) {
let b = gamepad.buttons[i];
wmi.storeF64(off(8, 8), b.value);
wmi.storeU8(off(1), !!b.pressed);
wmi.storeU8(off(1), !!b.touched);
} else {
off(16, 8);
}
}
for (let i = 0; i < 16; i++) {
if (i < gamepad.axes.length) {
wmi.storeF64(off(8, 8), gamepad.axes[i]);
} else {
off(8, 8);
}
}
wmi.storeInt(off(W, W), gamepad.id.length)
wmi.storeInt(off(W, W), gamepad.mapping.length)
wmi.storeString(off(64, 1), gamepad.id);
wmi.storeString(off(64, 1), gamepad.mapping);
return true;
}
return false;
},
get_element_value_f64: (id_ptr, id_len) => {
let id = wasmMemoryInterface.loadString(id_ptr, id_len);
let element = getElement(id);