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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work.
133 lines
6.9 KiB
C++
133 lines
6.9 KiB
C++
/**************************************************************************/
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/* godot_js.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GODOT_JS_H
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#define GODOT_JS_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <stddef.h>
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// Config
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extern void godot_js_config_locale_get(char *p_ptr, int p_ptr_max);
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extern void godot_js_config_canvas_id_get(char *p_ptr, int p_ptr_max);
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// OS
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extern void godot_js_os_finish_async(void (*p_callback)());
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extern void godot_js_os_request_quit_cb(void (*p_callback)());
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extern int godot_js_os_fs_is_persistent();
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extern void godot_js_os_fs_sync(void (*p_callback)());
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extern int godot_js_os_execute(const char *p_json);
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extern void godot_js_os_shell_open(const char *p_uri);
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extern int godot_js_os_hw_concurrency_get();
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extern int godot_js_os_has_feature(const char *p_ftr);
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extern int godot_js_pwa_cb(void (*p_callback)());
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extern int godot_js_pwa_update();
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// Input
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extern void godot_js_input_mouse_button_cb(int (*p_callback)(int p_pressed, int p_button, double p_x, double p_y, int p_modifiers));
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extern void godot_js_input_mouse_move_cb(void (*p_callback)(double p_x, double p_y, double p_rel_x, double p_rel_y, int p_modifiers));
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extern void godot_js_input_mouse_wheel_cb(int (*p_callback)(double p_delta_x, double p_delta_y));
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extern void godot_js_input_touch_cb(void (*p_callback)(int p_type, int p_count), uint32_t *r_identifiers, double *r_coords);
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extern void godot_js_input_key_cb(void (*p_callback)(int p_type, int p_repeat, int p_modifiers), char r_code[32], char r_key[32]);
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extern void godot_js_input_vibrate_handheld(int p_duration_ms);
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// Input gamepad
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extern void godot_js_input_gamepad_cb(void (*p_on_change)(int p_index, int p_connected, const char *p_id, const char *p_guid));
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extern int godot_js_input_gamepad_sample();
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extern int godot_js_input_gamepad_sample_count();
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extern int godot_js_input_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);
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extern void godot_js_input_paste_cb(void (*p_callback)(const char *p_text));
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extern void godot_js_input_drop_files_cb(void (*p_callback)(char **p_filev, int p_filec));
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// TTS
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extern int godot_js_tts_is_speaking();
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extern int godot_js_tts_is_paused();
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extern int godot_js_tts_get_voices(void (*p_callback)(int p_size, const char **p_voices));
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extern void godot_js_tts_speak(const char *p_text, const char *p_voice, int p_volume, float p_pitch, float p_rate, int p_utterance_id, void (*p_callback)(int p_event, int p_id, int p_pos));
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extern void godot_js_tts_pause();
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extern void godot_js_tts_resume();
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extern void godot_js_tts_stop();
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// Display
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extern int godot_js_display_screen_dpi_get();
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extern double godot_js_display_pixel_ratio_get();
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extern void godot_js_display_alert(const char *p_text);
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extern int godot_js_display_touchscreen_is_available();
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extern int godot_js_display_is_swap_ok_cancel();
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extern void godot_js_display_setup_canvas(int p_width, int p_height, int p_fullscreen, int p_hidpi);
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// Display canvas
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extern void godot_js_display_canvas_focus();
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extern int godot_js_display_canvas_is_focused();
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// Display window
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extern void godot_js_display_desired_size_set(int p_width, int p_height);
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extern int godot_js_display_size_update();
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extern void godot_js_display_window_size_get(int32_t *p_x, int32_t *p_y);
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extern void godot_js_display_screen_size_get(int32_t *p_x, int32_t *p_y);
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extern int godot_js_display_fullscreen_request();
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extern int godot_js_display_fullscreen_exit();
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extern void godot_js_display_window_title_set(const char *p_text);
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extern void godot_js_display_window_icon_set(const uint8_t *p_ptr, int p_len);
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extern int godot_js_display_has_webgl(int p_version);
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// Display clipboard
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extern int godot_js_display_clipboard_set(const char *p_text);
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extern int godot_js_display_clipboard_get(void (*p_callback)(const char *p_text));
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// Display cursor
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extern void godot_js_display_cursor_set_shape(const char *p_cursor);
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extern int godot_js_display_cursor_is_hidden();
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extern void godot_js_display_cursor_set_custom_shape(const char *p_shape, const uint8_t *p_ptr, int p_len, int p_hotspot_x, int p_hotspot_y);
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extern void godot_js_display_cursor_set_visible(int p_visible);
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extern void godot_js_display_cursor_lock_set(int p_lock);
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extern int godot_js_display_cursor_is_locked();
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// Display listeners
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extern void godot_js_display_fullscreen_cb(void (*p_callback)(int p_fullscreen));
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extern void godot_js_display_window_blur_cb(void (*p_callback)());
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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);
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// Display Virtual Keyboard
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extern int godot_js_display_vk_available();
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extern int godot_js_display_tts_available();
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extern void godot_js_display_vk_cb(void (*p_input)(const char *p_text, int p_cursor));
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extern void godot_js_display_vk_show(const char *p_text, int p_type, int p_start, int p_end);
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extern void godot_js_display_vk_hide();
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#ifdef __cplusplus
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}
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#endif
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#endif // GODOT_JS_H
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