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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
132 lines
6.9 KiB
C++
132 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_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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