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system-keyboard.html
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<!doctype html>
<!--
Copyright 2022 The Immersive Web Community Group
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-->
<html>
<head>
<meta charset='utf-8'>
<meta name='viewport' content='width=device-width, initial-scale=1, user-scalable=no'>
<meta name='mobile-web-app-capable' content='yes'>
<meta name='apple-mobile-web-app-capable' content='yes'>
<link rel='icon' type='image/png' sizes='32x32' href='favicon-32x32.png'>
<link rel='icon' type='image/png' sizes='96x96' href='favicon-96x96.png'>
<link rel='stylesheet' href='css/common.css'>
<title>System Keyboard</title>
</head>
<body>
<header>
<details open>
<summary>System Keyboard</summary>
<p>
This sample demonstrates how to use the device's system keyboard to receive text input.
<a class="back" href="./index.html">Back</a>
</p>
</details>
</header>
<script type="module">
import { WebXRButton } from './js/util/webxr-button.js';
import { Scene, WebXRView } from './js/render/scenes/scene.js';
import { Renderer, createWebGLContext } from './js/render/core/renderer.js';
import { QueryArgs } from './js/util/query-args.js';
// If requested, use the polyfill to provide support for mobile devices
// and devices which only support WebVR.
import WebXRPolyfill from './js/third-party/webxr-polyfill/build/webxr-polyfill.module.js';
if (QueryArgs.getBool('usePolyfill', true)) {
let polyfill = new WebXRPolyfill();
}
// XR globals.
let xrButton = null;
let xrSession = null;
let xrRefSpace = null;
let xrGLFactory = null;
let xrFramebuffer = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.enableStats(false);
// Layer globals
let projLayer = null;
let cyldLayer = null;
let cyldTextureWidth = 0;
let cyldTextureHeight = 0;
// Text globals
let textField = null;
let canvas = null;
let renderingContext = null;
let fillStyles = ["silver", "gray", "white", "maroon", "red", "purple", "fuchsia", "green", "lime", "olive", "yellow", "navy", "blue", "teal", "aqua"];
let currentFillStyle = "white";
// These flags are unique to this sample and are not required for the system keyboard to work. For convenience, this sample triggers the keyboard on any background click. There is a race condition between the Select lifecycle events and visibility-changing when clicking on the background to dismiss the keyboard.
let selectInProgress = false; // check for a proper handoff between onSelectStart and onSelect
let skipNextFocus = false; // ignore one keyboard trigger if Select lifecycle was interrupted
let sessionVisible = true; // only trigger keyboard if Select was called after session is visible again
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
xrButton.enabled = supported;
});
}
}
function onRequestSession() {
if (!xrSession) {
navigator.xr.requestSession('immersive-vr', {
requiredFeatures: ['layers'],
}).then(onSessionStarted);
} else {
onEndSession();
}
}
function initGL() {
if (gl) { return; }
gl = createWebGLContext({ xrCompatible: true, webgl2: true, });
document.body.appendChild(gl.canvas);
gl.clearColor(0.0, 0, 0, 0.0);
function onResize() {
gl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio;
}
window.addEventListener('resize', onResize);
onResize();
renderer = new Renderer(gl);
scene.setRenderer(renderer);
}
function onSessionStarted(session) {
xrSession = session;
scene.inputRenderer.useProfileControllerMeshes(session);
session.addEventListener('end', onSessionEnded);
initGL();
xrFramebuffer = gl.createFramebuffer();
xrGLFactory = new XRWebGLBinding(session, gl);
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
projLayer = xrGLFactory.createProjectionLayer({ space: refSpace, stencil: false });
session.updateRenderState({ layers: [projLayer] });
// Loading texture is async, create layer and update render state when done
cyldTextureWidth = 1500;
cyldTextureHeight = 750;
let viewPixelWidth = cyldTextureWidth;
let viewPixelHeight = cyldTextureHeight;
cyldLayer = xrGLFactory.createCylinderLayer({
space: refSpace,
viewPixelWidth: viewPixelWidth,
viewPixelHeight: viewPixelHeight,
layout: "mono",
});
cyldLayer.centralAngle = 60 * Math.PI / 180;
cyldLayer.aspectRatio = viewPixelWidth / viewPixelHeight;
cyldLayer.radius = 2;
session.updateRenderState({ layers: [cyldLayer, projLayer] });
canvas = document.createElement('canvas');
canvas.width = cyldTextureWidth;
canvas.height = cyldTextureHeight;
session.requestAnimationFrame(onXRFrame);
});
textField = document.createElement("input");
textField.type = "text";
textField.value = "Click anywhere to show the system keyboard"
if (!session.isSystemKeyboardSupported) {
textField.value = "System keyboard is not supported"
}
textField.oninput = function() {
currentFillStyle = fillStyles[Math.floor(Math.random() * fillStyles.length)];
};
document.body.appendChild(textField);
session.addEventListener('selectstart', onSelectStart);
session.addEventListener('select', onSelect);
session.addEventListener('visibilitychange', onVisibilityChange);
}
function onSelectStart(ev) {
if (selectInProgress) {
// previous select lifecycle was short-circuited
skipNextFocus = true;
}
selectInProgress = true;
}
function onSelect(ev) {
selectInProgress = false;
if (skipNextFocus) {
skipNextFocus = false;
} else if (sessionVisible) {
textField.focus();
}
}
function onVisibilityChange(ev) {
if (ev.session.visibilityState === 'visible') {
sessionVisible = true;
}
if (ev.session.visibilityState === 'visible-blurred') {
sessionVisible = false;
// reset flags upon keyboard showing
selectInProgress = false;
skipNextFocus = false;
}
}
function onEndSession() {
xrSession.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
}
xrSession = null;
gl = null;
textField.remove();
}
function onXRFrame(time, frame) {
let pose = frame.getViewerPose(xrRefSpace);
scene.startFrame();
xrSession.requestAnimationFrame(onXRFrame);
renderingContext = canvas.getContext('2d');
renderingContext.font = '48px serif';
renderingContext.fillStyle = currentFillStyle;
renderingContext.clearRect(0, 0, canvas.width, canvas.height);
renderingContext.fillText(textField.value, 10, 50);
let glayer = xrGLFactory.getSubImage(cyldLayer, frame);
// TEXTURE_CUBE_MAP expects the Y to be flipped for the faces and it already
// is flipped in our texture image.
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.bindTexture(gl.TEXTURE_2D, glayer.colorTexture);
gl.texSubImage2D(gl.TEXTURE_2D, 0,
0, 0,
gl.RGBA, gl.UNSIGNED_BYTE, canvas);
gl.bindTexture(gl.TEXTURE_2D, null);
if (pose) {
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
scene.updateInputSources(frame, xrRefSpace);
let views = [];
for (let view of pose.views) {
let viewport = null;
let glLayer = xrGLFactory.getViewSubImage(projLayer, view);
glLayer.framebuffer = xrFramebuffer;
viewport = glLayer.viewport;
gl.bindFramebuffer(gl.FRAMEBUFFER, xrFramebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, glLayer.colorTexture, 0);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, glLayer.depthStencilTexture, 0);
views.push(new WebXRView(view, glLayer, viewport));
}
scene.drawViewArray(views);
}
// scene.drawXRFrame(frame, pose);
scene.endFrame();
}
initXR();
</script>
</body>
</html>