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// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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package js
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import (
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"syscall/js"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
"github.com/hajimehoshi/ebiten/v2/internal/driver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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)
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var (
stringNone = js . ValueOf ( "none" )
stringTransparent = js . ValueOf ( "transparent" )
)
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func driverCursorShapeToCSSCursor ( cursor driver . CursorShape ) string {
switch cursor {
case driver . CursorShapeDefault :
return "default"
case driver . CursorShapeText :
return "text"
case driver . CursorShapeCrosshair :
return "crosshair"
case driver . CursorShapePointer :
return "pointer"
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case driver . CursorShapeEWResize :
return "ew-resize"
case driver . CursorShapeNSResize :
return "ns-resize"
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}
return "auto"
}
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type UserInterface struct {
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runnableOnUnfocused bool
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fpsMode driver . FPSMode
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running bool
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initFocused bool
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cursorMode driver . CursorMode
cursorPrevMode driver . CursorMode
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cursorShape driver . CursorShape
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sizeChanged bool
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lastDeviceScaleFactor float64
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context driver . UIContext
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input Input
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}
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var theUI = & UserInterface {
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runnableOnUnfocused : true ,
sizeChanged : true ,
initFocused : true ,
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}
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func init ( ) {
theUI . input . ui = theUI
}
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func Get ( ) * UserInterface {
return theUI
}
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var (
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window = js . Global ( ) . Get ( "window" )
document = js . Global ( ) . Get ( "document" )
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canvas js . Value
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requestAnimationFrame = js . Global ( ) . Get ( "requestAnimationFrame" )
setTimeout = js . Global ( ) . Get ( "setTimeout" )
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go2cpp = js . Global ( ) . Get ( "go2cpp" )
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)
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func ( u * UserInterface ) ScreenSizeInFullscreen ( ) ( int , int ) {
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return window . Get ( "innerWidth" ) . Int ( ) , window . Get ( "innerHeight" ) . Int ( )
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}
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func ( u * UserInterface ) SetFullscreen ( fullscreen bool ) {
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if ! canvas . Truthy ( ) {
return
}
if ! document . Truthy ( ) {
return
}
if fullscreen {
f := canvas . Get ( "requestFullscreen" )
if ! f . Truthy ( ) {
f = canvas . Get ( "webkitRequestFullscreen" )
}
f . Call ( "bind" , canvas ) . Invoke ( )
return
}
f := document . Get ( "exitFullscreen" )
if ! f . Truthy ( ) {
f = document . Get ( "webkitExitFullscreen" )
}
f . Call ( "bind" , document ) . Invoke ( )
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}
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func ( u * UserInterface ) IsFullscreen ( ) bool {
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if ! document . Truthy ( ) {
return false
}
if ! document . Get ( "fullscreenElement" ) . Truthy ( ) && ! document . Get ( "webkitFullscreenElement" ) . Truthy ( ) {
return false
}
return true
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}
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func ( u * UserInterface ) IsFocused ( ) bool {
return u . isFocused ( )
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}
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func ( u * UserInterface ) SetRunnableOnUnfocused ( runnableOnUnfocused bool ) {
u . runnableOnUnfocused = runnableOnUnfocused
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}
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func ( u * UserInterface ) IsRunnableOnUnfocused ( ) bool {
return u . runnableOnUnfocused
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}
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func ( u * UserInterface ) SetFPSMode ( mode driver . FPSMode ) {
u . fpsMode = mode
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}
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func ( u * UserInterface ) FPSMode ( ) driver . FPSMode {
return u . fpsMode
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}
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func ( u * UserInterface ) CursorMode ( ) driver . CursorMode {
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if ! canvas . Truthy ( ) {
return driver . CursorModeHidden
}
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return u . cursorMode
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}
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func ( u * UserInterface ) SetCursorMode ( mode driver . CursorMode ) {
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if ! canvas . Truthy ( ) {
return
}
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if u . cursorMode == mode {
return
}
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// Remember the previous cursor mode in the case when the pointer lock exits by pressing ESC.
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u . cursorPrevMode = u . cursorMode
if u . cursorMode == driver . CursorModeCaptured {
document . Call ( "exitPointerLock" )
}
u . cursorMode = mode
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switch mode {
case driver . CursorModeVisible :
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canvas . Get ( "style" ) . Set ( "cursor" , driverCursorShapeToCSSCursor ( u . cursorShape ) )
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case driver . CursorModeHidden :
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canvas . Get ( "style" ) . Set ( "cursor" , stringNone )
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case driver . CursorModeCaptured :
canvas . Call ( "requestPointerLock" )
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}
}
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func ( u * UserInterface ) recoverCursorMode ( ) {
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if theUI . cursorPrevMode == driver . CursorModeCaptured {
panic ( "js: cursorPrevMode must not be driver.CursorModeCaptured at recoverCursorMode" )
}
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u . SetCursorMode ( u . cursorPrevMode )
}
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func ( u * UserInterface ) CursorShape ( ) driver . CursorShape {
if ! canvas . Truthy ( ) {
return driver . CursorShapeDefault
}
return u . cursorShape
}
func ( u * UserInterface ) SetCursorShape ( shape driver . CursorShape ) {
if ! canvas . Truthy ( ) {
return
}
if u . cursorShape == shape {
return
}
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u . cursorShape = shape
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if u . cursorMode == driver . CursorModeVisible {
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canvas . Get ( "style" ) . Set ( "cursor" , driverCursorShapeToCSSCursor ( u . cursorShape ) )
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}
}
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func ( u * UserInterface ) DeviceScaleFactor ( ) float64 {
return devicescale . GetAt ( 0 , 0 )
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}
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func ( u * UserInterface ) updateSize ( ) {
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a := u . DeviceScaleFactor ( )
if u . lastDeviceScaleFactor != a {
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u . updateScreenSize ( )
}
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u . lastDeviceScaleFactor = a
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if u . sizeChanged {
u . sizeChanged = false
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switch {
case document . Truthy ( ) :
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body := document . Get ( "body" )
bw := body . Get ( "clientWidth" ) . Float ( )
bh := body . Get ( "clientHeight" ) . Float ( )
u . context . Layout ( bw , bh )
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case go2cpp . Truthy ( ) :
w := go2cpp . Get ( "screenWidth" ) . Float ( )
h := go2cpp . Get ( "screenHeight" ) . Float ( )
u . context . Layout ( w , h )
default :
// Node.js
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u . context . Layout ( 640 , 480 )
}
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}
}
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func ( u * UserInterface ) suspended ( ) bool {
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if u . runnableOnUnfocused {
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return false
}
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return ! u . isFocused ( )
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}
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func ( u * UserInterface ) isFocused ( ) bool {
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if go2cpp . Truthy ( ) {
return true
}
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if ! document . Call ( "hasFocus" ) . Bool ( ) {
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return false
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}
if document . Get ( "hidden" ) . Bool ( ) {
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return false
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}
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return true
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}
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func ( u * UserInterface ) update ( ) error {
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if u . suspended ( ) {
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return hooks . SuspendAudio ( )
}
if err := hooks . ResumeAudio ( ) ; err != nil {
return err
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}
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return u . updateImpl ( false )
}
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func ( u * UserInterface ) updateImpl ( force bool ) error {
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u . input . updateGamepads ( )
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u . input . updateForGo2Cpp ( )
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u . updateSize ( )
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if force {
if err := u . context . ForceUpdate ( ) ; err != nil {
return err
}
} else {
if err := u . context . Update ( ) ; err != nil {
return err
}
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}
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return nil
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}
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func ( u * UserInterface ) loop ( context driver . UIContext ) <- chan error {
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u . context = context
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errCh := make ( chan error , 1 )
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reqStopAudioCh := make ( chan struct { } )
resStopAudioCh := make ( chan struct { } )
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var cf js . Func
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f := func ( ) {
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if err := u . update ( ) ; err != nil {
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close ( reqStopAudioCh )
<- resStopAudioCh
errCh <- err
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return
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}
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if u . fpsMode == driver . FPSModeVsyncOn {
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requestAnimationFrame . Invoke ( cf )
} else {
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setTimeout . Invoke ( cf , 0 )
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}
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}
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// TODO: Should cf be released after the game ends?
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cf = js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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// f can be blocked but callbacks must not be blocked. Create a goroutine (#1161).
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go f ( )
return nil
} )
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// Call f asyncly to be async since ch is used in f.
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go f ( )
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// Run another loop to watch suspended() as the above update function is never called when the tab is hidden.
// To check the document's visiblity, visibilitychange event should usually be used. However, this event is
// not reliable and sometimes it is not fired (#961). Then, watch the state regularly instead.
go func ( ) {
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defer close ( resStopAudioCh )
const interval = 100 * time . Millisecond
t := time . NewTicker ( interval )
defer func ( ) {
t . Stop ( )
// This is a dirty hack. (*time.Ticker).Stop() just marks the timer 'deleted' [1] and
// something might run even after Stop. On Wasm, this causes an issue to execute Go program
// even after finishing (#1027). Sleep for the interval time duration to ensure that
// everything related to the timer is finished.
//
// [1] runtime.deltimer
time . Sleep ( interval )
} ( )
for {
select {
case <- t . C :
if u . suspended ( ) {
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if err := hooks . SuspendAudio ( ) ; err != nil {
errCh <- err
return
}
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} else {
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if err := hooks . ResumeAudio ( ) ; err != nil {
errCh <- err
return
}
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}
case <- reqStopAudioCh :
return
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}
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}
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} ( )
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return errCh
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}
func init ( ) {
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// docuemnt is undefined on node.js
if ! document . Truthy ( ) {
return
}
if ! document . Get ( "body" ) . Truthy ( ) {
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ch := make ( chan struct { } )
window . Call ( "addEventListener" , "load" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
close ( ch )
return nil
} ) )
<- ch
}
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setWindowEventHandlers ( window )
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// Adjust the initial scale to 1.
// https://developer.mozilla.org/en/docs/Mozilla/Mobile/Viewport_meta_tag
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meta := document . Call ( "createElement" , "meta" )
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meta . Set ( "name" , "viewport" )
meta . Set ( "content" , "width=device-width, initial-scale=1" )
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document . Get ( "head" ) . Call ( "appendChild" , meta )
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canvas = document . Call ( "createElement" , "canvas" )
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canvas . Set ( "width" , 16 )
canvas . Set ( "height" , 16 )
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document . Get ( "body" ) . Call ( "appendChild" , canvas )
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htmlStyle := document . Get ( "documentElement" ) . Get ( "style" )
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htmlStyle . Set ( "height" , "100%" )
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htmlStyle . Set ( "margin" , "0" )
htmlStyle . Set ( "padding" , "0" )
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bodyStyle := document . Get ( "body" ) . Get ( "style" )
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bodyStyle . Set ( "backgroundColor" , "#000" )
bodyStyle . Set ( "height" , "100%" )
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bodyStyle . Set ( "margin" , "0" )
bodyStyle . Set ( "padding" , "0" )
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canvasStyle := canvas . Get ( "style" )
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canvasStyle . Set ( "width" , "100%" )
canvasStyle . Set ( "height" , "100%" )
canvasStyle . Set ( "margin" , "0" )
canvasStyle . Set ( "padding" , "0" )
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// Make the canvas focusable.
canvas . Call ( "setAttribute" , "tabindex" , 1 )
canvas . Get ( "style" ) . Set ( "outline" , "none" )
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setCanvasEventHandlers ( canvas )
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// Pointer Lock
document . Call ( "addEventListener" , "pointerlockchange" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
if document . Get ( "pointerLockElement" ) . Truthy ( ) {
return nil
}
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// Recover the state correctly when the pointer lock exits.
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// A user can exit the pointer lock by pressing ESC. In this case, sync the cursor mode state.
if theUI . cursorMode == driver . CursorModeCaptured {
theUI . recoverCursorMode ( )
}
theUI . input . recoverCursorPosition ( )
return nil
} ) )
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document . Call ( "addEventListener" , "pointerlockerror" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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js . Global ( ) . Get ( "console" ) . Call ( "error" , "pointerlockerror event is fired. 'sandbox=\"allow-pointer-lock\"' might be required at an iframe. This function on browsers must be called as a result of a gestural interaction or orientation change." )
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return nil
} ) )
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document . Call ( "addEventListener" , "fullscreenerror" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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js . Global ( ) . Get ( "console" ) . Call ( "error" , "fullscreenerror event is fired. 'sandbox=\"fullscreen\"' might be required at an iframe. This function on browsers must be called as a result of a gestural interaction or orientation change." )
return nil
} ) )
document . Call ( "addEventListener" , "webkitfullscreenerror" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
js . Global ( ) . Get ( "console" ) . Call ( "error" , "webkitfullscreenerror event is fired. 'sandbox=\"fullscreen\"' might be required at an iframe. This function on browsers must be called as a result of a gestural interaction or orientation change." )
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return nil
} ) )
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}
func setWindowEventHandlers ( v js . Value ) {
v . Call ( "addEventListener" , "resize" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
theUI . updateScreenSize ( )
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if err := theUI . updateImpl ( true ) ; err != nil {
panic ( err )
}
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return nil
} ) )
v . Call ( "addEventListener" , "gamepadconnected" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
// Do nothing.
return nil
} ) )
}
func setCanvasEventHandlers ( v js . Value ) {
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// Keyboard
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v . Call ( "addEventListener" , "keydown" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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// Focus the canvas explicitly to activate tha game (#961).
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v . Call ( "focus" )
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e := args [ 0 ]
// Don't 'preventDefault' on keydown events or keypress events wouldn't work (#715).
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theUI . input . updateFromEvent ( e )
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return nil
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} ) )
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v . Call ( "addEventListener" , "keypress" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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e := args [ 0 ]
e . Call ( "preventDefault" )
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theUI . input . updateFromEvent ( e )
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return nil
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} ) )
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v . Call ( "addEventListener" , "keyup" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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e := args [ 0 ]
e . Call ( "preventDefault" )
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theUI . input . updateFromEvent ( e )
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return nil
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} ) )
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// Mouse
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v . Call ( "addEventListener" , "mousedown" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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// Focus the canvas explicitly to activate tha game (#961).
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v . Call ( "focus" )
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e := args [ 0 ]
e . Call ( "preventDefault" )
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theUI . input . updateFromEvent ( e )
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return nil
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} ) )
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v . Call ( "addEventListener" , "mouseup" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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e := args [ 0 ]
e . Call ( "preventDefault" )
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theUI . input . updateFromEvent ( e )
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return nil
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} ) )
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v . Call ( "addEventListener" , "mousemove" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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e := args [ 0 ]
e . Call ( "preventDefault" )
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theUI . input . updateFromEvent ( e )
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return nil
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} ) )
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v . Call ( "addEventListener" , "wheel" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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e := args [ 0 ]
e . Call ( "preventDefault" )
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theUI . input . updateFromEvent ( e )
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return nil
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} ) )
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// Touch
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v . Call ( "addEventListener" , "touchstart" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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// Focus the canvas explicitly to activate tha game (#961).
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v . Call ( "focus" )
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e := args [ 0 ]
e . Call ( "preventDefault" )
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theUI . input . updateFromEvent ( e )
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return nil
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} ) )
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v . Call ( "addEventListener" , "touchend" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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e := args [ 0 ]
e . Call ( "preventDefault" )
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theUI . input . updateFromEvent ( e )
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return nil
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} ) )
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v . Call ( "addEventListener" , "touchmove" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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e := args [ 0 ]
e . Call ( "preventDefault" )
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theUI . input . updateFromEvent ( e )
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return nil
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} ) )
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// Context menu
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v . Call ( "addEventListener" , "contextmenu" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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e := args [ 0 ]
e . Call ( "preventDefault" )
return nil
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} ) )
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// Context
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v . Call ( "addEventListener" , "webglcontextlost" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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e := args [ 0 ]
e . Call ( "preventDefault" )
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window . Get ( "location" ) . Call ( "reload" )
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return nil
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} ) )
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}
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func ( u * UserInterface ) Run ( context driver . UIContext ) error {
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if u . initFocused && window . Truthy ( ) {
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// Do not focus the canvas when the current document is in an iframe.
// Otherwise, the parent page tries to focus the iframe on every loading, which is annoying (#1373).
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isInIframe := ! window . Get ( "location" ) . Equal ( window . Get ( "parent" ) . Get ( "location" ) )
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if ! isInIframe {
canvas . Call ( "focus" )
}
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}
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u . running = true
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return <- u . loop ( context )
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}
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func ( u * UserInterface ) RunWithoutMainLoop ( context driver . UIContext ) {
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panic ( "js: RunWithoutMainLoop is not implemented" )
}
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func ( u * UserInterface ) updateScreenSize ( ) {
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switch {
case document . Truthy ( ) :
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body := document . Get ( "body" )
bw := int ( body . Get ( "clientWidth" ) . Float ( ) * u . DeviceScaleFactor ( ) )
bh := int ( body . Get ( "clientHeight" ) . Float ( ) * u . DeviceScaleFactor ( ) )
canvas . Set ( "width" , bw )
canvas . Set ( "height" , bh )
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case go2cpp . Truthy ( ) :
// TODO: Implement this
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}
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u . sizeChanged = true
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}
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func ( u * UserInterface ) SetScreenTransparent ( transparent bool ) {
if u . running {
panic ( "js: SetScreenTransparent can't be called after the main loop starts" )
}
bodyStyle := document . Get ( "body" ) . Get ( "style" )
if transparent {
bodyStyle . Set ( "backgroundColor" , "transparent" )
} else {
bodyStyle . Set ( "backgroundColor" , "#000" )
}
}
func ( u * UserInterface ) IsScreenTransparent ( ) bool {
bodyStyle := document . Get ( "body" ) . Get ( "style" )
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return bodyStyle . Get ( "backgroundColor" ) . Equal ( stringTransparent )
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}
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func ( u * UserInterface ) ResetForFrame ( ) {
u . updateSize ( )
u . input . resetForFrame ( )
}
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func ( u * UserInterface ) SetInitFocused ( focused bool ) {
if u . running {
panic ( "ui: SetInitFocused must be called before the main loop" )
}
u . initFocused = focused
}
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func ( u * UserInterface ) Input ( ) driver . Input {
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return & u . input
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}
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func ( u * UserInterface ) Window ( ) driver . Window {
return nil
}
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func ( * UserInterface ) Graphics ( ) driver . Graphics {
return opengl . Get ( )
}