ebiten/internal/ui/ui_js.go

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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.
// +build js
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package ui
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import (
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"image"
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"strconv"
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"unicode"
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"github.com/gopherjs/gopherjs/js"
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"github.com/hajimehoshi/ebiten/internal/devicescale"
"github.com/hajimehoshi/ebiten/internal/opengl"
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)
var canvas *js.Object
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type userInterface struct {
width int
height int
scale float64
fullscreen bool
runnableInBackground bool
sizeChanged bool
windowFocus bool
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}
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var currentUI = &userInterface{
sizeChanged: true,
windowFocus: true,
}
func SetScreenSize(width, height int) bool {
return currentUI.setScreenSize(width, height, currentUI.scale, currentUI.fullscreen)
}
func SetScreenScale(scale float64) bool {
return currentUI.setScreenSize(currentUI.width, currentUI.height, scale, currentUI.fullscreen)
}
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func ScreenScale() float64 {
return currentUI.scale
}
func SetFullscreen(fullscreen bool) {
currentUI.setScreenSize(currentUI.width, currentUI.height, currentUI.scale, fullscreen)
}
func IsFullscreen() bool {
return currentUI.fullscreen
}
func SetRunnableInBackground(runnableInBackground bool) {
currentUI.runnableInBackground = runnableInBackground
}
func IsRunnableInBackground() bool {
return currentUI.runnableInBackground
}
func ScreenPadding() (x0, y0, x1, y1 float64) {
return 0, 0, 0, 0
}
func adjustCursorPosition(x, y int) (int, int) {
return x, y
}
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func IsCursorVisible() bool {
// The initial value is an empty string, so don't compare with "auto" here.
return canvas.Get("style").Get("cursor").String() != "none"
}
func SetCursorVisible(visible bool) {
if visible {
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canvas.Get("style").Set("cursor", "auto")
} else {
canvas.Get("style").Set("cursor", "none")
}
}
func SetWindowIcon(iconImages []image.Image) {
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// Do nothing
}
func IsWindowDecorated() bool {
return false
}
func SetWindowDecorated(decorated bool) {
// Do nothing
}
func (u *userInterface) getScale() float64 {
if !u.fullscreen {
return u.scale
}
doc := js.Global.Get("document")
body := doc.Get("body")
bw := body.Get("clientWidth").Float()
bh := body.Get("clientHeight").Float()
sw := bw / float64(u.width)
sh := bh / float64(u.height)
if sw > sh {
return sh
}
return sw
}
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func (u *userInterface) actualScreenScale() float64 {
// CSS imageRendering property seems useful to enlarge the screen,
// but doesn't work in some cases (#306):
// * Chrome just after restoring the lost context
// * Safari
// Let's use the devicePixelRatio as it is here.
return u.getScale() * devicescale.DeviceScale()
}
func (u *userInterface) updateGraphicsContext(g GraphicsContext) {
if u.sizeChanged {
u.sizeChanged = false
g.SetSize(u.width, u.height, u.actualScreenScale())
}
}
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func (u *userInterface) update(g GraphicsContext) error {
if !u.runnableInBackground && !u.windowFocus {
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return nil
}
if opengl.GetContext().IsContextLost() {
opengl.GetContext().RestoreContext()
g.Invalidate()
// Need to return once to wait restored (#526)
// TODO: Is it necessary to handle webglcontextrestored event?
return nil
}
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currentInput.updateGamepads()
u.updateGraphicsContext(g)
if err := g.Update(func() {
currentInput.runeBuffer = nil
// The offscreens must be updated every frame (#490).
u.updateGraphicsContext(g)
}); err != nil {
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return err
}
return nil
}
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func (u *userInterface) loop(g GraphicsContext) error {
ch := make(chan error)
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var f func()
f = func() {
go func() {
if err := u.update(g); err != nil {
ch <- err
close(ch)
return
}
js.Global.Get("window").Call("requestAnimationFrame", f)
}()
}
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f()
return <-ch
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}
func touchEventToTouches(e *js.Object) []touch {
scale := currentUI.getScale()
j := e.Get("targetTouches")
rect := canvas.Call("getBoundingClientRect")
left, top := rect.Get("left").Int(), rect.Get("top").Int()
t := make([]touch, j.Get("length").Int())
for i := 0; i < len(t); i++ {
jj := j.Call("item", i)
t[i].id = jj.Get("identifier").Int()
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t[i].x = int(float64(jj.Get("clientX").Int()-left) / scale)
t[i].y = int(float64(jj.Get("clientY").Int()-top) / scale)
}
return t
}
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func init() {
if err := initialize(); err != nil {
panic(err)
}
}
func initialize() error {
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// Do nothing in node.js.
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if js.Global.Get("require") != js.Undefined {
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return nil
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}
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doc := js.Global.Get("document")
window := js.Global.Get("window")
if doc.Get("body") == nil {
ch := make(chan struct{})
window.Call("addEventListener", "load", func() {
close(ch)
})
<-ch
}
window.Call("addEventListener", "focus", func() {
currentUI.windowFocus = true
})
window.Call("addEventListener", "blur", func() {
currentUI.windowFocus = false
})
window.Call("addEventListener", "resize", func() {
currentUI.updateScreenSize()
})
// Adjust the initial scale to 1.
// https://developer.mozilla.org/en/docs/Mozilla/Mobile/Viewport_meta_tag
meta := doc.Call("createElement", "meta")
meta.Set("name", "viewport")
meta.Set("content", "width=device-width, initial-scale=1")
doc.Get("head").Call("appendChild", meta)
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canvas = doc.Call("createElement", "canvas")
canvas.Set("width", 16)
canvas.Set("height", 16)
doc.Get("body").Call("appendChild", canvas)
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htmlStyle := doc.Get("documentElement").Get("style")
htmlStyle.Set("height", "100%")
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htmlStyle.Set("margin", "0")
htmlStyle.Set("padding", "0")
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bodyStyle := doc.Get("body").Get("style")
bodyStyle.Set("backgroundColor", "#000")
bodyStyle.Set("position", "relative")
bodyStyle.Set("height", "100%")
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bodyStyle.Set("margin", "0")
bodyStyle.Set("padding", "0")
// TODO: This is OK as long as the game is in an independent iframe.
// What if the canvas is embedded in a HTML directly?
doc.Get("body").Call("addEventListener", "click", func() {
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canvas.Call("focus")
})
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canvasStyle := canvas.Get("style")
canvasStyle.Set("position", "absolute")
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// Make the canvas focusable.
canvas.Call("setAttribute", "tabindex", 1)
canvas.Get("style").Set("outline", "none")
// Keyboard
canvas.Call("addEventListener", "keydown", func(e *js.Object) {
c := e.Get("code")
if c == js.Undefined {
code := e.Get("keyCode").Int()
if keyCodeToKeyEdge[code] == KeyUp ||
keyCodeToKeyEdge[code] == KeyDown ||
keyCodeToKeyEdge[code] == KeyLeft ||
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keyCodeToKeyEdge[code] == KeyRight ||
keyCodeToKeyEdge[code] == KeyBackspace ||
keyCodeToKeyEdge[code] == KeyTab {
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e.Call("preventDefault")
}
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currentInput.keyDownEdge(code)
return
}
cs := c.String()
if cs == keyToCodes[KeyUp][0] ||
cs == keyToCodes[KeyDown][0] ||
cs == keyToCodes[KeyLeft][0] ||
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cs == keyToCodes[KeyRight][0] ||
cs == keyToCodes[KeyBackspace][0] ||
cs == keyToCodes[KeyTab][0] {
e.Call("preventDefault")
}
currentInput.keyDown(cs)
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})
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canvas.Call("addEventListener", "keypress", func(e *js.Object) {
e.Call("preventDefault")
if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) {
currentInput.runeBuffer = append(currentInput.runeBuffer, r)
}
})
canvas.Call("addEventListener", "keyup", func(e *js.Object) {
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e.Call("preventDefault")
if e.Get("code") == js.Undefined {
// Assume that UA is Edge.
code := e.Get("keyCode").Int()
currentInput.keyUpEdge(code)
return
}
code := e.Get("code").String()
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currentInput.keyUp(code)
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})
// Mouse
canvas.Call("addEventListener", "mousedown", func(e *js.Object) {
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e.Call("preventDefault")
button := e.Get("button").Int()
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currentInput.mouseDown(button)
setMouseCursorFromEvent(e)
})
canvas.Call("addEventListener", "mouseup", func(e *js.Object) {
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e.Call("preventDefault")
button := e.Get("button").Int()
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currentInput.mouseUp(button)
setMouseCursorFromEvent(e)
})
canvas.Call("addEventListener", "mousemove", func(e *js.Object) {
e.Call("preventDefault")
setMouseCursorFromEvent(e)
})
canvas.Call("addEventListener", "contextmenu", func(e *js.Object) {
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e.Call("preventDefault")
})
// Touch
canvas.Call("addEventListener", "touchstart", func(e *js.Object) {
e.Call("preventDefault")
currentInput.updateTouches(touchEventToTouches(e))
})
canvas.Call("addEventListener", "touchend", func(e *js.Object) {
e.Call("preventDefault")
currentInput.updateTouches(touchEventToTouches(e))
})
canvas.Call("addEventListener", "touchmove", func(e *js.Object) {
e.Call("preventDefault")
currentInput.updateTouches(touchEventToTouches(e))
})
// Gamepad
window.Call("addEventListener", "gamepadconnected", func(e *js.Object) {
// Do nothing.
})
canvas.Call("addEventListener", "webglcontextlost", func(e *js.Object) {
e.Call("preventDefault")
})
canvas.Call("addEventListener", "webglcontextrestored", func(e *js.Object) {
// Do nothing.
})
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return nil
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}
func setMouseCursorFromEvent(e *js.Object) {
scale := currentUI.getScale()
rect := canvas.Call("getBoundingClientRect")
x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
x -= rect.Get("left").Int()
y -= rect.Get("top").Int()
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currentInput.setMouseCursor(int(float64(x)/scale), int(float64(y)/scale))
}
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func RunMainThreadLoop(ch <-chan error) error {
return <-ch
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}
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func Run(width, height int, scale float64, title string, g GraphicsContext) error {
u := currentUI
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doc := js.Global.Get("document")
doc.Set("title", title)
u.setScreenSize(width, height, scale, u.fullscreen)
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canvas.Call("focus")
if err := opengl.Init(); err != nil {
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return err
}
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return u.loop(g)
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}
func (u *userInterface) setScreenSize(width, height int, scale float64, fullscreen bool) bool {
if u.width == width && u.height == height &&
u.scale == scale && fullscreen == u.fullscreen {
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return false
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}
u.width = width
u.height = height
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u.scale = scale
u.fullscreen = fullscreen
u.updateScreenSize()
return true
}
func (u *userInterface) updateScreenSize() {
canvas.Set("width", int(float64(u.width)*u.actualScreenScale()))
canvas.Set("height", int(float64(u.height)*u.actualScreenScale()))
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canvasStyle := canvas.Get("style")
s := u.getScale()
cssWidth := int(float64(u.width) * s)
cssHeight := int(float64(u.height) * s)
canvasStyle.Set("width", strconv.Itoa(cssWidth)+"px")
canvasStyle.Set("height", strconv.Itoa(cssHeight)+"px")
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// CSS calc requires space chars.
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canvasStyle.Set("left", "calc((100% - "+strconv.Itoa(cssWidth)+"px) / 2)")
canvasStyle.Set("top", "calc((100% - "+strconv.Itoa(cssHeight)+"px) / 2)")
u.sizeChanged = true
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}