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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 ui
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import (
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"sync"
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"syscall/js"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
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"github.com/hajimehoshi/ebiten/v2/internal/gamepad"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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)
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type graphicsDriverCreatorImpl struct { }
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func ( g * graphicsDriverCreatorImpl ) newAuto ( ) ( graphicsdriver . Graphics , GraphicsLibrary , error ) {
graphics , err := g . newOpenGL ( )
return graphics , GraphicsLibraryOpenGL , err
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}
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func ( * graphicsDriverCreatorImpl ) newOpenGL ( ) ( graphicsdriver . Graphics , error ) {
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return opengl . NewGraphics ( )
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}
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func ( * graphicsDriverCreatorImpl ) newDirectX ( ) ( graphicsdriver . Graphics , error ) {
return nil , nil
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}
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func ( * graphicsDriverCreatorImpl ) newMetal ( ) ( graphicsdriver . Graphics , error ) {
return nil , nil
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}
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var (
stringNone = js . ValueOf ( "none" )
stringTransparent = js . ValueOf ( "transparent" )
)
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func driverCursorShapeToCSSCursor ( cursor CursorShape ) string {
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switch cursor {
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case CursorShapeDefault :
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return "default"
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case CursorShapeText :
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return "text"
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case CursorShapeCrosshair :
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return "crosshair"
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case CursorShapePointer :
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return "pointer"
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case CursorShapeEWResize :
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return "ew-resize"
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case CursorShapeNSResize :
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return "ns-resize"
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}
return "auto"
}
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type userInterfaceImpl struct {
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graphicsDriver graphicsdriver . Graphics
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runnableOnUnfocused bool
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fpsMode FPSModeType
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renderingScheduled bool
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running bool
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initFocused bool
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cursorMode CursorMode
cursorPrevMode CursorMode
cursorShape CursorShape
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onceUpdateCalled bool
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lastDeviceScaleFactor float64
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context * context
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input Input
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m sync . Mutex
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}
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func init ( ) {
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theUI . userInterfaceImpl = userInterfaceImpl {
runnableOnUnfocused : true ,
initFocused : true ,
}
theUI . input . ui = & theUI . userInterfaceImpl
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}
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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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)
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var (
documentHasFocus js . Value
documentHidden js . Value
)
func init ( ) {
documentHasFocus = document . Get ( "hasFocus" ) . Call ( "bind" , document )
documentHidden = js . Global ( ) . Get ( "Object" ) . Call ( "getOwnPropertyDescriptor" , js . Global ( ) . Get ( "Document" ) . Get ( "prototype" ) , "hidden" ) . Get ( "get" ) . Call ( "bind" , document )
}
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func ( u * userInterfaceImpl ) 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 * userInterfaceImpl ) SetFullscreen ( fullscreen bool ) {
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if ! canvas . Truthy ( ) {
return
}
if ! document . Truthy ( ) {
return
}
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if fullscreen == u . IsFullscreen ( ) {
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return
}
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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 * userInterfaceImpl ) 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 * userInterfaceImpl ) IsFocused ( ) bool {
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return u . isFocused ( )
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}
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func ( u * userInterfaceImpl ) SetRunnableOnUnfocused ( runnableOnUnfocused bool ) {
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u . runnableOnUnfocused = runnableOnUnfocused
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}
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func ( u * userInterfaceImpl ) IsRunnableOnUnfocused ( ) bool {
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return u . runnableOnUnfocused
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}
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func ( u * userInterfaceImpl ) SetFPSMode ( mode FPSModeType ) {
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u . fpsMode = mode
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}
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func ( u * userInterfaceImpl ) ScheduleFrame ( ) {
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u . renderingScheduled = true
}
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func ( u * userInterfaceImpl ) CursorMode ( ) CursorMode {
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if ! canvas . Truthy ( ) {
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return CursorModeHidden
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}
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return u . cursorMode
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}
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func ( u * userInterfaceImpl ) SetCursorMode ( mode 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
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if u . cursorMode == CursorModeCaptured {
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document . Call ( "exitPointerLock" )
}
u . cursorMode = mode
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switch mode {
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case CursorModeVisible :
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canvas . Get ( "style" ) . Set ( "cursor" , driverCursorShapeToCSSCursor ( u . cursorShape ) )
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case CursorModeHidden :
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canvas . Get ( "style" ) . Set ( "cursor" , stringNone )
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case CursorModeCaptured :
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canvas . Call ( "requestPointerLock" )
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}
}
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func ( u * userInterfaceImpl ) recoverCursorMode ( ) {
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if theUI . cursorPrevMode == CursorModeCaptured {
panic ( "ui: cursorPrevMode must not be CursorModeCaptured at recoverCursorMode" )
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}
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u . SetCursorMode ( u . cursorPrevMode )
}
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func ( u * userInterfaceImpl ) CursorShape ( ) CursorShape {
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if ! canvas . Truthy ( ) {
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return CursorShapeDefault
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}
return u . cursorShape
}
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func ( u * userInterfaceImpl ) SetCursorShape ( shape CursorShape ) {
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if ! canvas . Truthy ( ) {
return
}
if u . cursorShape == shape {
return
}
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u . cursorShape = shape
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if u . cursorMode == CursorModeVisible {
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canvas . Get ( "style" ) . Set ( "cursor" , driverCursorShapeToCSSCursor ( u . cursorShape ) )
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}
}
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func ( u * userInterfaceImpl ) DeviceScaleFactor ( ) float64 {
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return devicescale . GetAt ( 0 , 0 )
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}
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func ( u * userInterfaceImpl ) outsideSize ( ) ( float64 , float64 ) {
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if document . Truthy ( ) {
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body := document . Get ( "body" )
bw := body . Get ( "clientWidth" ) . Float ( )
bh := body . Get ( "clientHeight" ) . Float ( )
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return bw , bh
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}
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// Node.js
return 640 , 480
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}
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func ( u * userInterfaceImpl ) 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 * userInterfaceImpl ) isFocused ( ) bool {
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if ! documentHasFocus . Invoke ( ) . Bool ( ) {
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return false
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}
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if documentHidden . Invoke ( ) . 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 * userInterfaceImpl ) 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 * userInterfaceImpl ) updateImpl ( force bool ) error {
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// Guard updateImpl as this function cannot be invoked until this finishes (#2339).
u . m . Lock ( )
defer u . m . Unlock ( )
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// context can be nil when an event is fired but the loop doesn't start yet (#1928).
if u . context == nil {
return nil
}
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if err := gamepad . Update ( ) ; err != nil {
return err
}
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a := u . DeviceScaleFactor ( )
if u . lastDeviceScaleFactor != a {
u . updateScreenSize ( )
}
u . lastDeviceScaleFactor = a
w , h := u . outsideSize ( )
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if force {
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if err := u . context . forceUpdateFrame ( u . graphicsDriver , w , h , u . DeviceScaleFactor ( ) ) ; err != nil {
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return err
}
} else {
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if err := u . context . updateFrame ( u . graphicsDriver , w , h , u . DeviceScaleFactor ( ) ) ; err != nil {
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return err
}
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}
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return nil
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}
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func ( u * userInterfaceImpl ) needsUpdate ( ) bool {
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if u . fpsMode != FPSModeVsyncOffMinimum {
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return true
}
if ! u . onceUpdateCalled {
return true
}
if u . renderingScheduled {
return true
}
// TODO: Watch the gamepad state?
return false
}
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func ( u * userInterfaceImpl ) loop ( game Game ) <- chan error {
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u . context = newContext ( game )
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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 u . needsUpdate ( ) {
u . onceUpdateCalled = true
u . renderingScheduled = false
if err := u . update ( ) ; err != nil {
close ( reqStopAudioCh )
<- resStopAudioCh
errCh <- err
return
}
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}
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switch u . fpsMode {
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case FPSModeVsyncOn :
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requestAnimationFrame . Invoke ( cf )
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case FPSModeVsyncOffMaximum :
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setTimeout . Invoke ( cf , 0 )
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case FPSModeVsyncOffMinimum :
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requestAnimationFrame . Invoke ( cf )
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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 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.
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if theUI . cursorMode == CursorModeCaptured {
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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. 'allow=\"fullscreen\"' or 'allowfullscreen' 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
} ) )
document . Call ( "addEventListener" , "webkitfullscreenerror" , js . FuncOf ( func ( this js . Value , args [ ] js . Value ) interface { } {
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js . Global ( ) . Get ( "console" ) . Call ( "error" , "webkitfullscreenerror event is fired. 'allow=\"fullscreen\"' or 'allowfullscreen' 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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// updateImpl can block. Use goroutine.
// See https://pkg.go.dev/syscall/js#FuncOf.
go func ( ) {
if err := theUI . updateImpl ( true ) ; err != nil {
panic ( err )
}
} ( )
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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 ]
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 * userInterfaceImpl ) forceUpdateOnMinimumFPSMode ( ) {
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if u . fpsMode != FPSModeVsyncOffMinimum {
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return
}
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// updateImpl can block. Use goroutine.
// See https://pkg.go.dev/syscall/js#FuncOf.
go func ( ) {
if err := u . updateImpl ( true ) ; err != nil {
panic ( err )
}
} ( )
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}
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func ( u * userInterfaceImpl ) Run ( game Game ) 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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g , err := newGraphicsDriver ( & graphicsDriverCreatorImpl { } )
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if err != nil {
return err
}
u . graphicsDriver = g
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if g , ok := u . graphicsDriver . ( interface { SetCanvas ( js . Value ) } ) ; ok {
g . SetCanvas ( canvas )
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}
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return <- u . loop ( game )
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}
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func ( u * userInterfaceImpl ) updateScreenSize ( ) {
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if 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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}
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func ( u * userInterfaceImpl ) SetScreenTransparent ( transparent bool ) {
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if u . running {
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panic ( "ui: SetScreenTransparent can't be called after the main loop starts" )
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}
bodyStyle := document . Get ( "body" ) . Get ( "style" )
if transparent {
bodyStyle . Set ( "backgroundColor" , "transparent" )
} else {
bodyStyle . Set ( "backgroundColor" , "#000" )
}
}
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func ( u * userInterfaceImpl ) IsScreenTransparent ( ) bool {
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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 * userInterfaceImpl ) resetForTick ( ) {
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u . input . resetForTick ( )
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}
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func ( u * userInterfaceImpl ) SetInitFocused ( focused bool ) {
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if u . running {
panic ( "ui: SetInitFocused must be called before the main loop" )
}
u . initFocused = focused
}
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func ( u * userInterfaceImpl ) Input ( ) * Input {
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return & u . input
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}
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func ( u * userInterfaceImpl ) Window ( ) Window {
return & nullWindow { }
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}