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examples/contextlost: Enable to build on non-JS environments
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63
examples/contextlost/context_js.go
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63
examples/contextlost/context_js.go
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build example
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package main
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import (
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"fmt"
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"syscall/js"
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"time"
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)
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func (g *Game) loseAndRestoreContext() {
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doc := js.Global().Get("document")
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canvas := doc.Call("getElementsByTagName", "canvas").Index(0)
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context := canvas.Call("getContext", "webgl2")
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if !context.Truthy() {
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context = canvas.Call("getContext", "webgl")
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if !context.Truthy() {
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context = canvas.Call("getContext", "experimental-webgl")
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}
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}
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if g.lost {
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return
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}
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// Edge might not support the extension. See
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// https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context
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ext := context.Call("getExtension", "WEBGL_lose_context")
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if !ext.Truthy() {
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fmt.Println("Fail to force context lost. Edge might not support the extension yet.")
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return
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}
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ext.Call("loseContext")
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fmt.Println("Lost the context!")
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fmt.Println("The context is automatically restored after 3 seconds.")
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g.lost = true
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// If and only if the context is lost by loseContext, you need to call restoreContext. Note that in usual
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// case of context lost, you cannot call restoreContext but the context should be restored automatically.
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//
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// After the context is lost, update will not be called. Instead, fire the goroutine to restore the context.
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go func() {
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time.Sleep(3 * time.Second)
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ext.Call("restoreContext")
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fmt.Println("Restored the context!")
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g.lost = false
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}()
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}
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26
examples/contextlost/context_notjs.go
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26
examples/contextlost/context_notjs.go
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build example
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// +build !js
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package main
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import (
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"fmt"
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)
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func (g *Game) loseAndRestoreContext() {
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fmt.Println("Losing context lost works only on browsers.")
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}
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@ -18,13 +18,10 @@ package main
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import (
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import (
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"bytes"
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"bytes"
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"fmt"
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"image"
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"image"
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_ "image/jpeg"
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_ "image/jpeg"
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"log"
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"log"
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"math"
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"math"
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"syscall/js"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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@ -33,8 +30,8 @@ import (
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)
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)
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const (
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const (
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screenWidth = 320
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screenWidth = 640
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screenHeight = 240
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screenHeight = 480
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)
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)
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var (
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var (
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@ -47,48 +44,9 @@ type Game struct {
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lost bool
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lost bool
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}
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}
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func (g *Game) loseAndRestoreContext(context js.Value) {
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if g.lost {
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return
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}
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// Edge might not support the extension. See
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// https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context
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ext := context.Call("getExtension", "WEBGL_lose_context")
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if !ext.Truthy() {
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fmt.Println("Fail to force context lost. Edge might not support the extension yet.")
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return
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}
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ext.Call("loseContext")
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fmt.Println("Lost the context!")
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fmt.Println("The context is automatically restored after 3 seconds.")
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g.lost = true
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// If and only if the context is lost by loseContext, you need to call restoreContext. Note that in usual
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// case of context lost, you cannot call restoreContext but the context should be restored automatically.
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//
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// After the context is lost, update will not be called. Instead, fire the goroutine to restore the context.
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go func() {
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time.Sleep(3 * time.Second)
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ext.Call("restoreContext")
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fmt.Println("Restored the context!")
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g.lost = false
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}()
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}
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func (g *Game) Update() error {
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func (g *Game) Update() error {
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
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if inpututil.IsKeyJustPressed(ebiten.KeySpace) {
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doc := js.Global().Get("document")
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g.loseAndRestoreContext()
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canvas := doc.Call("getElementsByTagName", "canvas").Index(0)
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context := canvas.Call("getContext", "webgl2")
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if !context.Truthy() {
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context = canvas.Call("getContext", "webgl")
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if !context.Truthy() {
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context = canvas.Call("getContext", "experimental-webgl")
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}
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}
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g.loseAndRestoreContext(context)
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return nil
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return nil
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}
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}
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@ -151,7 +109,7 @@ func main() {
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extraImages = append(extraImages, eimg)
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extraImages = append(extraImages, eimg)
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}
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}
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ebiten.SetWindowSize(screenWidth*2, screenHeight*2)
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Context Lost (Ebiten Demo)")
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ebiten.SetWindowTitle("Context Lost (Ebiten Demo)")
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if err := ebiten.RunGame(&Game{}); err != nil {
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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log.Fatal(err)
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