internal/uidriver/js: Implement {Set,}Fullscreen for browsers (#1623)

Closes #1611
This commit is contained in:
Tom Lister 2021-04-28 00:58:32 +10:00 committed by GitHub
parent a716edc713
commit 5d3a76cbe6
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 37 additions and 5 deletions

View File

@ -92,12 +92,37 @@ func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
}
func (u *UserInterface) SetFullscreen(fullscreen bool) {
// Do nothing
if !canvas.Truthy() {
return
}
if !document.Truthy() {
return
}
if fullscreen {
f := canvas.Get("requestFullscreen")
if !f.Truthy() {
f = canvas.Get("webkitRequestFullscreen")
return
}
f.Call("bind", canvas).Invoke()
return
}
f := document.Get("exitFullscreen")
if !f.Truthy() {
f = document.Get("webkitExitFullscreen")
}
f.Call("bind", document).Invoke()
}
func (u *UserInterface) IsFullscreen() bool {
if !document.Truthy() {
return false
}
if !document.Get("fullscreenElement").Truthy() && !document.Get("webkitFullscreenElement").Truthy() {
return false
}
return true
}
func (u *UserInterface) IsFocused() bool {
return u.isFocused()
@ -400,6 +425,10 @@ func init() {
js.Global().Get("console").Call("error", "pointerlockerror event is fired. 'sandbox=\"allow-pointer-lock\"' might be required. There is a known issue on Safari (hajimehoshi/ebiten#1604)")
return nil
}))
document.Call("addEventListener", "fullscreenerror", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
js.Global().Get("console").Call("error", "fullscreenerror event is fired. This function on browsers must be called as a result of a gestural interaction or orientation change.")
return nil
}))
}
func setWindowEventHandlers(v js.Value) {

9
run.go
View File

@ -253,14 +253,14 @@ func SetCursorShape(shape CursorShapeType) {
// IsFullscreen reports whether the current mode is fullscreen or not.
//
// IsFullscreen always returns false on browsers or mobiles.
// IsFullscreen always returns false on mobiles.
//
// IsFullscreen is concurrent-safe.
func IsFullscreen() bool {
return uiDriver().IsFullscreen()
}
// SetFullscreen changes the current mode to fullscreen or not on desktops.
// SetFullscreen changes the current mode to fullscreen or not on desktops and browsers.
//
// In fullscreen mode, the game screen is automatically enlarged
// to fit with the monitor. The current scale value is ignored.
@ -268,7 +268,10 @@ func IsFullscreen() bool {
// On desktops, Ebiten uses 'windowed' fullscreen mode, which doesn't change
// your monitor's resolution.
//
// SetFullscreen does nothing on browsers or mobiles.
// On browsers, triggering fullscreen requires a user gesture otherwise SetFullscreen does nothing but leave an error message in console.
// This behaviour varies across browser implementations, your mileage may vary.
//
// SetFullscreen does nothing on mobiles.
//
// SetFullscreen does nothing on macOS when the window is fullscreened natively by the macOS desktop
// instead of SetFullscreen(true).