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ui: Implement fullscreen for browsers (#387)
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parent
064b359c78
commit
63e3bc73d6
@ -27,7 +27,11 @@ import (
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var canvas *js.Object
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type userInterface struct {
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scale float64
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width int
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height int
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scale float64
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fullscreen bool
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deviceScale float64
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sizeChanged bool
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windowFocus bool
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@ -44,26 +48,23 @@ func shown() bool {
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}
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func SetScreenSize(width, height int) bool {
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return currentUI.setScreenSize(width, height, currentUI.scale)
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return currentUI.setScreenSize(currentUI.width, currentUI.height, currentUI.scale, currentUI.fullscreen)
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}
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func SetScreenScale(scale float64) bool {
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width, height := currentUI.size()
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return currentUI.setScreenSize(width, height, scale)
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return currentUI.setScreenSize(currentUI.width, currentUI.height, scale, currentUI.fullscreen)
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}
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func ScreenScale() float64 {
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return currentUI.scale
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}
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func SetFullscreen(fullscreen bool) bool {
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// TODO: Implement
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return false
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func SetFullscreen(fullscreen bool) {
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currentUI.setScreenSize(currentUI.width, currentUI.height, currentUI.scale, fullscreen)
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}
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func IsFullscreen() bool {
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// TODO: Implement
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return false
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return currentUI.fullscreen
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}
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func ScreenOffset() (float64, float64) {
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@ -82,8 +83,24 @@ func SetCursorVisibility(visibility bool) {
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}
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}
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func (u *userInterface) getScale() float64 {
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if !u.fullscreen {
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return u.scale
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}
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doc := js.Global.Get("document")
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body := doc.Get("body")
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bw := body.Get("clientWidth").Float()
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bh := body.Get("clientHeight").Float()
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sw := bw / float64(u.width)
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sh := bh / float64(u.height)
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if sw > sh {
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return sh
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}
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return sw
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}
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func (u *userInterface) actualScreenScale() float64 {
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return u.scale * u.deviceScale
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return u.getScale() * u.deviceScale
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}
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func (u *userInterface) update(g GraphicsContext) error {
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@ -97,8 +114,7 @@ func (u *userInterface) update(g GraphicsContext) error {
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currentInput.updateGamepads()
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if u.sizeChanged {
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u.sizeChanged = false
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w, h := u.size()
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g.SetSize(w, h, u.actualScreenScale())
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g.SetSize(u.width, u.height, u.actualScreenScale())
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return nil
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}
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if err := g.Update(); err != nil {
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@ -125,7 +141,7 @@ func (u *userInterface) loop(g GraphicsContext) error {
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}
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func touchEventToTouches(e *js.Object) []touch {
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scale := currentUI.scale
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scale := currentUI.getScale()
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j := e.Get("targetTouches")
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rect := canvas.Call("getBoundingClientRect")
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left, top := rect.Get("left").Int(), rect.Get("top").Int()
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@ -277,7 +293,7 @@ func initialize() error {
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}
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func setMouseCursorFromEvent(e *js.Object) {
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scale := currentUI.scale
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scale := currentUI.getScale()
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rect := canvas.Call("getBoundingClientRect")
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x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
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x -= rect.Get("left").Int()
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@ -301,7 +317,7 @@ func Run(width, height int, scale float64, title string, g GraphicsContext) erro
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u := currentUI
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doc := js.Global.Get("document")
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doc.Set("title", title)
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u.setScreenSize(width, height, scale)
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u.setScreenSize(width, height, scale, u.fullscreen)
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canvas.Call("focus")
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if err := opengl.Init(); err != nil {
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return err
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@ -309,17 +325,6 @@ func Run(width, height int, scale float64, title string, g GraphicsContext) erro
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return u.loop(g)
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}
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func (u *userInterface) size() (width, height int) {
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a := u.actualScreenScale()
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if a == 0 {
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// a == 0 only on the initial state.
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return
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}
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width = int(canvas.Get("width").Float() / a)
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height = int(canvas.Get("height").Float() / a)
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return
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}
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func isSafari() bool {
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ua := js.Global.Get("navigator").Get("userAgent").String()
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if !strings.Contains(ua, "Safari") {
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@ -331,23 +336,28 @@ func isSafari() bool {
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return true
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}
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func (u *userInterface) setScreenSize(width, height int, scale float64) bool {
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w, h := u.size()
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s := u.scale
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if w == width && h == height && s == scale {
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func (u *userInterface) setScreenSize(width, height int, scale float64, fullscreen bool) bool {
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if u.width == width && u.height == height &&
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u.scale == scale && fullscreen == u.fullscreen {
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return false
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}
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u.width = width
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u.height = height
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u.scale = scale
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u.fullscreen = fullscreen
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// CSS imageRendering seems useful to enlarge the screen,
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// but doesn't work in some cases (#306):
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// * Chrome just after restoring the lost context
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// * Safari
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// Let's use the pixel ratio as it is here.
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u.deviceScale = devicePixelRatio()
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canvas.Set("width", int(float64(width)*u.actualScreenScale()))
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canvas.Set("height", int(float64(height)*u.actualScreenScale()))
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canvasStyle := canvas.Get("style")
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scale = u.getScale()
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cssWidth := int(float64(width) * scale)
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cssHeight := int(float64(height) * scale)
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canvasStyle.Set("width", strconv.Itoa(cssWidth)+"px")
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@ -355,6 +365,7 @@ func (u *userInterface) setScreenSize(width, height int, scale float64) bool {
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// CSS calc requires space chars.
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canvasStyle.Set("left", "calc((100% - "+strconv.Itoa(cssWidth)+"px) / 2)")
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canvasStyle.Set("top", "calc((100% - "+strconv.Itoa(cssHeight)+"px) / 2)")
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u.sizeChanged = true
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return true
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}
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