// 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 package ui import ( "github.com/gopherjs/gopherjs/js" "strconv" ) func ExecOnUIThread(f func()) { f() } func Start(width, height, scale int, title string) (actualScale int, err error) { return currentUI.start(width, height, scale, title) } func Terminate() { currentUI.terminate() } func DoEvents() error { return currentUI.doEvents() } func IsClosed() bool { return currentUI.isClosed() } func SwapBuffers() { currentUI.swapBuffers() } var canvas js.Object type userInterface struct{} var currentUI = &userInterface{} // TODO: This returns true even when the browser is not active. // The current behavior causes sound noise... func shown() bool { return !js.Global.Get("document").Get("hidden").Bool() } func vsync() { ch := make(chan struct{}) // TODO: In iOS8, this is called at every 1/30[sec] frame. // Can we use DOMHighResTimeStamp? js.Global.Get("window").Call("requestAnimationFrame", func() { close(ch) }) <-ch } func (*userInterface) doEvents() error { vsync() for !shown() { vsync() } currentInput.UpdateGamepads() return nil } func (*userInterface) terminate() { // Do nothing. } func (*userInterface) isClosed() bool { return false } func (*userInterface) swapBuffers() { // Do nothing. } func Init() { // Do nothing in node.js. if js.Global.Get("require") != js.Undefined { return } 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 } canvas = doc.Call("createElement", "canvas") canvas.Set("width", 16) canvas.Set("height", 16) doc.Get("body").Call("appendChild", canvas) htmlStyle := doc.Get("documentElement").Get("style") htmlStyle.Set("height", "100%") htmlStyle.Set("margin", "0") htmlStyle.Set("padding", "0") bodyStyle := doc.Get("body").Get("style") bodyStyle.Set("backgroundColor", "#000") bodyStyle.Set("position", "relative") bodyStyle.Set("height", "100%") bodyStyle.Set("margin", "0") bodyStyle.Set("padding", "0") doc.Get("body").Call("addEventListener", "click", func() { canvas.Call("focus") }) canvasStyle := canvas.Get("style") canvasStyle.Set("position", "absolute") // Make the canvas focusable. canvas.Call("setAttribute", "tabindex", 1) canvas.Get("style").Set("outline", "none") // Keyboard canvas.Call("addEventListener", "keydown", func(e js.Object) { e.Call("preventDefault") code := e.Get("keyCode").Int() currentInput.KeyDown(code) }) canvas.Call("addEventListener", "keyup", func(e js.Object) { e.Call("preventDefault") code := e.Get("keyCode").Int() currentInput.KeyUp(code) }) // Mouse canvas.Call("addEventListener", "mousedown", func(e js.Object) { e.Call("preventDefault") button := e.Get("button").Int() currentInput.MouseDown(button) setMouseCursorFromEvent(e) }) canvas.Call("addEventListener", "mouseup", func(e js.Object) { e.Call("preventDefault") button := e.Get("button").Int() 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) { e.Call("preventDefault") }) // Touch (emulating mouse events) // TODO: Need to create indimendent touch functions? canvas.Call("addEventListener", "touchstart", func(e js.Object) { e.Call("preventDefault") currentInput.MouseDown(0) touches := e.Get("changedTouches") touch := touches.Index(0) setMouseCursorFromEvent(touch) }) canvas.Call("addEventListener", "touchend", func(e js.Object) { e.Call("preventDefault") currentInput.MouseUp(0) touches := e.Get("changedTouches") touch := touches.Index(0) setMouseCursorFromEvent(touch) }) canvas.Call("addEventListener", "touchmove", func(e js.Object) { e.Call("preventDefault") touches := e.Get("changedTouches") touch := touches.Index(0) setMouseCursorFromEvent(touch) }) // Gamepad window.Call("addEventListener", "gamepadconnected", func(e js.Object) { // Do nothing. }) } func setMouseCursorFromEvent(e js.Object) { scale := canvas.Get("dataset").Get("ebitenScale").Int() // TODO: Float? rect := canvas.Call("getBoundingClientRect") x, y := e.Get("clientX").Int(), e.Get("clientY").Int() x -= rect.Get("left").Int() y -= rect.Get("top").Int() currentInput.SetMouseCursor(x/scale, y/scale) } func devicePixelRatio() int { // TODO: What if ratio is not an integer but a float? ratio := js.Global.Get("window").Get("devicePixelRatio").Int() if ratio == 0 { ratio = 1 } return ratio } func (*userInterface) start(width, height, scale int, title string) (actualScale int, err error) { doc := js.Global.Get("document") doc.Set("title", title) actualScale = scale * devicePixelRatio() canvas.Set("width", width*actualScale) canvas.Set("height", height*actualScale) canvas.Get("dataset").Set("ebitenScale", scale) canvasStyle := canvas.Get("style") cssWidth := width * scale cssHeight := height * scale canvasStyle.Set("width", strconv.Itoa(cssWidth)+"px") canvasStyle.Set("height", strconv.Itoa(cssHeight)+"px") // CSS calc requires space chars. canvasStyle.Set("left", "calc(50% - "+strconv.Itoa(cssWidth/2)+"px)") canvasStyle.Set("top", "calc(50% - "+strconv.Itoa(cssHeight/2)+"px)") canvas.Call("focus") return actualScale, nil }