// 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 ( "image" "strconv" "github.com/hajimehoshi/gopherwasm/js" "github.com/hajimehoshi/ebiten/internal/devicescale" "github.com/hajimehoshi/ebiten/internal/hooks" "github.com/hajimehoshi/ebiten/internal/input" "github.com/hajimehoshi/ebiten/internal/opengl" "github.com/hajimehoshi/ebiten/internal/web" ) var canvas js.Value type userInterface struct { width int height int scale float64 fullscreen bool runnableInBackground bool sizeChanged bool windowFocus bool pageVisible bool } var currentUI = &userInterface{ sizeChanged: true, windowFocus: true, pageVisible: true, } func MonitorSize() (int, int) { w := js.Global.Get("window") return w.Get("innerWidth").Int(), w.Get("innerHeight").Int() } func SetScreenSize(width, height int) bool { return currentUI.setScreenSize(width, height, currentUI.scale, currentUI.fullscreen) } func SetScreenScale(scale float64) bool { return currentUI.setScreenSize(currentUI.width, currentUI.height, scale, currentUI.fullscreen) } func ScreenScale() float64 { return currentUI.scale } func SetFullscreen(fullscreen bool) { currentUI.setScreenSize(currentUI.width, currentUI.height, currentUI.scale, fullscreen) } func IsFullscreen() bool { return currentUI.fullscreen } func SetRunnableInBackground(runnableInBackground bool) { currentUI.runnableInBackground = runnableInBackground } func IsRunnableInBackground() bool { return currentUI.runnableInBackground } func ScreenPadding() (x0, y0, x1, y1 float64) { return 0, 0, 0, 0 } func adjustPosition(x, y int) (int, int) { rect := canvas.Call("getBoundingClientRect") x -= rect.Get("left").Int() y -= rect.Get("top").Int() scale := currentUI.getScale() return int(float64(x) / scale), int(float64(y) / scale) } func AdjustedCursorPosition() (x, y int) { return adjustPosition(input.Get().CursorPosition()) } func AdjustedTouches() []*input.Touch { ts := input.Get().Touches() adjusted := make([]*input.Touch, len(ts)) for i, t := range ts { x, y := adjustPosition(t.Position()) adjusted[i] = input.NewTouch(t.ID(), x, y) } return adjusted } func IsCursorVisible() bool { // The initial value is an empty string, so don't compare with "auto" here. return canvas.Get("style").Get("cursor").String() != "none" } func SetCursorVisible(visible bool) { if visible { canvas.Get("style").Set("cursor", "auto") } else { canvas.Get("style").Set("cursor", "none") } } func SetWindowTitle(title string) { doc := js.Global.Get("document") doc.Set("title", title) } func SetWindowIcon(iconImages []image.Image) { // Do nothing } func IsWindowDecorated() bool { return false } func SetWindowDecorated(decorated bool) { // Do nothing } func (u *userInterface) getScale() float64 { if !u.fullscreen { return u.scale } doc := js.Global.Get("document") body := doc.Get("body") bw := body.Get("clientWidth").Float() bh := body.Get("clientHeight").Float() sw := bw / float64(u.width) sh := bh / float64(u.height) if sw > sh { return sh } return sw } func (u *userInterface) actualScreenScale() float64 { // CSS imageRendering property seems useful to enlarge the screen, // but doesn't work in some cases (#306): // * Chrome just after restoring the lost context // * Safari // Let's use the devicePixelRatio as it is here. return u.getScale() * devicescale.DeviceScale() } func (u *userInterface) updateGraphicsContext(g GraphicsContext) { if u.sizeChanged { u.sizeChanged = false g.SetSize(u.width, u.height, u.actualScreenScale()) } } func (u *userInterface) suspended() bool { return !u.runnableInBackground && (!u.windowFocus || !u.pageVisible) } func (u *userInterface) update(g GraphicsContext) error { if u.suspended() { hooks.SuspendAudio() return nil } hooks.ResumeAudio() if opengl.GetContext().IsContextLost() { opengl.GetContext().RestoreContext() g.Invalidate() // Need to return once to wait restored (#526) // TODO: Is it necessary to handle webglcontextrestored event? return nil } input.Get().UpdateGamepads() u.updateGraphicsContext(g) if err := g.Update(func() { input.Get().ClearRuneBuffer() // TODO: insert ResetScrollValues() counterpart to 'ui_glfw.go' here // The offscreens must be updated every frame (#490). u.updateGraphicsContext(g) }); err != nil { return err } return nil } func (u *userInterface) loop(g GraphicsContext) error { ch := make(chan error) var f func([]js.Value) var cf js.Callback f = func([]js.Value) { if err := u.update(g); err != nil { ch <- err close(ch) return } js.Global.Get("window").Call("requestAnimationFrame", cf) } cf = js.NewCallback(f) // Call f asyncly to be async since ch is used in f. go func() { f(nil) }() return <-ch } func init() { // Do nothing in node.js. if web.IsNodeJS() { return } doc := js.Global.Get("document") window := js.Global.Get("window") if doc.Get("body") == js.Null { ch := make(chan struct{}) window.Call("addEventListener", "load", js.NewCallback(func([]js.Value) { close(ch) })) <-ch } window.Call("addEventListener", "focus", js.NewCallback(func([]js.Value) { currentUI.windowFocus = true if currentUI.suspended() { hooks.SuspendAudio() } else { hooks.ResumeAudio() } })) window.Call("addEventListener", "blur", js.NewCallback(func([]js.Value) { currentUI.windowFocus = false if currentUI.suspended() { hooks.SuspendAudio() } else { hooks.ResumeAudio() } })) doc.Call("addEventListener", "visibilitychange", js.NewCallback(func([]js.Value) { currentUI.pageVisible = !doc.Get("hidden").Bool() if currentUI.suspended() { hooks.SuspendAudio() } else { hooks.ResumeAudio() } })) window.Call("addEventListener", "resize", js.NewCallback(func([]js.Value) { currentUI.updateScreenSize() })) // Adjust the initial scale to 1. // https://developer.mozilla.org/en/docs/Mozilla/Mobile/Viewport_meta_tag meta := doc.Call("createElement", "meta") meta.Set("name", "viewport") meta.Set("content", "width=device-width, initial-scale=1") doc.Get("head").Call("appendChild", meta) 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") // TODO: This is OK as long as the game is in an independent iframe. // What if the canvas is embedded in a HTML directly? doc.Get("body").Call("addEventListener", "click", js.NewCallback(func([]js.Value) { 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", js.NewEventCallback(js.PreventDefault, input.OnKeyDown)) canvas.Call("addEventListener", "keypress", js.NewEventCallback(js.PreventDefault, input.OnKeyPress)) canvas.Call("addEventListener", "keyup", js.NewEventCallback(js.PreventDefault, input.OnKeyUp)) // Mouse canvas.Call("addEventListener", "mousedown", js.NewEventCallback(js.PreventDefault, input.OnMouseDown)) canvas.Call("addEventListener", "mouseup", js.NewEventCallback(js.PreventDefault, input.OnMouseUp)) canvas.Call("addEventListener", "mousemove", js.NewEventCallback(js.PreventDefault, input.OnMouseMove)) // Touch canvas.Call("addEventListener", "touchstart", js.NewEventCallback(js.PreventDefault, input.OnTouchStart)) canvas.Call("addEventListener", "touchend", js.NewEventCallback(js.PreventDefault, input.OnTouchEnd)) canvas.Call("addEventListener", "touchmove", js.NewEventCallback(js.PreventDefault, input.OnTouchMove)) // Gamepad window.Call("addEventListener", "gamepadconnected", js.NewCallback(func(e []js.Value) { // Do nothing. })) canvas.Call("addEventListener", "contextmenu", js.NewEventCallback(js.PreventDefault, func(js.Value) { // Do nothing. })) canvas.Call("addEventListener", "webglcontextlost", js.NewEventCallback(js.PreventDefault, func(js.Value) { // Do nothing. })) canvas.Call("addEventListener", "webglcontextrestored", js.NewCallback(func(e []js.Value) { // Do nothing. })) } func RunMainThreadLoop(ch <-chan error) error { return <-ch } func Run(width, height int, scale float64, title string, g GraphicsContext, mainloop bool) error { u := currentUI doc := js.Global.Get("document") doc.Set("title", title) u.setScreenSize(width, height, scale, u.fullscreen) canvas.Call("focus") if err := opengl.Init(); err != nil { return err } return u.loop(g) } func (u *userInterface) setScreenSize(width, height int, scale float64, fullscreen bool) bool { if u.width == width && u.height == height && u.scale == scale && fullscreen == u.fullscreen { return false } u.width = width u.height = height u.scale = scale u.fullscreen = fullscreen u.updateScreenSize() return true } func (u *userInterface) updateScreenSize() { canvas.Set("width", int(float64(u.width)*u.actualScreenScale())) canvas.Set("height", int(float64(u.height)*u.actualScreenScale())) canvasStyle := canvas.Get("style") s := u.getScale() cssWidth := int(float64(u.width) * s) cssHeight := int(float64(u.height) * s) canvasStyle.Set("width", strconv.Itoa(cssWidth)+"px") canvasStyle.Set("height", strconv.Itoa(cssHeight)+"px") // CSS calc requires space chars. canvasStyle.Set("left", "calc((100% - "+strconv.Itoa(cssWidth)+"px) / 2)") canvasStyle.Set("top", "calc((100% - "+strconv.Itoa(cssHeight)+"px) / 2)") u.sizeChanged = true }