// 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 js import ( "image" "log" "runtime" "strconv" "github.com/gopherjs/gopherwasm/js" "github.com/hajimehoshi/ebiten/internal/devicescale" "github.com/hajimehoshi/ebiten/internal/driver" ) var canvas js.Value type UserInterface struct { width int height int scale float64 fullscreen bool runnableInBackground bool vsync bool sizeChanged bool windowFocus bool pageVisible bool contextLost bool lastActualScale float64 context driver.GraphicsContext input Input } var theUI = &UserInterface{ sizeChanged: true, windowFocus: true, pageVisible: true, vsync: true, } func init() { theUI.input.ui = theUI } func Get() *UserInterface { return theUI } var ( window = js.Global().Get("window") document = js.Global().Get("document") requestAnimationFrame = window.Get("requestAnimationFrame") setTimeout = window.Get("setTimeout") ) func (u *UserInterface) ScreenSizeInFullscreen() (int, int) { return window.Get("innerWidth").Int(), window.Get("innerHeight").Int() } func (u *UserInterface) SetScreenSize(width, height int) { u.setScreenSize(width, height, u.scale, u.fullscreen) } func (u *UserInterface) SetScreenScale(scale float64) { u.setScreenSize(u.width, u.height, scale, u.fullscreen) } func (u *UserInterface) ScreenScale() float64 { return u.scale } func (u *UserInterface) SetFullscreen(fullscreen bool) { u.setScreenSize(u.width, u.height, u.scale, fullscreen) } func (u *UserInterface) IsFullscreen() bool { return u.fullscreen } func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) { u.runnableInBackground = runnableInBackground } func (u *UserInterface) IsRunnableInBackground() bool { return u.runnableInBackground } func (u *UserInterface) SetVsyncEnabled(enabled bool) { u.vsync = enabled } func (u *UserInterface) IsVsyncEnabled() bool { return u.vsync } func (u *UserInterface) ScreenPadding() (x0, y0, x1, y1 float64) { return 0, 0, 0, 0 } func (u *UserInterface) adjustPosition(x, y int) (int, int) { rect := canvas.Call("getBoundingClientRect") x -= rect.Get("left").Int() y -= rect.Get("top").Int() scale := u.getScale() return int(float64(x) / scale), int(float64(y) / scale) } func (u *UserInterface) 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 (u *UserInterface) SetCursorVisible(visible bool) { if visible { canvas.Get("style").Set("cursor", "auto") } else { canvas.Get("style").Set("cursor", "none") } } func (u *UserInterface) SetWindowTitle(title string) { document.Set("title", title) } func (u *UserInterface) SetWindowIcon(iconImages []image.Image) { // Do nothing } func (u *UserInterface) IsWindowDecorated() bool { return false } func (u *UserInterface) SetWindowDecorated(decorated bool) { // Do nothing } func (u *UserInterface) IsWindowResizable() bool { return false } func (u *UserInterface) SetWindowResizable(decorated bool) { // Do nothing } func (u *UserInterface) DeviceScaleFactor() float64 { return devicescale.GetAt(0, 0) } func (u *UserInterface) getScale() float64 { if !u.fullscreen { return u.scale } body := document.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.GetAt(0, 0) } func (u *UserInterface) updateGraphicsContext() { a := u.actualScreenScale() if u.lastActualScale != a { u.updateScreenSize() } u.lastActualScale = a if u.sizeChanged { u.sizeChanged = false u.context.SetSize(u.width, u.height, a) } } func (u *UserInterface) suspended() bool { return !u.runnableInBackground && (!u.windowFocus || !u.pageVisible) } func (u *UserInterface) update() error { if u.suspended() { u.context.SuspendAudio() return nil } u.context.ResumeAudio() u.input.UpdateGamepads() u.updateGraphicsContext() if err := u.context.Update(func() { u.updateGraphicsContext() }); err != nil { return err } return nil } func (u *UserInterface) loop(g driver.GraphicsContext) <-chan error { u.context = g ch := make(chan error) var cf js.Callback f := func([]js.Value) { if u.contextLost { requestAnimationFrame.Invoke(cf) return } if err := u.update(); err != nil { ch <- err close(ch) return } if u.vsync { requestAnimationFrame.Invoke(cf) } else { setTimeout.Invoke(cf, 0) } } cf = js.NewCallback(f) // Call f asyncly to be async since ch is used in f. go func() { f(nil) }() return ch } func init() { if document.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) { theUI.windowFocus = true if theUI.suspended() { theUI.context.SuspendAudio() } else { theUI.context.ResumeAudio() } })) window.Call("addEventListener", "blur", js.NewCallback(func([]js.Value) { theUI.windowFocus = false if theUI.suspended() { theUI.context.SuspendAudio() } else { theUI.context.ResumeAudio() } })) document.Call("addEventListener", "visibilitychange", js.NewCallback(func([]js.Value) { theUI.pageVisible = !document.Get("hidden").Bool() if theUI.suspended() { theUI.context.SuspendAudio() } else { theUI.context.ResumeAudio() } })) window.Call("addEventListener", "resize", js.NewCallback(func([]js.Value) { theUI.updateScreenSize() })) // Adjust the initial scale to 1. // https://developer.mozilla.org/en/docs/Mozilla/Mobile/Viewport_meta_tag meta := document.Call("createElement", "meta") meta.Set("name", "viewport") meta.Set("content", "width=device-width, initial-scale=1") document.Get("head").Call("appendChild", meta) canvas = document.Call("createElement", "canvas") canvas.Set("width", 16) canvas.Set("height", 16) document.Get("body").Call("appendChild", canvas) htmlStyle := document.Get("documentElement").Get("style") htmlStyle.Set("height", "100%") htmlStyle.Set("margin", "0") htmlStyle.Set("padding", "0") bodyStyle := document.Get("body").Get("style") bodyStyle.Set("backgroundColor", "#000") bodyStyle.Set("position", "relative") bodyStyle.Set("height", "100%") bodyStyle.Set("margin", "0") bodyStyle.Set("padding", "0") bodyStyle.Set("display", "flex") bodyStyle.Set("alignItems", "center") bodyStyle.Set("justifyContent", "center") // TODO: This is OK as long as the game is in an independent iframe. // What if the canvas is embedded in a HTML directly? document.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 // Don't 'preventDefault' on keydown events or keypress events wouldn't work (#715). canvas.Call("addEventListener", "keydown", js.NewEventCallback(0, func(e js.Value) { theUI.input.Update(e) })) canvas.Call("addEventListener", "keypress", js.NewEventCallback(js.PreventDefault, func(e js.Value) { theUI.input.Update(e) })) canvas.Call("addEventListener", "keyup", js.NewEventCallback(js.PreventDefault, func(e js.Value) { theUI.input.Update(e) })) // Mouse canvas.Call("addEventListener", "mousedown", js.NewEventCallback(js.PreventDefault, func(e js.Value) { theUI.input.Update(e) })) canvas.Call("addEventListener", "mouseup", js.NewEventCallback(js.PreventDefault, func(e js.Value) { theUI.input.Update(e) })) canvas.Call("addEventListener", "mousemove", js.NewEventCallback(js.PreventDefault, func(e js.Value) { theUI.input.Update(e) })) canvas.Call("addEventListener", "wheel", js.NewEventCallback(js.PreventDefault, func(e js.Value) { theUI.input.Update(e) })) // Touch canvas.Call("addEventListener", "touchstart", js.NewEventCallback(js.PreventDefault, func(e js.Value) { theUI.input.Update(e) })) canvas.Call("addEventListener", "touchend", js.NewEventCallback(js.PreventDefault, func(e js.Value) { theUI.input.Update(e) })) canvas.Call("addEventListener", "touchmove", js.NewEventCallback(js.PreventDefault, func(e js.Value) { theUI.input.Update(e) })) // 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. })) // Context canvas.Call("addEventListener", "webglcontextlost", js.NewEventCallback(js.PreventDefault, func(js.Value) { theUI.contextLost = true })) canvas.Call("addEventListener", "webglcontextrestored", js.NewCallback(func(e []js.Value) { theUI.contextLost = false })) } func (u *UserInterface) Loop(ch <-chan error) error { return <-ch } func (u *UserInterface) Run(width, height int, scale float64, title string, g driver.GraphicsContext, mainloop bool, graphics driver.Graphics) error { document.Set("title", title) u.setScreenSize(width, height, scale, u.fullscreen) canvas.Call("focus") ch := u.loop(g) if runtime.GOARCH == "wasm" { return <-ch } // On GopherJS, the main goroutine cannot be blocked due to the bug (gopherjs/gopherjs#826). // Return immediately. go func() { if err := <-ch; err != nil { log.Fatal(err) } }() return nil } 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") u.sizeChanged = true } func (u *UserInterface) Input() driver.Input { return &u.input }