// 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. package js import ( "syscall/js" "time" "github.com/hajimehoshi/ebiten/v2/internal/devicescale" "github.com/hajimehoshi/ebiten/v2/internal/driver" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl" "github.com/hajimehoshi/ebiten/v2/internal/hooks" "github.com/hajimehoshi/ebiten/v2/internal/jsutil" "github.com/hajimehoshi/ebiten/v2/internal/restorable" ) var ( stringNone = js.ValueOf("none") stringTransparent = js.ValueOf("transparent") ) type UserInterface struct { runnableOnUnfocused bool vsync bool running bool initFocused bool sizeChanged bool contextLost bool lastDeviceScaleFactor float64 context driver.UIContext input Input } var theUI = &UserInterface{ runnableOnUnfocused: true, sizeChanged: true, vsync: true, initFocused: true, } func init() { theUI.input.ui = theUI } func Get() *UserInterface { return theUI } var ( window = js.Global().Get("window") document = js.Global().Get("document") canvas js.Value requestAnimationFrame = js.Global().Get("requestAnimationFrame") setTimeout = js.Global().Get("setTimeout") go2cpp = js.Global().Get("go2cpp") ) func (u *UserInterface) ScreenSizeInFullscreen() (int, int) { return window.Get("innerWidth").Int(), window.Get("innerHeight").Int() } func (u *UserInterface) SetFullscreen(fullscreen bool) { // Do nothing } func (u *UserInterface) IsFullscreen() bool { return false } func (u *UserInterface) IsFocused() bool { return u.isFocused() } func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) { u.runnableOnUnfocused = runnableOnUnfocused } func (u *UserInterface) IsRunnableOnUnfocused() bool { return u.runnableOnUnfocused } func (u *UserInterface) SetVsyncEnabled(enabled bool) { u.vsync = enabled } func (u *UserInterface) IsVsyncEnabled() bool { return u.vsync } func (u *UserInterface) CursorMode() driver.CursorMode { if jsutil.Equal(canvas.Get("style").Get("cursor"), stringNone) { return driver.CursorModeVisible } return driver.CursorModeHidden } func (u *UserInterface) SetCursorMode(mode driver.CursorMode) { var visible bool switch mode { case driver.CursorModeVisible: visible = true case driver.CursorModeHidden: visible = false default: return } if visible { canvas.Get("style").Set("cursor", "auto") } else { canvas.Get("style").Set("cursor", "none") } } func (u *UserInterface) DeviceScaleFactor() float64 { return devicescale.GetAt(0, 0) } func (u *UserInterface) updateSize() { a := u.DeviceScaleFactor() if u.lastDeviceScaleFactor != a { u.updateScreenSize() } u.lastDeviceScaleFactor = a if u.sizeChanged { u.sizeChanged = false switch { case document.Truthy(): body := document.Get("body") bw := body.Get("clientWidth").Float() bh := body.Get("clientHeight").Float() u.context.Layout(bw, bh) case go2cpp.Truthy(): w := go2cpp.Get("screenWidth").Float() h := go2cpp.Get("screenHeight").Float() u.context.Layout(w, h) default: // Node.js u.context.Layout(640, 480) } } } func (u *UserInterface) suspended() bool { if u.runnableOnUnfocused { return false } return !u.isFocused() } func (u *UserInterface) isFocused() bool { if go2cpp.Truthy() { return true } if !document.Call("hasFocus").Bool() { return false } if document.Get("hidden").Bool() { return false } return true } func (u *UserInterface) update() error { if u.suspended() { hooks.SuspendAudio() return nil } hooks.ResumeAudio() u.input.updateGamepads() u.input.updateForGo2Cpp() u.updateSize() if err := u.context.Update(); err != nil { return err } return nil } func (u *UserInterface) loop(context driver.UIContext) <-chan error { u.context = context errCh := make(chan error) reqStopAudioCh := make(chan struct{}) resStopAudioCh := make(chan struct{}) var cf js.Func f := func() { if u.contextLost { requestAnimationFrame.Invoke(cf) return } if err := u.update(); err != nil { close(reqStopAudioCh) <-resStopAudioCh errCh <- err close(errCh) return } if u.vsync { requestAnimationFrame.Invoke(cf) } else { setTimeout.Invoke(cf, 0) } } // TODO: Should cf be released after the game ends? cf = js.FuncOf(func(this js.Value, args []js.Value) interface{} { // f can be blocked but callbacks must not be blocked. Create a goroutine (#1161). go f() return nil }) // Call f asyncly to be async since ch is used in f. go f() // Run another loop to watch suspended() as the above update function is never called when the tab is hidden. // To check the document's visiblity, visibilitychange event should usually be used. However, this event is // not reliable and sometimes it is not fired (#961). Then, watch the state regularly instead. go func() { defer close(resStopAudioCh) const interval = 100 * time.Millisecond t := time.NewTicker(interval) defer func() { t.Stop() // This is a dirty hack. (*time.Ticker).Stop() just marks the timer 'deleted' [1] and // something might run even after Stop. On Wasm, this causes an issue to execute Go program // even after finishing (#1027). Sleep for the interval time duration to ensure that // everything related to the timer is finished. // // [1] runtime.deltimer time.Sleep(interval) }() for { select { case <-t.C: if u.suspended() { hooks.SuspendAudio() } else { hooks.ResumeAudio() } case <-reqStopAudioCh: return } } }() return errCh } func init() { // docuemnt is undefined on node.js if !document.Truthy() { return } if !document.Get("body").Truthy() { ch := make(chan struct{}) window.Call("addEventListener", "load", js.FuncOf(func(this js.Value, args []js.Value) interface{} { close(ch) return nil })) <-ch } setWindowEventHandlers(window) // 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("height", "100%") bodyStyle.Set("margin", "0") bodyStyle.Set("padding", "0") canvasStyle := canvas.Get("style") canvasStyle.Set("width", "100%") canvasStyle.Set("height", "100%") canvasStyle.Set("margin", "0") canvasStyle.Set("padding", "0") // Make the canvas focusable. canvas.Call("setAttribute", "tabindex", 1) canvas.Get("style").Set("outline", "none") setCanvasEventHandlers(canvas) } func setWindowEventHandlers(v js.Value) { v.Call("addEventListener", "resize", js.FuncOf(func(this js.Value, args []js.Value) interface{} { theUI.updateScreenSize() return nil })) v.Call("addEventListener", "gamepadconnected", js.FuncOf(func(this js.Value, args []js.Value) interface{} { // Do nothing. return nil })) } func setCanvasEventHandlers(v js.Value) { // Keyboard v.Call("addEventListener", "keydown", js.FuncOf(func(this js.Value, args []js.Value) interface{} { // Focus the canvas explicitly to activate tha game (#961). v.Call("focus") e := args[0] // Don't 'preventDefault' on keydown events or keypress events wouldn't work (#715). theUI.input.updateFromEvent(e) return nil })) v.Call("addEventListener", "keypress", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.updateFromEvent(e) return nil })) v.Call("addEventListener", "keyup", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.updateFromEvent(e) return nil })) // Mouse v.Call("addEventListener", "mousedown", js.FuncOf(func(this js.Value, args []js.Value) interface{} { // Focus the canvas explicitly to activate tha game (#961). v.Call("focus") e := args[0] e.Call("preventDefault") theUI.input.updateFromEvent(e) return nil })) v.Call("addEventListener", "mouseup", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.updateFromEvent(e) return nil })) v.Call("addEventListener", "mousemove", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.updateFromEvent(e) return nil })) v.Call("addEventListener", "wheel", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.updateFromEvent(e) return nil })) // Touch v.Call("addEventListener", "touchstart", js.FuncOf(func(this js.Value, args []js.Value) interface{} { // Focus the canvas explicitly to activate tha game (#961). v.Call("focus") e := args[0] e.Call("preventDefault") theUI.input.updateFromEvent(e) return nil })) v.Call("addEventListener", "touchend", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.updateFromEvent(e) return nil })) v.Call("addEventListener", "touchmove", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.updateFromEvent(e) return nil })) // Gamepad v.Call("addEventListener", "contextmenu", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") return nil })) // Context v.Call("addEventListener", "webglcontextlost", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.contextLost = true restorable.OnContextLost() return nil })) v.Call("addEventListener", "webglcontextrestored", js.FuncOf(func(this js.Value, args []js.Value) interface{} { theUI.contextLost = false return nil })) } func (u *UserInterface) Run(context driver.UIContext) error { if u.initFocused && window.Truthy() { // Do not focus the canvas when the current document is in an iframe. // Otherwise, the parent page tries to focus the iframe on every loading, which is annoying (#1373). isInIframe := !jsutil.Equal(window.Get("location"), window.Get("parent").Get("location")) if !isInIframe { canvas.Call("focus") } } u.running = true return <-u.loop(context) } func (u *UserInterface) RunWithoutMainLoop(context driver.UIContext) { panic("js: RunWithoutMainLoop is not implemented") } func (u *UserInterface) updateScreenSize() { switch { case document.Truthy(): body := document.Get("body") bw := int(body.Get("clientWidth").Float() * u.DeviceScaleFactor()) bh := int(body.Get("clientHeight").Float() * u.DeviceScaleFactor()) canvas.Set("width", bw) canvas.Set("height", bh) case go2cpp.Truthy(): // TODO: Implement this } u.sizeChanged = true } func (u *UserInterface) SetScreenTransparent(transparent bool) { if u.running { panic("js: SetScreenTransparent can't be called after the main loop starts") } bodyStyle := document.Get("body").Get("style") if transparent { bodyStyle.Set("backgroundColor", "transparent") } else { bodyStyle.Set("backgroundColor", "#000") } } func (u *UserInterface) IsScreenTransparent() bool { bodyStyle := document.Get("body").Get("style") return jsutil.Equal(bodyStyle.Get("backgroundColor"), stringTransparent) } func (u *UserInterface) ResetForFrame() { u.updateSize() u.input.resetForFrame() } func (u *UserInterface) SetInitFocused(focused bool) { if u.running { panic("ui: SetInitFocused must be called before the main loop") } u.initFocused = focused } func (u *UserInterface) Input() driver.Input { return &u.input } func (u *UserInterface) Window() driver.Window { return nil } func (*UserInterface) Graphics() driver.Graphics { return opengl.Get() }