// 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 ( "strconv" "github.com/gopherjs/gopherjs/js" "github.com/hajimehoshi/ebiten/internal/graphics/opengl" ) var canvas *js.Object type userInterface struct { scale int deviceScale float64 sizeChanged bool } var currentUI = &userInterface{ sizeChanged: true, } func CurrentUI() UserInterface { return currentUI } // NOTE: This returns true even when the browser is not active. func shown() bool { return !js.Global.Get("document").Get("hidden").Bool() } func vsync() { ch := make(chan struct{}) n := 1 var l func() l = func() { if 0 < n { n-- // TODO: In iOS8, this is called at every 1/30[sec] frame. // Can we use DOMHighResTimeStamp? js.Global.Get("window").Call("requestAnimationFrame", l) return } close(ch) } l() <-ch } func (u *userInterface) SetScreenSize(width, height int) bool { return u.setScreenSize(width, height, u.scale) } func (u *userInterface) SetScreenScale(scale int) bool { width, height := u.size() return u.setScreenSize(width, height, scale) } func (u *userInterface) ScreenScale() int { return u.scale } func (u *userInterface) ActualScreenScale() int { return u.scale * int(u.deviceScale) } func (u *userInterface) Update() (interface{}, error) { currentInput.updateGamepads() if u.sizeChanged { u.sizeChanged = false w, h := u.size() e := ScreenSizeEvent{ Width: w, Height: h, Scale: u.ScreenScale(), ActualScale: u.ActualScreenScale(), } return e, nil } return RenderEvent{}, nil } func (u *userInterface) Terminate() error { // Do nothing. return nil } func (u *userInterface) SwapBuffers() error { vsync() for !shown() { vsync() } return nil } func (u *userInterface) FinishRendering() error { return nil } func initialize() (*opengl.Context, error) { // Do nothing in node.js. if js.Global.Get("require") != js.Undefined { c, err := opengl.NewContext() if err != nil { return nil, err } return c, nil } 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") // 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", 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: 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. }) c, err := opengl.NewContext() if err != nil { return nil, err } return c, nil } func setMouseCursorFromEvent(e *js.Object) { scale := currentUI.scale 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() float64 { ratio := js.Global.Get("window").Get("devicePixelRatio").Float() if ratio == 0 { ratio = 1 } return ratio } func Main() error { // Do nothing return nil } func (u *userInterface) Start(width, height, scale int, title string) error { doc := js.Global.Get("document") doc.Set("title", title) u.setScreenSize(width, height, scale) canvas.Call("focus") return nil } func (u *userInterface) size() (width, height int) { a := int(u.ActualScreenScale()) if a == 0 { // a == 0 only on the initial state. return } width = canvas.Get("width").Int() / a height = canvas.Get("height").Int() / a return } func (u *userInterface) setScreenSize(width, height, scale int) bool { w, h := u.size() s := u.scale if w == width && h == height && s == scale { return false } u.scale = scale u.deviceScale = devicePixelRatio() canvas.Set("width", width*u.ActualScreenScale()) canvas.Set("height", height*u.ActualScreenScale()) 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((100% - "+strconv.Itoa(cssWidth)+"px) / 2)") canvasStyle.Set("top", "calc((100% - "+strconv.Itoa(cssHeight)+"px) / 2)") u.sizeChanged = true return true }