// Copyright 2018 The Ebiten Authors // // 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 // +build example jsgo package main import ( "bytes" "fmt" "image" _ "image/jpeg" "log" "math" "syscall/js" "time" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/examples/resources/images" "github.com/hajimehoshi/ebiten/v2/inpututil" ) const ( screenWidth = 320 screenHeight = 240 ) var ( gophersImage *ebiten.Image extraImages []*ebiten.Image ) type Game struct { count int lost bool } func (g *Game) loseAndRestoreContext(context js.Value) { if g.lost { return } // Edge might not support the extension. See // https://developer.mozilla.org/en-US/docs/Web/API/WEBGL_lose_context ext := context.Call("getExtension", "WEBGL_lose_context") if !ext.Truthy() { fmt.Println("Fail to force context lost. Edge might not support the extension yet.") return } ext.Call("loseContext") fmt.Println("Lost the context!") fmt.Println("The context is automatically restored after 3 seconds.") g.lost = true // If and only if the context is lost by loseContext, you need to call restoreContext. Note that in usual // case of context lost, you cannot call restoreContext but the context should be restored automatically. // // After the context is lost, update will not be called. Instead, fire the goroutine to restore the context. go func() { time.Sleep(3 * time.Second) ext.Call("restoreContext") fmt.Println("Restored the context!") g.lost = false }() } func (g *Game) Update() error { if inpututil.IsKeyJustPressed(ebiten.KeySpace) { doc := js.Global().Get("document") canvas := doc.Call("getElementsByTagName", "canvas").Index(0) context := canvas.Call("getContext", "webgl2") if !context.Truthy() { context = canvas.Call("getContext", "webgl") if !context.Truthy() { context = canvas.Call("getContext", "experimental-webgl") } } g.loseAndRestoreContext(context) return nil } if inpututil.IsKeyJustPressed(ebiten.KeyS) { ebiten.SetScreenClearedEveryFrame(!ebiten.IsScreenClearedEveryFrame()) } g.count++ return nil } func (g *Game) Draw(screen *ebiten.Image) { if g.lost { // When the context is lost, skip rendering. Usually this logic should not be required, but when the // context lost happens by the API explicitly, Draw can be called even after the data in GPU // disappered. return } w, h := gophersImage.Size() op := &ebiten.DrawImageOptions{} // For the details, see examples/rotate. op.GeoM.Translate(-float64(w)/2, -float64(h)/2) op.GeoM.Rotate(float64(g.count%360) * 2 * math.Pi / 360) op.GeoM.Translate(screenWidth/2, screenHeight/2) screen.DrawImage(gophersImage, op) msg := `Press Space to force to lose/restore the GL context! (Browser only) Press S to switch clearing the screen at the beginning of each frame.` ebitenutil.DebugPrint(screen, msg) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { // Decode image from a byte slice instead of a file so that // this example works in any working directory. // If you want to use a file, there are some options: // 1) Use os.Open and pass the file to the image decoder. // This is a very regular way, but doesn't work on browsers. // 2) Use ebitenutil.OpenFile and pass the file to the image decoder. // This works even on browsers. // 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file. // This also works on browsers. img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg)) if err != nil { log.Fatal(err) } gophersImage = ebiten.NewImageFromImage(img) // Extend the shared backend GL texture on purpose. for i := 0; i < 20; i++ { eimg := ebiten.NewImageFromImage(img) extraImages = append(extraImages, eimg) } ebiten.SetWindowSize(screenWidth*2, screenHeight*2) ebiten.SetWindowTitle("Context Lost (Ebiten Demo)") if err := ebiten.RunGame(&Game{}); err != nil { log.Fatal(err) } }