// 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 float64 deviceScale float64 sizeChanged bool contextRestored chan struct{} windowFocus chan struct{} } 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{}) js.Global.Get("window").Call("requestAnimationFrame", func() { // TODO: In iOS8, this is called at every 1/30[sec] frame. // Can we use DOMHighResTimeStamp? close(ch) }) <-ch } func (u *userInterface) SetScreenSize(width, height int) (bool, error) { return u.setScreenSize(width, height, u.scale), nil } func (u *userInterface) SetScreenScale(scale float64) (bool, error) { width, height := u.size() return u.setScreenSize(width, height, scale), nil } func (u *userInterface) ScreenScale() float64 { return u.scale } func (u *userInterface) ActualScreenScale() float64 { return u.scale * u.deviceScale } func (u *userInterface) Update() (interface{}, error) { if u.windowFocus != nil { <-u.windowFocus } if u.contextRestored != nil { <-u.contextRestored } currentInput.updateGamepads() if u.sizeChanged { u.sizeChanged = false w, h := u.size() e := ScreenSizeEvent{ Width: w, Height: h, ActualScale: u.ActualScreenScale(), Done: make(chan struct{}, 1), } return e, nil } // Dummy channel ch := make(chan struct{}, 1) return RenderEvent{ch}, 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 touchEventToTouches(e *js.Object) []touch { scale := currentUI.scale j := e.Get("targetTouches") rect := canvas.Call("getBoundingClientRect") left, top := rect.Get("left").Int(), rect.Get("top").Int() t := make([]touch, j.Get("length").Int()) for i := 0; i < len(t); i++ { jj := j.Call("item", i) t[i].id = jj.Get("identifier").Int() t[i].x = int(float64(jj.Get("clientX").Int()-left) / scale) t[i].y = int(float64(jj.Get("clientY").Int()-top) / scale) } return t } func init() { if err := initialize(); err != nil { panic(err) } } func initialize() error { // Do nothing in node.js. if js.Global.Get("require") != js.Undefined { return 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 } window.Call("addEventListener", "focus", func() { if currentUI.windowFocus == nil { return } close(currentUI.windowFocus) currentUI.windowFocus = nil }) window.Call("addEventListener", "blur", func() { currentUI.windowFocus = make(chan struct{}) }) 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 canvas.Call("addEventListener", "touchstart", func(e *js.Object) { e.Call("preventDefault") currentInput.updateTouches(touchEventToTouches(e)) }) canvas.Call("addEventListener", "touchend", func(e *js.Object) { e.Call("preventDefault") currentInput.updateTouches(touchEventToTouches(e)) }) canvas.Call("addEventListener", "touchmove", func(e *js.Object) { e.Call("preventDefault") currentInput.updateTouches(touchEventToTouches(e)) }) // Gamepad window.Call("addEventListener", "gamepadconnected", func(e *js.Object) { // Do nothing. }) canvas.Call("addEventListener", "webglcontextlost", func(e *js.Object) { e.Call("preventDefault") currentUI.contextRestored = make(chan struct{}) }) canvas.Call("addEventListener", "webglcontextrestored", func(e *js.Object) { close(currentUI.contextRestored) currentUI.contextRestored = nil }) return 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(int(float64(x)/scale), int(float64(y)/scale)) } func devicePixelRatio() float64 { ratio := js.Global.Get("window").Get("devicePixelRatio").Float() if ratio == 0 { ratio = 1 } return ratio } func Main(ch <-chan error) error { return <-ch } func (u *userInterface) Start(width, height int, scale float64, title string) error { doc := js.Global.Get("document") doc.Set("title", title) u.setScreenSize(width, height, scale) canvas.Call("focus") var err error glContext, err = opengl.NewContext() if err != nil { return err } return nil } func (u *userInterface) size() (width, height int) { a := u.ActualScreenScale() if a == 0 { // a == 0 only on the initial state. return } width = int(canvas.Get("width").Float() / a) height = int(canvas.Get("height").Float() / a) return } func (u *userInterface) setScreenSize(width, height int, scale float64) 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", int(float64(width)*u.ActualScreenScale())) canvas.Set("height", int(float64(height)*u.ActualScreenScale())) canvasStyle := canvas.Get("style") cssWidth := int(float64(width) * scale) cssHeight := int(float64(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 }