// 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" "syscall/js" "time" "github.com/hajimehoshi/ebiten/internal/devicescale" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/hooks" ) type UserInterface struct { width int height int scale float64 runnableInBackground bool vsync bool running bool sizeChanged bool contextLost bool lastActualScale float64 context driver.UIContext input Input // pseudoScale is a value to store 'scale'. This doesn't affect actual rendering. // This is for backward compatibility. pseudoScale float64 } var theUI = &UserInterface{ sizeChanged: 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") canvas js.Value 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) } func (u *UserInterface) SetScreenScale(scale float64) { u.pseudoScale = scale } func (u *UserInterface) ScreenScale() float64 { return u.pseudoScale } func (u *UserInterface) SetFullscreen(fullscreen bool) { // Do nothing } func (u *UserInterface) IsFullscreen() bool { return false } 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() s := u.scale return int(float64(x) / s), int(float64(y) / s) } 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 if u.running { panic("js: SetWindowResizable can't be called after the main loop starts") } } func (u *UserInterface) DeviceScaleFactor() float64 { return devicescale.GetAt(0, 0) } 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.scale * devicescale.GetAt(0, 0) } func (u *UserInterface) updateSize() { 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 { if u.runnableInBackground { return false } if !document.Call("hasFocus").Bool() { return true } if document.Get("hidden").Bool() { return true } return false } func (u *UserInterface) update() error { if u.suspended() { hooks.SuspendAudio() return nil } hooks.ResumeAudio() u.input.UpdateGamepads() u.updateSize() if err := u.context.Update(func() { u.updateSize() }); err != nil { return err } return nil } func (u *UserInterface) loop(context driver.UIContext) <-chan error { u.context = context ch := make(chan error) var cf js.Func f := func(this js.Value, args []js.Value) interface{} { if u.contextLost { requestAnimationFrame.Invoke(cf) return nil } if err := u.update(); err != nil { ch <- err close(ch) return nil } if u.vsync { requestAnimationFrame.Invoke(cf) } else { setTimeout.Invoke(cf, 0) } return nil } // TODO: Should cf be released after the game ends? cf = js.FuncOf(f) // Call f asyncly to be async since ch is used in f. go func() { f(js.Value{}, nil) }() // 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() { t := time.NewTicker(100 * time.Millisecond) defer t.Stop() for range t.C { if u.suspended() { hooks.SuspendAudio() } else { hooks.ResumeAudio() } } }() return ch } func init() { if document.Get("body") == js.Null() { ch := make(chan struct{}) window.Call("addEventListener", "load", js.FuncOf(func(this js.Value, args []js.Value) interface{} { close(ch) return nil })) <-ch } window.Call("addEventListener", "resize", js.FuncOf(func(this js.Value, args []js.Value) interface{} { theUI.updateScreenSize() return nil })) // 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.FuncOf(func(this js.Value, args []js.Value) interface{} { canvas.Call("focus") return nil })) 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", js.FuncOf(func(this js.Value, args []js.Value) interface{} { // Focus the canvas explicitly to activate tha game (#961). canvas.Call("focus") e := args[0] // Don't 'preventDefault' on keydown events or keypress events wouldn't work (#715). theUI.input.Update(e) return nil })) canvas.Call("addEventListener", "keypress", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.Update(e) return nil })) canvas.Call("addEventListener", "keyup", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.Update(e) return nil })) // Mouse canvas.Call("addEventListener", "mousedown", js.FuncOf(func(this js.Value, args []js.Value) interface{} { // Focus the canvas explicitly to activate tha game (#961). canvas.Call("focus") e := args[0] e.Call("preventDefault") theUI.input.Update(e) return nil })) canvas.Call("addEventListener", "mouseup", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.Update(e) return nil })) canvas.Call("addEventListener", "mousemove", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.Update(e) return nil })) canvas.Call("addEventListener", "wheel", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.Update(e) return nil })) // Touch canvas.Call("addEventListener", "touchstart", js.FuncOf(func(this js.Value, args []js.Value) interface{} { // Focus the canvas explicitly to activate tha game (#961). canvas.Call("focus") e := args[0] e.Call("preventDefault") theUI.input.Update(e) return nil })) canvas.Call("addEventListener", "touchend", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.Update(e) return nil })) canvas.Call("addEventListener", "touchmove", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.input.Update(e) return nil })) // Gamepad window.Call("addEventListener", "gamepadconnected", js.FuncOf(func(this js.Value, args []js.Value) interface{} { // Do nothing. return nil })) canvas.Call("addEventListener", "contextmenu", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") return nil })) // Context canvas.Call("addEventListener", "webglcontextlost", js.FuncOf(func(this js.Value, args []js.Value) interface{} { e := args[0] e.Call("preventDefault") theUI.contextLost = true return nil })) canvas.Call("addEventListener", "webglcontextrestored", js.FuncOf(func(this js.Value, args []js.Value) interface{} { theUI.contextLost = false return nil })) } func (u *UserInterface) Run(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) error { // scale is ignored. document.Set("title", title) u.setScreenSize(width, height) u.pseudoScale = scale canvas.Call("focus") u.running = true ch := u.loop(context) 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() { defer func() { u.running = false }() if err := <-ch; err != nil { log.Fatal(err) } }() return nil } func (u *UserInterface) RunWithoutMainLoop(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) <-chan error { panic("js: RunWithoutMainLoop is not implemented") } func (u *UserInterface) setScreenSize(width, height int) bool { if u.width == width && u.height == height { return false } u.width = width u.height = height u.updateScreenSize() return true } func (u *UserInterface) updateScreenSize() { 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 { u.scale = sh } else { u.scale = sw } canvas.Set("width", int(float64(u.width)*u.actualScreenScale())) canvas.Set("height", int(float64(u.height)*u.actualScreenScale())) canvasStyle := canvas.Get("style") cssWidth := int(float64(u.width) * u.scale) cssHeight := int(float64(u.height) * u.scale) canvasStyle.Set("width", strconv.Itoa(cssWidth)+"px") canvasStyle.Set("height", strconv.Itoa(cssHeight)+"px") u.sizeChanged = true } func (u *UserInterface) SetWindowPosition(x, y int) { // Do nothing } func (u *UserInterface) WindowPosition() (int, int) { if !u.running { panic("js: WindowPosition can't be called before the main loop starts") } return 0, 0 } 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 bodyStyle.Get("backgroundColor").String() == "transparent" } func (u *UserInterface) Input() driver.Input { return &u.input }