// 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 ui import ( "syscall/js" "time" "github.com/hajimehoshi/ebiten/v2/internal/devicescale" "github.com/hajimehoshi/ebiten/v2/internal/gamepad" "github.com/hajimehoshi/ebiten/v2/internal/hooks" ) var ( stringNone = js.ValueOf("none") stringTransparent = js.ValueOf("transparent") ) func driverCursorShapeToCSSCursor(cursor CursorShape) string { switch cursor { case CursorShapeDefault: return "default" case CursorShapeText: return "text" case CursorShapeCrosshair: return "crosshair" case CursorShapePointer: return "pointer" case CursorShapeEWResize: return "ew-resize" case CursorShapeNSResize: return "ns-resize" } return "auto" } type UserInterface struct { runnableOnUnfocused bool fpsMode FPSModeType renderingScheduled bool running bool initFocused bool cursorMode CursorMode cursorPrevMode CursorMode cursorShape CursorShape onceUpdateCalled bool sizeChanged bool lastDeviceScaleFactor float64 context *contextImpl input Input } var theUI = &UserInterface{ runnableOnUnfocused: true, sizeChanged: 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") ) var ( documentHasFocus js.Value documentHidden js.Value ) func init() { if go2cpp.Truthy() { return } documentHasFocus = document.Get("hasFocus").Call("bind", document) documentHidden = js.Global().Get("Object").Call("getOwnPropertyDescriptor", js.Global().Get("Document").Get("prototype"), "hidden").Get("get").Call("bind", document) } func (u *UserInterface) ScreenSizeInFullscreen() (int, int) { return window.Get("innerWidth").Int(), window.Get("innerHeight").Int() } func (u *UserInterface) SetFullscreen(fullscreen bool) { if !canvas.Truthy() { return } if !document.Truthy() { return } if fullscreen == document.Get("fullscreenElement").Truthy() { return } if fullscreen { f := canvas.Get("requestFullscreen") if !f.Truthy() { f = canvas.Get("webkitRequestFullscreen") } f.Call("bind", canvas).Invoke() return } f := document.Get("exitFullscreen") if !f.Truthy() { f = document.Get("webkitExitFullscreen") } f.Call("bind", document).Invoke() } func (u *UserInterface) IsFullscreen() bool { if !document.Truthy() { return false } if !document.Get("fullscreenElement").Truthy() && !document.Get("webkitFullscreenElement").Truthy() { return false } return true } 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) SetFPSMode(mode FPSModeType) { u.fpsMode = mode } func (u *UserInterface) ScheduleFrame() { u.renderingScheduled = true } func (u *UserInterface) CursorMode() CursorMode { if !canvas.Truthy() { return CursorModeHidden } return u.cursorMode } func (u *UserInterface) SetCursorMode(mode CursorMode) { if !canvas.Truthy() { return } if u.cursorMode == mode { return } // Remember the previous cursor mode in the case when the pointer lock exits by pressing ESC. u.cursorPrevMode = u.cursorMode if u.cursorMode == CursorModeCaptured { document.Call("exitPointerLock") } u.cursorMode = mode switch mode { case CursorModeVisible: canvas.Get("style").Set("cursor", driverCursorShapeToCSSCursor(u.cursorShape)) case CursorModeHidden: canvas.Get("style").Set("cursor", stringNone) case CursorModeCaptured: canvas.Call("requestPointerLock") } } func (u *UserInterface) recoverCursorMode() { if theUI.cursorPrevMode == CursorModeCaptured { panic("ui: cursorPrevMode must not be CursorModeCaptured at recoverCursorMode") } u.SetCursorMode(u.cursorPrevMode) } func (u *UserInterface) CursorShape() CursorShape { if !canvas.Truthy() { return CursorShapeDefault } return u.cursorShape } func (u *UserInterface) SetCursorShape(shape CursorShape) { if !canvas.Truthy() { return } if u.cursorShape == shape { return } u.cursorShape = shape if u.cursorMode == CursorModeVisible { canvas.Get("style").Set("cursor", driverCursorShapeToCSSCursor(u.cursorShape)) } } 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 !documentHasFocus.Invoke().Bool() { return false } if documentHidden.Invoke().Bool() { return false } return true } func (u *UserInterface) update() error { if u.suspended() { return hooks.SuspendAudio() } if err := hooks.ResumeAudio(); err != nil { return err } return u.updateImpl(false) } func (u *UserInterface) updateImpl(force bool) error { // context can be nil when an event is fired but the loop doesn't start yet (#1928). if u.context == nil { return nil } gamepad.Update() u.input.updateForGo2Cpp() u.updateSize() if force { if err := u.context.forceUpdateFrame(u.DeviceScaleFactor()); err != nil { return err } } else { if err := u.context.updateFrame(u.DeviceScaleFactor()); err != nil { return err } } return nil } func (u *UserInterface) needsUpdate() bool { if u.fpsMode != FPSModeVsyncOffMinimum { return true } if !u.onceUpdateCalled { return true } if u.renderingScheduled { return true } // TODO: Watch the gamepad state? return false } func (u *UserInterface) loop(game Game) <-chan error { u.context = newContextImpl(game) errCh := make(chan error, 1) reqStopAudioCh := make(chan struct{}) resStopAudioCh := make(chan struct{}) var cf js.Func f := func() { if u.needsUpdate() { u.onceUpdateCalled = true u.renderingScheduled = false if err := u.update(); err != nil { close(reqStopAudioCh) <-resStopAudioCh errCh <- err return } } switch u.fpsMode { case FPSModeVsyncOn: requestAnimationFrame.Invoke(cf) case FPSModeVsyncOffMaximum: setTimeout.Invoke(cf, 0) case FPSModeVsyncOffMinimum: requestAnimationFrame.Invoke(cf) } } // 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 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() { if err := hooks.SuspendAudio(); err != nil { errCh <- err return } } else { if err := hooks.ResumeAudio(); err != nil { errCh <- err return } } 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) // Pointer Lock document.Call("addEventListener", "pointerlockchange", js.FuncOf(func(this js.Value, args []js.Value) interface{} { if document.Get("pointerLockElement").Truthy() { return nil } // Recover the state correctly when the pointer lock exits. // A user can exit the pointer lock by pressing ESC. In this case, sync the cursor mode state. if theUI.cursorMode == CursorModeCaptured { theUI.recoverCursorMode() } theUI.input.recoverCursorPosition() return nil })) document.Call("addEventListener", "pointerlockerror", js.FuncOf(func(this js.Value, args []js.Value) interface{} { js.Global().Get("console").Call("error", "pointerlockerror event is fired. 'sandbox=\"allow-pointer-lock\"' might be required at an iframe. This function on browsers must be called as a result of a gestural interaction or orientation change.") return nil })) document.Call("addEventListener", "fullscreenerror", js.FuncOf(func(this js.Value, args []js.Value) interface{} { js.Global().Get("console").Call("error", "fullscreenerror event is fired. 'sandbox=\"fullscreen\"' might be required at an iframe. This function on browsers must be called as a result of a gestural interaction or orientation change.") return nil })) document.Call("addEventListener", "webkitfullscreenerror", js.FuncOf(func(this js.Value, args []js.Value) interface{} { js.Global().Get("console").Call("error", "webkitfullscreenerror event is fired. 'sandbox=\"fullscreen\"' might be required at an iframe. This function on browsers must be called as a result of a gestural interaction or orientation change.") return nil })) } func setWindowEventHandlers(v js.Value) { v.Call("addEventListener", "resize", js.FuncOf(func(this js.Value, args []js.Value) interface{} { theUI.updateScreenSize() if err := theUI.updateImpl(true); err != nil { panic(err) } 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 })) // Context menu 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") window.Get("location").Call("reload") return nil })) } func (u *UserInterface) forceUpdateOnMinimumFPSMode() { if u.fpsMode != FPSModeVsyncOffMinimum { return } u.updateImpl(true) } func (u *UserInterface) Run(game Game) 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 := !window.Get("location").Equal(window.Get("parent").Get("location")) if !isInIframe { canvas.Call("focus") } } u.running = true return <-u.loop(game) } 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("ui: 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").Equal(stringTransparent) } func (u *UserInterface) resetForTick() { u.input.resetForTick() } 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() *Input { return &u.input } func (u *UserInterface) Window() *Window { return &Window{} }