mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
32471af18f
After the game loop is finished, any goroutines should not exist. Otherwise, 'Go program has already exited' error can happen on Wasm. This change ensures that the goroutines are finished when the game is finished. Note that time.Sleep was required to ensure that the (*time.Ticker) ends. Fixes #1027
474 lines
12 KiB
Go
474 lines
12 KiB
Go
// Copyright 2015 Hajime Hoshi
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build js
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package js
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import (
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"log"
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"runtime"
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"syscall/js"
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"time"
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"github.com/hajimehoshi/ebiten/internal/devicescale"
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"github.com/hajimehoshi/ebiten/internal/driver"
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"github.com/hajimehoshi/ebiten/internal/graphicsdriver/opengl"
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"github.com/hajimehoshi/ebiten/internal/hooks"
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"github.com/hajimehoshi/ebiten/internal/jsutil"
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)
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type UserInterface struct {
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runnableInBackground bool
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vsync bool
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running bool
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sizeChanged bool
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contextLost bool
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lastDeviceScaleFactor float64
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context driver.UIContext
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input Input
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}
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var theUI = &UserInterface{
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sizeChanged: true,
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vsync: true,
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}
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func init() {
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theUI.input.ui = theUI
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}
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func Get() *UserInterface {
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return theUI
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}
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var (
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window = js.Global().Get("window")
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document = js.Global().Get("document")
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canvas js.Value
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requestAnimationFrame = window.Get("requestAnimationFrame")
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setTimeout = window.Get("setTimeout")
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)
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func (u *UserInterface) ScreenSizeInFullscreen() (int, int) {
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return window.Get("innerWidth").Int(), window.Get("innerHeight").Int()
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}
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func (u *UserInterface) SetFullscreen(fullscreen bool) {
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// Do nothing
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}
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func (u *UserInterface) IsFullscreen() bool {
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return false
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}
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func (u *UserInterface) IsForeground() bool {
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return u.isForeground()
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}
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func (u *UserInterface) SetRunnableInBackground(runnableInBackground bool) {
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u.runnableInBackground = runnableInBackground
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}
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func (u *UserInterface) IsRunnableInBackground() bool {
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return u.runnableInBackground
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}
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func (u *UserInterface) SetVsyncEnabled(enabled bool) {
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u.vsync = enabled
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}
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func (u *UserInterface) IsVsyncEnabled() bool {
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return u.vsync
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}
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func (u *UserInterface) CursorMode() driver.CursorMode {
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if canvas.Get("style").Get("cursor").String() != "none" {
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return driver.CursorModeVisible
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}
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return driver.CursorModeHidden
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}
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func (u *UserInterface) SetCursorMode(mode driver.CursorMode) {
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var visible bool
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switch mode {
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case driver.CursorModeVisible:
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visible = true
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case driver.CursorModeHidden:
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visible = false
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default:
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return
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}
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if visible {
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canvas.Get("style").Set("cursor", "auto")
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} else {
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canvas.Get("style").Set("cursor", "none")
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}
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}
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func (u *UserInterface) DeviceScaleFactor() float64 {
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return devicescale.GetAt(0, 0)
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}
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func (u *UserInterface) updateSize() {
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a := u.DeviceScaleFactor()
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if u.lastDeviceScaleFactor != a {
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u.updateScreenSize()
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}
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u.lastDeviceScaleFactor = a
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if u.sizeChanged {
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u.sizeChanged = false
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body := document.Get("body")
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bw := body.Get("clientWidth").Float()
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bh := body.Get("clientHeight").Float()
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u.context.Layout(bw, bh)
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}
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}
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func (u *UserInterface) suspended() bool {
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if u.runnableInBackground {
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return false
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}
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return !u.isForeground()
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}
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func (u *UserInterface) isForeground() bool {
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if !document.Call("hasFocus").Bool() {
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return false
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}
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if document.Get("hidden").Bool() {
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return false
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}
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return true
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}
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func (u *UserInterface) update() error {
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if u.suspended() {
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hooks.SuspendAudio()
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return nil
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}
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hooks.ResumeAudio()
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u.input.UpdateGamepads()
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u.updateSize()
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if err := u.context.Update(func() {
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u.updateSize()
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}); err != nil {
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return err
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}
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return nil
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}
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func (u *UserInterface) loop(context driver.UIContext) <-chan error {
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u.context = context
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errCh := make(chan error)
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reqStopAudioCh := make(chan struct{})
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resStopAudioCh := make(chan struct{})
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var cf js.Func
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f := func(this js.Value, args []js.Value) interface{} {
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if u.contextLost {
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requestAnimationFrame.Invoke(cf)
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return nil
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}
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if err := u.update(); err != nil {
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close(reqStopAudioCh)
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<-resStopAudioCh
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errCh <- err
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close(errCh)
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return nil
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}
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if u.vsync {
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requestAnimationFrame.Invoke(cf)
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} else {
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setTimeout.Invoke(cf, 0)
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}
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return nil
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}
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// TODO: Should cf be released after the game ends?
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cf = js.FuncOf(f)
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// Call f asyncly to be async since ch is used in f.
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go func() {
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f(js.Value{}, nil)
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}()
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// Run another loop to watch suspended() as the above update function is never called when the tab is hidden.
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// To check the document's visiblity, visibilitychange event should usually be used. However, this event is
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// not reliable and sometimes it is not fired (#961). Then, watch the state regularly instead.
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go func() {
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defer close(resStopAudioCh)
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const interval = 100 * time.Millisecond
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t := time.NewTicker(interval)
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defer func() {
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t.Stop()
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// This is a dirty hack. (*time.Ticker).Stop() just marks the timer 'deleted' [1] and
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// something might run even after Stop. On Wasm, this causes an issue to execute Go program
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// even after finishing (#1027). Sleep for the interval time duration to ensure that
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// everything related to the timer is finished.
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//
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// [1] runtime.deltimer
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time.Sleep(interval)
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}()
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for {
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select {
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case <-t.C:
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if u.suspended() {
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hooks.SuspendAudio()
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} else {
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hooks.ResumeAudio()
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}
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case <-reqStopAudioCh:
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return
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}
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}
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}()
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return errCh
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}
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func init() {
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if jsutil.Equal(document.Get("body"), js.Null()) {
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ch := make(chan struct{})
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window.Call("addEventListener", "load", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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close(ch)
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return nil
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}))
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<-ch
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}
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window.Call("addEventListener", "resize", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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theUI.updateScreenSize()
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return nil
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}))
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// Adjust the initial scale to 1.
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// https://developer.mozilla.org/en/docs/Mozilla/Mobile/Viewport_meta_tag
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meta := document.Call("createElement", "meta")
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meta.Set("name", "viewport")
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meta.Set("content", "width=device-width, initial-scale=1")
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document.Get("head").Call("appendChild", meta)
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canvas = document.Call("createElement", "canvas")
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canvas.Set("width", 16)
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canvas.Set("height", 16)
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document.Get("body").Call("appendChild", canvas)
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htmlStyle := document.Get("documentElement").Get("style")
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htmlStyle.Set("height", "100%")
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htmlStyle.Set("margin", "0")
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htmlStyle.Set("padding", "0")
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bodyStyle := document.Get("body").Get("style")
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bodyStyle.Set("backgroundColor", "#000")
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bodyStyle.Set("height", "100%")
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bodyStyle.Set("margin", "0")
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bodyStyle.Set("padding", "0")
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// TODO: This is OK as long as the game is in an independent iframe.
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// What if the canvas is embedded in a HTML directly?
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document.Get("body").Call("addEventListener", "click", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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canvas.Call("focus")
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return nil
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}))
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canvasStyle := canvas.Get("style")
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canvasStyle.Set("width", "100%")
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canvasStyle.Set("height", "100%")
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canvasStyle.Set("margin", "0")
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canvasStyle.Set("padding", "0")
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// Make the canvas focusable.
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canvas.Call("setAttribute", "tabindex", 1)
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canvas.Get("style").Set("outline", "none")
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// Keyboard
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canvas.Call("addEventListener", "keydown", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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// Focus the canvas explicitly to activate tha game (#961).
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canvas.Call("focus")
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e := args[0]
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// Don't 'preventDefault' on keydown events or keypress events wouldn't work (#715).
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theUI.input.Update(e)
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return nil
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}))
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canvas.Call("addEventListener", "keypress", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e := args[0]
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e.Call("preventDefault")
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theUI.input.Update(e)
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return nil
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}))
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canvas.Call("addEventListener", "keyup", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e := args[0]
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e.Call("preventDefault")
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theUI.input.Update(e)
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return nil
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}))
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// Mouse
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canvas.Call("addEventListener", "mousedown", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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// Focus the canvas explicitly to activate tha game (#961).
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canvas.Call("focus")
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e := args[0]
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e.Call("preventDefault")
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theUI.input.Update(e)
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return nil
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}))
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canvas.Call("addEventListener", "mouseup", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e := args[0]
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e.Call("preventDefault")
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theUI.input.Update(e)
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return nil
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}))
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canvas.Call("addEventListener", "mousemove", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e := args[0]
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e.Call("preventDefault")
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theUI.input.Update(e)
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return nil
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}))
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canvas.Call("addEventListener", "wheel", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e := args[0]
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e.Call("preventDefault")
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theUI.input.Update(e)
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return nil
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}))
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// Touch
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canvas.Call("addEventListener", "touchstart", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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// Focus the canvas explicitly to activate tha game (#961).
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canvas.Call("focus")
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e := args[0]
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e.Call("preventDefault")
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theUI.input.Update(e)
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return nil
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}))
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canvas.Call("addEventListener", "touchend", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e := args[0]
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e.Call("preventDefault")
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theUI.input.Update(e)
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return nil
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}))
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canvas.Call("addEventListener", "touchmove", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e := args[0]
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e.Call("preventDefault")
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theUI.input.Update(e)
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return nil
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}))
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// Gamepad
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window.Call("addEventListener", "gamepadconnected", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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// Do nothing.
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return nil
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}))
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canvas.Call("addEventListener", "contextmenu", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e := args[0]
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e.Call("preventDefault")
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return nil
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}))
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// Context
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canvas.Call("addEventListener", "webglcontextlost", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e := args[0]
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e.Call("preventDefault")
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theUI.contextLost = true
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return nil
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}))
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canvas.Call("addEventListener", "webglcontextrestored", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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theUI.contextLost = false
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return nil
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}))
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}
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func (u *UserInterface) Run(context driver.UIContext) error {
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canvas.Call("focus")
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u.running = true
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ch := u.loop(context)
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if runtime.GOARCH == "wasm" {
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return <-ch
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}
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// On GopherJS, the main goroutine cannot be blocked due to the bug (gopherjs/gopherjs#826).
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// Return immediately.
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go func() {
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defer func() {
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u.running = false
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}()
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if err := <-ch; err != nil {
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log.Fatal(err)
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}
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}()
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return nil
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}
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func (u *UserInterface) RunWithoutMainLoop(width, height int, scale float64, title string, context driver.UIContext) <-chan error {
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panic("js: RunWithoutMainLoop is not implemented")
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}
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func (u *UserInterface) updateScreenSize() {
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body := document.Get("body")
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bw := int(body.Get("clientWidth").Float() * u.DeviceScaleFactor())
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bh := int(body.Get("clientHeight").Float() * u.DeviceScaleFactor())
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canvas.Set("width", bw)
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canvas.Set("height", bh)
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u.sizeChanged = true
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}
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func (u *UserInterface) SetScreenTransparent(transparent bool) {
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if u.running {
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panic("js: SetScreenTransparent can't be called after the main loop starts")
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}
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bodyStyle := document.Get("body").Get("style")
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if transparent {
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bodyStyle.Set("backgroundColor", "transparent")
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} else {
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bodyStyle.Set("backgroundColor", "#000")
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}
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}
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func (u *UserInterface) IsScreenTransparent() bool {
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bodyStyle := document.Get("body").Get("style")
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return bodyStyle.Get("backgroundColor").String() == "transparent"
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}
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func (u *UserInterface) MonitorPosition() (int, int) {
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return 0, 0
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}
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func (u *UserInterface) Input() driver.Input {
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return &u.input
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}
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func (u *UserInterface) Window() driver.Window {
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return nil
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}
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func (*UserInterface) Graphics() driver.Graphics {
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return opengl.Get()
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}
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