ebiten/internal/ui/ui_js.go
2022-06-17 11:48:40 +09:00

672 lines
18 KiB
Go

// 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/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
"github.com/hajimehoshi/ebiten/v2/internal/hooks"
)
type graphicsDriverCreatorImpl struct{}
func (g *graphicsDriverCreatorImpl) newAuto() (graphicsdriver.Graphics, error) {
return g.newOpenGL()
}
func (*graphicsDriverCreatorImpl) newOpenGL() (graphicsdriver.Graphics, error) {
return opengl.NewGraphics()
}
func (*graphicsDriverCreatorImpl) newDirectX() (graphicsdriver.Graphics, error) {
return nil, nil
}
func (*graphicsDriverCreatorImpl) newMetal() (graphicsdriver.Graphics, error) {
return nil, nil
}
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 userInterfaceImpl struct {
graphicsDriver graphicsdriver.Graphics
runnableOnUnfocused bool
fpsMode FPSModeType
renderingScheduled bool
running bool
initFocused bool
cursorMode CursorMode
cursorPrevMode CursorMode
cursorShape CursorShape
onceUpdateCalled bool
lastDeviceScaleFactor float64
context *context
input Input
}
func init() {
theUI.userInterfaceImpl = userInterfaceImpl{
runnableOnUnfocused: true,
initFocused: true,
}
theUI.input.ui = &theUI.userInterfaceImpl
}
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 *userInterfaceImpl) ScreenSizeInFullscreen() (int, int) {
return window.Get("innerWidth").Int(), window.Get("innerHeight").Int()
}
func (u *userInterfaceImpl) SetFullscreen(fullscreen bool) {
if !canvas.Truthy() {
return
}
if !document.Truthy() {
return
}
if fullscreen == u.IsFullscreen() {
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 *userInterfaceImpl) IsFullscreen() bool {
if !document.Truthy() {
return false
}
if !document.Get("fullscreenElement").Truthy() && !document.Get("webkitFullscreenElement").Truthy() {
return false
}
return true
}
func (u *userInterfaceImpl) IsFocused() bool {
return u.isFocused()
}
func (u *userInterfaceImpl) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
u.runnableOnUnfocused = runnableOnUnfocused
}
func (u *userInterfaceImpl) IsRunnableOnUnfocused() bool {
return u.runnableOnUnfocused
}
func (u *userInterfaceImpl) SetFPSMode(mode FPSModeType) {
u.fpsMode = mode
}
func (u *userInterfaceImpl) ScheduleFrame() {
u.renderingScheduled = true
}
func (u *userInterfaceImpl) CursorMode() CursorMode {
if !canvas.Truthy() {
return CursorModeHidden
}
return u.cursorMode
}
func (u *userInterfaceImpl) 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 *userInterfaceImpl) recoverCursorMode() {
if theUI.cursorPrevMode == CursorModeCaptured {
panic("ui: cursorPrevMode must not be CursorModeCaptured at recoverCursorMode")
}
u.SetCursorMode(u.cursorPrevMode)
}
func (u *userInterfaceImpl) CursorShape() CursorShape {
if !canvas.Truthy() {
return CursorShapeDefault
}
return u.cursorShape
}
func (u *userInterfaceImpl) 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 *userInterfaceImpl) DeviceScaleFactor() float64 {
return devicescale.GetAt(0, 0)
}
func (u *userInterfaceImpl) outsideSize() (float64, float64) {
switch {
case document.Truthy():
body := document.Get("body")
bw := body.Get("clientWidth").Float()
bh := body.Get("clientHeight").Float()
return bw, bh
case go2cpp.Truthy():
w := go2cpp.Get("screenWidth").Float()
h := go2cpp.Get("screenHeight").Float()
return w, h
default:
// Node.js
return 640, 480
}
}
func (u *userInterfaceImpl) suspended() bool {
if u.runnableOnUnfocused {
return false
}
return !u.isFocused()
}
func (u *userInterfaceImpl) isFocused() bool {
if go2cpp.Truthy() {
return true
}
if !documentHasFocus.Invoke().Bool() {
return false
}
if documentHidden.Invoke().Bool() {
return false
}
return true
}
func (u *userInterfaceImpl) update() error {
if u.suspended() {
return hooks.SuspendAudio()
}
if err := hooks.ResumeAudio(); err != nil {
return err
}
return u.updateImpl(false)
}
func (u *userInterfaceImpl) 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()
a := u.DeviceScaleFactor()
if u.lastDeviceScaleFactor != a {
u.updateScreenSize()
}
u.lastDeviceScaleFactor = a
w, h := u.outsideSize()
if force {
if err := u.context.forceUpdateFrame(u.graphicsDriver, w, h, u.DeviceScaleFactor()); err != nil {
return err
}
} else {
if err := u.context.updateFrame(u.graphicsDriver, w, h, u.DeviceScaleFactor()); err != nil {
return err
}
}
return nil
}
func (u *userInterfaceImpl) 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 *userInterfaceImpl) loop(game Game) <-chan error {
u.context = newContext(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. 'allow=\"fullscreen\"' or 'allowfullscreen' 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. 'allow=\"fullscreen\"' or 'allowfullscreen' 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 *userInterfaceImpl) forceUpdateOnMinimumFPSMode() {
if u.fpsMode != FPSModeVsyncOffMinimum {
return
}
u.updateImpl(true)
}
func (u *userInterfaceImpl) 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
g, err := newGraphicsDriver(&graphicsDriverCreatorImpl{})
if err != nil {
return err
}
u.graphicsDriver = g
if g, ok := u.graphicsDriver.(interface{ SetCanvas(js.Value) }); ok {
g.SetCanvas(canvas)
}
return <-u.loop(game)
}
func (u *userInterfaceImpl) 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
}
}
func (u *userInterfaceImpl) 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 *userInterfaceImpl) IsScreenTransparent() bool {
bodyStyle := document.Get("body").Get("style")
return bodyStyle.Get("backgroundColor").Equal(stringTransparent)
}
func (u *userInterfaceImpl) resetForTick() {
u.input.resetForTick()
}
func (u *userInterfaceImpl) SetInitFocused(focused bool) {
if u.running {
panic("ui: SetInitFocused must be called before the main loop")
}
u.initFocused = focused
}
func (u *userInterfaceImpl) Input() *Input {
return &u.input
}
func (u *userInterfaceImpl) Window() Window {
return &nullWindow{}
}