mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 06:57:27 +01:00
1706d9436a
This change adds these APIs: * type FPSModeType * func FPSMode * func SetFPSMode * func ScheduleFrame and deprecates these APIs: * func SetVsyncEnabled * func IsVsyncEnabled Closes #1556
649 lines
17 KiB
Go
649 lines
17 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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package js
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import (
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"syscall/js"
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"time"
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"github.com/hajimehoshi/ebiten/v2/internal/devicescale"
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"github.com/hajimehoshi/ebiten/v2/internal/driver"
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/opengl"
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"github.com/hajimehoshi/ebiten/v2/internal/hooks"
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)
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var (
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stringNone = js.ValueOf("none")
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stringTransparent = js.ValueOf("transparent")
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)
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func driverCursorShapeToCSSCursor(cursor driver.CursorShape) string {
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switch cursor {
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case driver.CursorShapeDefault:
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return "default"
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case driver.CursorShapeText:
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return "text"
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case driver.CursorShapeCrosshair:
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return "crosshair"
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case driver.CursorShapePointer:
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return "pointer"
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case driver.CursorShapeEWResize:
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return "ew-resize"
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case driver.CursorShapeNSResize:
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return "ns-resize"
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}
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return "auto"
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}
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type UserInterface struct {
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runnableOnUnfocused bool
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fpsMode driver.FPSMode
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renderingScheduled bool
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running bool
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initFocused bool
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cursorMode driver.CursorMode
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cursorPrevMode driver.CursorMode
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cursorShape driver.CursorShape
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onceUpdateCalled bool
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sizeChanged 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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runnableOnUnfocused: true,
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sizeChanged: true,
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initFocused: 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 = js.Global().Get("requestAnimationFrame")
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setTimeout = js.Global().Get("setTimeout")
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go2cpp = js.Global().Get("go2cpp")
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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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if !canvas.Truthy() {
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return
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}
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if !document.Truthy() {
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return
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}
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if fullscreen == document.Get("fullscreenElement").Truthy() {
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return
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}
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if fullscreen {
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f := canvas.Get("requestFullscreen")
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if !f.Truthy() {
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f = canvas.Get("webkitRequestFullscreen")
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}
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f.Call("bind", canvas).Invoke()
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return
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}
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f := document.Get("exitFullscreen")
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if !f.Truthy() {
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f = document.Get("webkitExitFullscreen")
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}
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f.Call("bind", document).Invoke()
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}
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func (u *UserInterface) IsFullscreen() bool {
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if !document.Truthy() {
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return false
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}
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if !document.Get("fullscreenElement").Truthy() && !document.Get("webkitFullscreenElement").Truthy() {
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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) IsFocused() bool {
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return u.isFocused()
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}
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func (u *UserInterface) SetRunnableOnUnfocused(runnableOnUnfocused bool) {
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u.runnableOnUnfocused = runnableOnUnfocused
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}
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func (u *UserInterface) IsRunnableOnUnfocused() bool {
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return u.runnableOnUnfocused
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}
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func (u *UserInterface) SetFPSMode(mode driver.FPSMode) {
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u.fpsMode = mode
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}
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func (u *UserInterface) FPSMode() driver.FPSMode {
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return u.fpsMode
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}
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func (u *UserInterface) ScheduleFrame() {
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u.renderingScheduled = true
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}
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func (u *UserInterface) CursorMode() driver.CursorMode {
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if !canvas.Truthy() {
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return driver.CursorModeHidden
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}
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return u.cursorMode
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}
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func (u *UserInterface) SetCursorMode(mode driver.CursorMode) {
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if !canvas.Truthy() {
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return
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}
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if u.cursorMode == mode {
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return
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}
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// Remember the previous cursor mode in the case when the pointer lock exits by pressing ESC.
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u.cursorPrevMode = u.cursorMode
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if u.cursorMode == driver.CursorModeCaptured {
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document.Call("exitPointerLock")
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}
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u.cursorMode = mode
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switch mode {
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case driver.CursorModeVisible:
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canvas.Get("style").Set("cursor", driverCursorShapeToCSSCursor(u.cursorShape))
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case driver.CursorModeHidden:
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canvas.Get("style").Set("cursor", stringNone)
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case driver.CursorModeCaptured:
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canvas.Call("requestPointerLock")
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}
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}
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func (u *UserInterface) recoverCursorMode() {
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if theUI.cursorPrevMode == driver.CursorModeCaptured {
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panic("js: cursorPrevMode must not be driver.CursorModeCaptured at recoverCursorMode")
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}
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u.SetCursorMode(u.cursorPrevMode)
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}
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func (u *UserInterface) CursorShape() driver.CursorShape {
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if !canvas.Truthy() {
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return driver.CursorShapeDefault
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}
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return u.cursorShape
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}
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func (u *UserInterface) SetCursorShape(shape driver.CursorShape) {
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if !canvas.Truthy() {
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return
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}
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if u.cursorShape == shape {
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return
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}
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u.cursorShape = shape
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if u.cursorMode == driver.CursorModeVisible {
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canvas.Get("style").Set("cursor", driverCursorShapeToCSSCursor(u.cursorShape))
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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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switch {
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case document.Truthy():
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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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case go2cpp.Truthy():
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w := go2cpp.Get("screenWidth").Float()
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h := go2cpp.Get("screenHeight").Float()
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u.context.Layout(w, h)
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default:
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// Node.js
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u.context.Layout(640, 480)
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}
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}
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}
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func (u *UserInterface) suspended() bool {
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if u.runnableOnUnfocused {
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return false
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}
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return !u.isFocused()
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}
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func (u *UserInterface) isFocused() bool {
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if go2cpp.Truthy() {
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return true
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}
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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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return hooks.SuspendAudio()
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}
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if err := hooks.ResumeAudio(); err != nil {
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return err
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}
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return u.updateImpl(false)
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}
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func (u *UserInterface) updateImpl(force bool) error {
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u.input.updateGamepads()
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u.input.updateForGo2Cpp()
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u.updateSize()
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if force {
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if err := u.context.ForceUpdate(); err != nil {
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return err
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}
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} else {
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if err := u.context.Update(); err != nil {
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return 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) needsUpdate() bool {
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if u.fpsMode != driver.FPSModeVsyncOffMinimum {
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return true
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}
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if !u.onceUpdateCalled {
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return true
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}
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if u.renderingScheduled {
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return true
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}
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// TODO: Watch the gamepad state?
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return false
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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, 1)
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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() {
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if u.needsUpdate() {
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u.onceUpdateCalled = true
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u.renderingScheduled = false
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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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return
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}
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}
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switch u.fpsMode {
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case driver.FPSModeVsyncOn:
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requestAnimationFrame.Invoke(cf)
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case driver.FPSModeVsyncOffMaximum:
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setTimeout.Invoke(cf, 0)
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case driver.FPSModeVsyncOffMinimum:
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requestAnimationFrame.Invoke(cf)
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}
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}
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// TODO: Should cf be released after the game ends?
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cf = js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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// f can be blocked but callbacks must not be blocked. Create a goroutine (#1161).
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go f()
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return nil
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})
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// Call f asyncly to be async since ch is used in f.
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go f()
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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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if err := hooks.SuspendAudio(); err != nil {
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errCh <- err
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return
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}
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} else {
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if err := hooks.ResumeAudio(); err != nil {
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errCh <- err
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return
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}
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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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// docuemnt is undefined on node.js
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if !document.Truthy() {
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return
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}
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if !document.Get("body").Truthy() {
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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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setWindowEventHandlers(window)
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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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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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setCanvasEventHandlers(canvas)
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// Pointer Lock
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document.Call("addEventListener", "pointerlockchange", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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if document.Get("pointerLockElement").Truthy() {
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return nil
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}
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// Recover the state correctly when the pointer lock exits.
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// A user can exit the pointer lock by pressing ESC. In this case, sync the cursor mode state.
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if theUI.cursorMode == driver.CursorModeCaptured {
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theUI.recoverCursorMode()
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}
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theUI.input.recoverCursorPosition()
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return nil
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}))
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document.Call("addEventListener", "pointerlockerror", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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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.")
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return nil
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}))
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document.Call("addEventListener", "fullscreenerror", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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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.")
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return nil
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}))
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document.Call("addEventListener", "webkitfullscreenerror", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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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.")
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return nil
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}))
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}
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func setWindowEventHandlers(v js.Value) {
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v.Call("addEventListener", "resize", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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theUI.updateScreenSize()
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if err := theUI.updateImpl(true); err != nil {
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panic(err)
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}
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return nil
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}))
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}
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func setCanvasEventHandlers(v js.Value) {
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// Keyboard
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v.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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v.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.updateFromEvent(e)
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return nil
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}))
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v.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.updateFromEvent(e)
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return nil
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}))
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v.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.updateFromEvent(e)
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return nil
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}))
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// Mouse
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v.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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v.Call("focus")
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e := args[0]
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e.Call("preventDefault")
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theUI.input.updateFromEvent(e)
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return nil
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}))
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v.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.updateFromEvent(e)
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return nil
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}))
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v.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.updateFromEvent(e)
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return nil
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}))
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v.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.updateFromEvent(e)
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return nil
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}))
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// Touch
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v.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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v.Call("focus")
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e := args[0]
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e.Call("preventDefault")
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theUI.input.updateFromEvent(e)
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return nil
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}))
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v.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.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 != driver.FPSModeVsyncOffMinimum {
|
|
return
|
|
}
|
|
u.updateImpl(true)
|
|
}
|
|
|
|
func (u *UserInterface) Run(context driver.UIContext) 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(context)
|
|
}
|
|
|
|
func (u *UserInterface) RunWithoutMainLoop(context driver.UIContext) {
|
|
panic("js: RunWithoutMainLoop is not implemented")
|
|
}
|
|
|
|
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("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").Equal(stringTransparent)
|
|
}
|
|
|
|
func (u *UserInterface) ResetForFrame() {
|
|
u.updateSize()
|
|
u.input.resetForFrame()
|
|
}
|
|
|
|
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() driver.Input {
|
|
return &u.input
|
|
}
|
|
|
|
func (u *UserInterface) Window() driver.Window {
|
|
return nil
|
|
}
|
|
|
|
func (*UserInterface) Graphics() driver.Graphics {
|
|
return opengl.Get()
|
|
}
|