mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-14 15:07:26 +01:00
49a5a2bf4e
Updates #960, #973
485 lines
12 KiB
Go
485 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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"image"
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"log"
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"runtime"
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"strconv"
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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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)
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type UserInterface struct {
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width int
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height int
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scale float64
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runnableInBackground bool
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vsync bool
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sizeChanged bool
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contextLost bool
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lastActualScale float64
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context driver.UIContext
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input Input
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// pseudoScale is a value to store 'scale'. This doesn't affect actual rendering.
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// This is for backward compatibility.
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pseudoScale float64
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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) SetScreenSize(width, height int) {
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u.setScreenSize(width, height)
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}
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func (u *UserInterface) SetScreenScale(scale float64) {
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u.pseudoScale = scale
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}
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func (u *UserInterface) ScreenScale() float64 {
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return u.pseudoScale
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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) 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) ScreenPadding() (x0, y0, x1, y1 float64) {
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return 0, 0, 0, 0
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}
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func (u *UserInterface) adjustPosition(x, y int) (int, int) {
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rect := canvas.Call("getBoundingClientRect")
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x -= rect.Get("left").Int()
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y -= rect.Get("top").Int()
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s := u.scale
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return int(float64(x) / s), int(float64(y) / s)
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}
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func (u *UserInterface) IsCursorVisible() bool {
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// The initial value is an empty string, so don't compare with "auto" here.
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return canvas.Get("style").Get("cursor").String() != "none"
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}
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func (u *UserInterface) SetCursorVisible(visible bool) {
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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) SetWindowTitle(title string) {
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document.Set("title", title)
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}
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func (u *UserInterface) SetWindowIcon(iconImages []image.Image) {
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// Do nothing
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}
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func (u *UserInterface) IsWindowDecorated() bool {
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return false
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}
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func (u *UserInterface) SetWindowDecorated(decorated bool) {
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// Do nothing
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}
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func (u *UserInterface) IsWindowResizable() bool {
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return false
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}
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func (u *UserInterface) SetWindowResizable(decorated bool) {
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// Do nothing
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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) actualScreenScale() float64 {
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// CSS imageRendering property seems useful to enlarge the screen,
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// but doesn't work in some cases (#306):
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// * Chrome just after restoring the lost context
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// * Safari
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// Let's use the devicePixelRatio as it is here.
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return u.scale * devicescale.GetAt(0, 0)
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}
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func (u *UserInterface) updateSize() {
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a := u.actualScreenScale()
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if u.lastActualScale != a {
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u.updateScreenSize()
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}
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u.lastActualScale = a
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if u.sizeChanged {
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u.sizeChanged = false
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u.context.SetSize(u.width, u.height, a)
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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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if !document.Call("hasFocus").Bool() {
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return true
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}
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if document.Get("hidden").Bool() {
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return true
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}
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return false
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}
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func (u *UserInterface) update() error {
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if u.suspended() {
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u.context.SuspendAudio()
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return nil
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}
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u.context.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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ch := make(chan error)
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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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ch <- err
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close(ch)
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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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t := time.NewTicker(100 * time.Millisecond)
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defer t.Stop()
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for range t.C {
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if u.suspended() {
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u.context.SuspendAudio()
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} else {
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u.context.ResumeAudio()
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}
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}
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}()
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return ch
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}
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func init() {
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if 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("position", "relative")
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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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bodyStyle.Set("display", "flex")
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bodyStyle.Set("alignItems", "center")
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bodyStyle.Set("justifyContent", "center")
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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("position", "absolute")
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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(width, height int, scale float64, title string, context driver.UIContext, graphics driver.Graphics) error {
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// scale is ignored.
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document.Set("title", title)
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u.setScreenSize(width, height)
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u.pseudoScale = scale
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canvas.Call("focus")
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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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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, graphics driver.Graphics) <-chan error {
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panic("js: RunWithoutMainLoop is not implemented")
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}
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func (u *UserInterface) setScreenSize(width, height int) bool {
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if u.width == width && u.height == height {
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return false
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}
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u.width = width
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u.height = height
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u.updateScreenSize()
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return true
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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 := body.Get("clientWidth").Float()
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bh := body.Get("clientHeight").Float()
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sw := bw / float64(u.width)
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sh := bh / float64(u.height)
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if sw > sh {
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u.scale = sh
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} else {
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u.scale = sw
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}
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canvas.Set("width", int(float64(u.width)*u.actualScreenScale()))
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canvas.Set("height", int(float64(u.height)*u.actualScreenScale()))
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canvasStyle := canvas.Get("style")
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cssWidth := int(float64(u.width) * u.scale)
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cssHeight := int(float64(u.height) * u.scale)
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canvasStyle.Set("width", strconv.Itoa(cssWidth)+"px")
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canvasStyle.Set("height", strconv.Itoa(cssHeight)+"px")
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u.sizeChanged = true
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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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