mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-15 07:27:32 +01:00
406 lines
11 KiB
Go
406 lines
11 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 ui
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import (
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"image"
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"strconv"
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"unicode"
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"github.com/gopherjs/gopherjs/js"
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"github.com/hajimehoshi/ebiten/internal/devicescale"
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"github.com/hajimehoshi/ebiten/internal/opengl"
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)
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var canvas *js.Object
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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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fullscreen bool
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runnableInBackground bool
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sizeChanged bool
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windowFocus bool
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}
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var currentUI = &userInterface{
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sizeChanged: true,
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windowFocus: true,
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}
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func SetScreenSize(width, height int) bool {
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return currentUI.setScreenSize(width, height, currentUI.scale, currentUI.fullscreen)
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}
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func SetScreenScale(scale float64) bool {
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return currentUI.setScreenSize(currentUI.width, currentUI.height, scale, currentUI.fullscreen)
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}
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func ScreenScale() float64 {
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return currentUI.scale
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}
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func SetFullscreen(fullscreen bool) {
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currentUI.setScreenSize(currentUI.width, currentUI.height, currentUI.scale, fullscreen)
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}
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func IsFullscreen() bool {
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return currentUI.fullscreen
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}
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func SetRunnableInBackground(runnableInBackground bool) {
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currentUI.runnableInBackground = runnableInBackground
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}
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func IsRunnableInBackground() bool {
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return currentUI.runnableInBackground
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}
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func ScreenPadding() (x0, y0, x1, y1 float64) {
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return 0, 0, 0, 0
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}
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func adjustCursorPosition(x, y int) (int, int) {
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return x, y
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}
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func 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 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 SetWindowIcon(iconImages []image.Image) {
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// Do nothing
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}
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func (u *userInterface) getScale() float64 {
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if !u.fullscreen {
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return u.scale
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}
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doc := js.Global.Get("document")
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body := doc.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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return sh
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}
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return sw
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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.getScale() * devicescale.DeviceScale()
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}
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func (u *userInterface) updateGraphicsContext(g GraphicsContext) {
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if u.sizeChanged {
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u.sizeChanged = false
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g.SetSize(u.width, u.height, u.actualScreenScale())
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}
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}
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func (u *userInterface) update(g GraphicsContext) error {
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if !u.runnableInBackground && !u.windowFocus {
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return nil
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}
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if opengl.GetContext().IsContextLost() {
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opengl.GetContext().RestoreContext()
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g.Invalidate()
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// Need to return once to wait restored (#526)
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// TODO: Is it necessary to handle webglcontextrestored event?
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return nil
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}
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currentInput.updateGamepads()
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u.updateGraphicsContext(g)
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if err := g.Update(func() {
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currentInput.runeBuffer = nil
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// The offscreens must be updated every frame (#490).
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u.updateGraphicsContext(g)
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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(g GraphicsContext) error {
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ch := make(chan error)
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var f func()
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f = func() {
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go func() {
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if err := u.update(g); err != nil {
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ch <- err
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close(ch)
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return
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}
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js.Global.Get("window").Call("requestAnimationFrame", f)
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}()
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}
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f()
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return <-ch
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}
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func touchEventToTouches(e *js.Object) []touch {
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scale := currentUI.getScale()
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j := e.Get("targetTouches")
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rect := canvas.Call("getBoundingClientRect")
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left, top := rect.Get("left").Int(), rect.Get("top").Int()
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t := make([]touch, j.Get("length").Int())
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for i := 0; i < len(t); i++ {
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jj := j.Call("item", i)
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t[i].id = jj.Get("identifier").Int()
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t[i].x = int(float64(jj.Get("clientX").Int()-left) / scale)
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t[i].y = int(float64(jj.Get("clientY").Int()-top) / scale)
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}
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return t
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}
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func init() {
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if err := initialize(); err != nil {
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panic(err)
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}
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}
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func initialize() error {
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// Do nothing in node.js.
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if js.Global.Get("require") != js.Undefined {
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return nil
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}
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doc := js.Global.Get("document")
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window := js.Global.Get("window")
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if doc.Get("body") == nil {
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ch := make(chan struct{})
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window.Call("addEventListener", "load", func() {
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close(ch)
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})
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<-ch
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}
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window.Call("addEventListener", "focus", func() {
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currentUI.windowFocus = true
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})
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window.Call("addEventListener", "blur", func() {
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currentUI.windowFocus = false
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})
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window.Call("addEventListener", "resize", func() {
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currentUI.updateScreenSize()
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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 := doc.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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doc.Get("head").Call("appendChild", meta)
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canvas = doc.Call("createElement", "canvas")
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canvas.Set("width", 16)
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canvas.Set("height", 16)
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doc.Get("body").Call("appendChild", canvas)
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htmlStyle := doc.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 := doc.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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// 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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doc.Get("body").Call("addEventListener", "click", func() {
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canvas.Call("focus")
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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", func(e *js.Object) {
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c := e.Get("code")
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if c == js.Undefined {
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code := e.Get("keyCode").Int()
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if keyCodeToKeyEdge[code] == KeyUp ||
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keyCodeToKeyEdge[code] == KeyDown ||
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keyCodeToKeyEdge[code] == KeyLeft ||
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keyCodeToKeyEdge[code] == KeyRight ||
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keyCodeToKeyEdge[code] == KeyBackspace ||
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keyCodeToKeyEdge[code] == KeyTab {
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e.Call("preventDefault")
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}
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currentInput.keyDownEdge(code)
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return
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}
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cs := c.String()
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if cs == keyToCodes[KeyUp][0] ||
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cs == keyToCodes[KeyDown][0] ||
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cs == keyToCodes[KeyLeft][0] ||
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cs == keyToCodes[KeyRight][0] ||
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cs == keyToCodes[KeyBackspace][0] ||
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cs == keyToCodes[KeyTab][0] {
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e.Call("preventDefault")
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}
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currentInput.keyDown(cs)
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})
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canvas.Call("addEventListener", "keypress", func(e *js.Object) {
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e.Call("preventDefault")
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if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) {
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currentInput.runeBuffer = append(currentInput.runeBuffer, r)
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}
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})
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canvas.Call("addEventListener", "keyup", func(e *js.Object) {
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e.Call("preventDefault")
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if e.Get("code") == js.Undefined {
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// Assume that UA is Edge.
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code := e.Get("keyCode").Int()
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currentInput.keyUpEdge(code)
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return
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}
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code := e.Get("code").String()
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currentInput.keyUp(code)
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})
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// Mouse
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canvas.Call("addEventListener", "mousedown", func(e *js.Object) {
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e.Call("preventDefault")
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button := e.Get("button").Int()
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currentInput.mouseDown(button)
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setMouseCursorFromEvent(e)
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})
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canvas.Call("addEventListener", "mouseup", func(e *js.Object) {
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e.Call("preventDefault")
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button := e.Get("button").Int()
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currentInput.mouseUp(button)
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setMouseCursorFromEvent(e)
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})
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canvas.Call("addEventListener", "mousemove", func(e *js.Object) {
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e.Call("preventDefault")
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setMouseCursorFromEvent(e)
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})
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canvas.Call("addEventListener", "contextmenu", func(e *js.Object) {
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e.Call("preventDefault")
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})
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// Touch
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canvas.Call("addEventListener", "touchstart", func(e *js.Object) {
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e.Call("preventDefault")
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currentInput.updateTouches(touchEventToTouches(e))
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})
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canvas.Call("addEventListener", "touchend", func(e *js.Object) {
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e.Call("preventDefault")
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currentInput.updateTouches(touchEventToTouches(e))
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})
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canvas.Call("addEventListener", "touchmove", func(e *js.Object) {
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e.Call("preventDefault")
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currentInput.updateTouches(touchEventToTouches(e))
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})
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// Gamepad
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window.Call("addEventListener", "gamepadconnected", func(e *js.Object) {
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// Do nothing.
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})
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canvas.Call("addEventListener", "webglcontextlost", func(e *js.Object) {
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e.Call("preventDefault")
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})
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canvas.Call("addEventListener", "webglcontextrestored", func(e *js.Object) {
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// Do nothing.
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})
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return nil
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}
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func setMouseCursorFromEvent(e *js.Object) {
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scale := currentUI.getScale()
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rect := canvas.Call("getBoundingClientRect")
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x, y := e.Get("clientX").Int(), e.Get("clientY").Int()
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x -= rect.Get("left").Int()
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y -= rect.Get("top").Int()
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currentInput.setMouseCursor(int(float64(x)/scale), int(float64(y)/scale))
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}
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func RunMainThreadLoop(ch <-chan error) error {
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return <-ch
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}
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func Run(width, height int, scale float64, title string, g GraphicsContext) error {
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u := currentUI
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doc := js.Global.Get("document")
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doc.Set("title", title)
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u.setScreenSize(width, height, scale, u.fullscreen)
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canvas.Call("focus")
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if err := opengl.Init(); err != nil {
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return err
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}
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return u.loop(g)
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}
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func (u *userInterface) setScreenSize(width, height int, scale float64, fullscreen bool) bool {
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if u.width == width && u.height == height &&
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u.scale == scale && fullscreen == u.fullscreen {
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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.scale = scale
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u.fullscreen = fullscreen
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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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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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s := u.getScale()
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cssWidth := int(float64(u.width) * s)
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cssHeight := int(float64(u.height) * s)
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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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// CSS calc requires space chars.
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canvasStyle.Set("left", "calc((100% - "+strconv.Itoa(cssWidth)+"px) / 2)")
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canvasStyle.Set("top", "calc((100% - "+strconv.Itoa(cssHeight)+"px) / 2)")
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u.sizeChanged = true
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}
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