mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
f19e349d38
gjbt now creates a pseudo-Node environment by creating window.process object, and this conflicted with an assumption that Ebiten doesn't nothing on Node environment. See https://github.com/myitcv/gjbt/pull/13 for the detail. This change allows Ebiten work on pseudo-Node environment. Even after this change, Ebiten doesn't work on real Node environment due to lack of DOM.
377 lines
10 KiB
Go
377 lines
10 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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"github.com/gopherjs/gopherwasm/js"
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"github.com/hajimehoshi/ebiten/internal/devicescale"
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"github.com/hajimehoshi/ebiten/internal/hooks"
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"github.com/hajimehoshi/ebiten/internal/input"
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"github.com/hajimehoshi/ebiten/internal/opengl"
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)
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var canvas js.Value
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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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pageVisible 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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pageVisible: true,
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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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requestAnimationFrame = window.Get("requestAnimationFrame")
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)
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func MonitorSize() (int, int) {
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return window.Get("innerWidth").Int(), window.Get("innerHeight").Int()
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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 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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scale := currentUI.getScale()
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return int(float64(x) / scale), int(float64(y) / scale)
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}
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func AdjustedCursorPosition() (x, y int) {
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return adjustPosition(input.Get().CursorPosition())
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}
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func AdjustedTouches() []*input.Touch {
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ts := input.Get().Touches()
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adjusted := make([]*input.Touch, len(ts))
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for i, t := range ts {
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x, y := adjustPosition(t.Position())
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adjusted[i] = input.NewTouch(t.ID(), x, y)
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}
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return adjusted
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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 SetWindowTitle(title string) {
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document.Set("title", title)
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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 IsWindowDecorated() bool {
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return false
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}
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func SetWindowDecorated(decorated bool) {
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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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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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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) suspended() bool {
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return !u.runnableInBackground && (!u.windowFocus || !u.pageVisible)
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}
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func (u *userInterface) update(g GraphicsContext) error {
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if u.suspended() {
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hooks.SuspendAudio()
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return nil
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}
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hooks.ResumeAudio()
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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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input.Get().UpdateGamepads()
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u.updateGraphicsContext(g)
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if err := g.Update(func() {
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input.Get().ClearRuneBuffer()
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// TODO: insert ResetScrollValues() counterpart to 'ui_glfw.go' here
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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([]js.Value)
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var cf js.Callback
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f = func([]js.Value) {
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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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requestAnimationFrame.Invoke(cf)
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}
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cf = js.NewCallback(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(nil)
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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.NewCallback(func([]js.Value) {
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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", js.NewCallback(func([]js.Value) {
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currentUI.windowFocus = true
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if currentUI.suspended() {
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hooks.SuspendAudio()
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} else {
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hooks.ResumeAudio()
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}
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}))
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window.Call("addEventListener", "blur", js.NewCallback(func([]js.Value) {
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currentUI.windowFocus = false
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if currentUI.suspended() {
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hooks.SuspendAudio()
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} else {
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hooks.ResumeAudio()
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}
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}))
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document.Call("addEventListener", "visibilitychange", js.NewCallback(func([]js.Value) {
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currentUI.pageVisible = !document.Get("hidden").Bool()
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if currentUI.suspended() {
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hooks.SuspendAudio()
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} else {
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hooks.ResumeAudio()
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}
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}))
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window.Call("addEventListener", "resize", js.NewCallback(func([]js.Value) {
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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 := 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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// 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.NewCallback(func([]js.Value) {
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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", js.NewEventCallback(js.PreventDefault, input.OnKeyDown))
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canvas.Call("addEventListener", "keypress", js.NewEventCallback(js.PreventDefault, input.OnKeyPress))
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canvas.Call("addEventListener", "keyup", js.NewEventCallback(js.PreventDefault, input.OnKeyUp))
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// Mouse
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canvas.Call("addEventListener", "mousedown", js.NewEventCallback(js.PreventDefault, input.OnMouseDown))
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canvas.Call("addEventListener", "mouseup", js.NewEventCallback(js.PreventDefault, input.OnMouseUp))
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canvas.Call("addEventListener", "mousemove", js.NewEventCallback(js.PreventDefault, input.OnMouseMove))
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// Touch
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canvas.Call("addEventListener", "touchstart", js.NewEventCallback(js.PreventDefault, input.OnTouchStart))
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canvas.Call("addEventListener", "touchend", js.NewEventCallback(js.PreventDefault, input.OnTouchEnd))
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canvas.Call("addEventListener", "touchmove", js.NewEventCallback(js.PreventDefault, input.OnTouchMove))
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// Gamepad
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window.Call("addEventListener", "gamepadconnected", js.NewCallback(func(e []js.Value) {
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// Do nothing.
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}))
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canvas.Call("addEventListener", "contextmenu", js.NewEventCallback(js.PreventDefault, func(js.Value) {
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// Do nothing.
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}))
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canvas.Call("addEventListener", "webglcontextlost", js.NewEventCallback(js.PreventDefault, func(js.Value) {
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// Do nothing.
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}))
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canvas.Call("addEventListener", "webglcontextrestored", js.NewCallback(func(e []js.Value) {
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// Do nothing.
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}))
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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, mainloop bool) error {
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u := currentUI
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document.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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