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A Fast, Open Source JavaScript, Canvas & Audio Implementation for iOS
Objective-C C Objective-C++ C++ JavaScript


Ejecta is a fast, open source JavaScript, Canvas & Audio implementation for iOS. Think of it as a Browser that can only display a Canvas element.

More info & Documentation:

Ejecta is published under the MIT Open Source License.

Recent Breaking Changes

2015-11-27 – Allowed orientation change

Allowed interface orientations should now be set using the "Device Orientation" checkboxes in the Project's General settings. Ejecta now rotates to all allowed orientations automatically. If the window size changes due to a rotation (i.e. when rotating from landscape to portrait or vice versa), the window's resize event is fired.

window.addEventListener('resize', function() {
    // Resize your screen canvas here if needed.
    console.log('new window size:', window.innerWidth, window.innerHeight);

2015-11-09 - Moved Antialias (MSAA) settings to getContext options

The canvas.MSAAEnabled and canvas.MSAASamples properties have been removed. Instead, you can now specify antialias settings in a separate options object when calling getContext(), similar to how it works in a browser. Antialias now works on 2D and WebGL contexts.

Note that for 2D contexts antialias will have no effect when drawing images, other than slowing down performance. It only makes sense to enable antialias if you draw shapes and paths.

var gl = canvas.getContext('webgl', {antialias: true, antialiasSamples: 4});

// Or for 2d contexts

var ctx = canvas.getContext('2d', {antialias: true, antialiasSamples: 4});

2015-11-08 - Removed automatic pixel doubling for retina devices

The Canvas' backing store is now exactly the same size as the canvas.width and canvas.height. Ejecta does not automatically double the internal resolution on retina devices anymore. The ctx.backingStorePixelRatio and canvas.retinaResolutionEnabled properties as well as the HD variants for the ctx.getImageData, ctx.putImageData and ctx.createImageData functions have been removed.

You can of course still render in retina resolution, by setting the width and height to the retina resolution while forcing the style to scale the canvas to the logical display resolution. This is in line with current browsers.

canvas.width = window.innerWidth * window.devicePixelRatio;
canvas.height = window.innerHeight * window.devicePixelRatio; = window.innerWidth + 'px'; = window.innerHeight + 'px';

// For 2D contexts you may want to zoom in afterwards
ctx.scale( window.devicePixelRatio, window.devicePixelRatio );

WebGL Support

Recently WebGL support has been merged into the main branch. A huge thanks goes to @vikerman - he did most of the grunt work of the WebGL implementation. To have the WebGL alongside Canvas2D, I modified the old 2D implementation to use OpenGL ES2 instead of ES1, just like WebGL itself.

Three.js on iOS with Ejecta

Ejecta always creates the screen Canvas element for you. You have to hand this Canvas element over to Three.js instead of letting it create its own.

renderer = new THREE.WebGLRenderer( {canvas: document.getElementById('canvas')} );

How to use

  1. Create a folder called App within this XCode project
  2. Copy your canvas application into the App folder
  3. Ensure you have at least 1 file named index.js
  4. Build the XCode project

For an example application, copy ./index.js into the App folder. An example App folder with the Three.js Walt CubeMap demo can be found here:

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