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A Fast, Open Source JavaScript, Canvas & Audio Implementation for iOS

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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

  • 2013-07-10 - All events now supply a proper event object to their callbacks. The keypress event for EJBindingKeyInput provides the char to callbacks as property of the event object: input.onkeypress = function(event) { console.log(event.char); }

  • 2013-04-15 - The GameCenter's softAuthenticate now calls the callback function with an error if the auth was skipped, instead of doing nothing. Also, softAuthenticate will now always try to auth when called for the very first time after installation.

  • 2013-03-15 - canvas.scaleMode was removed in favor of the property. To scale and position your canvas independently from its internal resolution, use the style's width, height, top and left properties. I.e. to always scale to fullscreen: = window.innerWidth; = window.innerHeight. Appending px suffixes is ok.

ARMv7s and ARM64 Support

By default, Ejecta is compiled for the ARMv7 instruction set only. It will still run on all ARMv7s and ARM64 devices as well, but is not optimized for these.

If you want to compile Ejecta for ARMv7s and ARM64 as well, you can set Archictectures in the Project Settings to "Standard architectures (including 64-bit)". However, this results in a much larger binary (about 10.5mb instead of 3mb) and only minor performance improvements for ARMv7s and ARM64 devices. I would advice you to benchmark your App to see if compiling for these architectures is worth the larger file size.

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.

Unlike with the Canvas2D, if you want to have a WebGL Canvas in retina resolution, you have to manually double the internal resiolution and shrink down the displayed size again through the style. I.e.

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

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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