[HTML5] Document Engine and EngineConfig (jsdoc).
This commit also removes the utils.js engine file, moving some of it's
content to config.js and some to engine.js .
(cherry picked from commit 018ee5a4dc
)
This commit is contained in:
parent
3b2c43312c
commit
681c10af45
5 changed files with 547 additions and 273 deletions
|
@ -3,9 +3,8 @@ module.exports = {
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"./.eslintrc.js",
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],
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"globals": {
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"EngineConfig": true,
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"InternalConfig": true,
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"Godot": true,
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"Preloader": true,
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"Utils": true,
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},
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};
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@ -72,7 +72,6 @@ sys_env.Depends(build[0], sys_env["JS_EXTERNS"])
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engine = [
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"js/engine/preloader.js",
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"js/engine/utils.js",
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"js/engine/config.js",
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"js/engine/engine.js",
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]
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@ -1,100 +1,309 @@
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/** @constructor */
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function EngineConfig(opts) {
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// Module config
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this.unloadAfterInit = true;
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this.onPrintError = function () {
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console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
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};
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this.onPrint = function () {
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console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
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};
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this.onProgress = null;
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/**
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* An object used to configure the Engine instance based on godot export options, and to override those in custom HTML
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* templates if needed.
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*
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* @header Engine configuration
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* @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
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*
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* ``const MyConfig = { executable: 'godot', unloadAfterInit: false }``
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*
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* @typedef {Object} EngineConfig
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*/
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const EngineConfig = {}; // eslint-disable-line no-unused-vars
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// Godot Config
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this.canvas = null;
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this.executable = '';
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this.mainPack = null;
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this.locale = null;
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this.canvasResizePolicy = false;
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this.persistentPaths = ['/userfs'];
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this.gdnativeLibs = [];
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this.args = [];
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this.onExecute = null;
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this.onExit = null;
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this.update(opts);
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}
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EngineConfig.prototype.update = function (opts) {
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const config = opts || {};
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function parse(key, def) {
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if (typeof (config[key]) === 'undefined') {
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return def;
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}
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return config[key];
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}
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// Module config
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this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
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this.onPrintError = parse('onPrintError', this.onPrintError);
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this.onPrint = parse('onPrint', this.onPrint);
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this.onProgress = parse('onProgress', this.onProgress);
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// Godot config
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this.canvas = parse('canvas', this.canvas);
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this.executable = parse('executable', this.executable);
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this.mainPack = parse('mainPack', this.mainPack);
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this.locale = parse('locale', this.locale);
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this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
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this.persistentPaths = parse('persistentPaths', this.persistentPaths);
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this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs);
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this.args = parse('args', this.args);
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this.onExecute = parse('onExecute', this.onExecute);
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this.onExit = parse('onExit', this.onExit);
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};
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EngineConfig.prototype.getModuleConfig = function (loadPath, loadPromise) {
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const me = this;
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return {
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'print': this.onPrint,
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'printErr': this.onPrintError,
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'locateFile': Utils.createLocateRewrite(loadPath),
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'instantiateWasm': Utils.createInstantiatePromise(loadPromise),
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'thisProgram': me.executable,
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'noExitRuntime': true,
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'dynamicLibraries': [`${me.executable}.side.wasm`],
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};
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};
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EngineConfig.prototype.getGodotConfig = function (cleanup) {
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if (!(this.canvas instanceof HTMLCanvasElement)) {
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this.canvas = Utils.findCanvas();
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if (!this.canvas) {
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throw new Error('No canvas found in page');
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}
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}
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// Canvas can grab focus on click, or key events won't work.
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if (this.canvas.tabIndex < 0) {
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this.canvas.tabIndex = 0;
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}
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// Browser locale, or custom one if defined.
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let locale = this.locale;
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if (!locale) {
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locale = navigator.languages ? navigator.languages[0] : navigator.language;
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locale = locale.split('.')[0];
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}
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const onExit = this.onExit;
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// Godot configuration.
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return {
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'canvas': this.canvas,
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'canvasResizePolicy': this.canvasResizePolicy,
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'locale': locale,
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'onExecute': this.onExecute,
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'onExit': function (p_code) {
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cleanup(); // We always need to call the cleanup callback to free memory.
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if (typeof (onExit) === 'function') {
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onExit(p_code);
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}
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/**
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* @struct
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* @constructor
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* @ignore
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*/
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const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars
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const cfg = /** @lends {InternalConfig.prototype} */ {
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/**
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* Whether the unload the engine automatically after the instance is initialized.
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*
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* @memberof EngineConfig
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* @default
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* @type {boolean}
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*/
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unloadAfterInit: true,
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/**
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* The HTML DOM Canvas object to use.
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*
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* By default, the first canvas element in the document will be used is none is specified.
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*
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* @memberof EngineConfig
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* @default
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* @type {?HTMLCanvasElement}
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*/
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canvas: null,
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/**
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* The name of the WASM file without the extension. (Set by Godot Editor export process).
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*
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* @memberof EngineConfig
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* @default
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* @type {string}
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*/
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executable: '',
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/**
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* An alternative name for the game pck to load. The executable name is used otherwise.
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*
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* @memberof EngineConfig
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* @default
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* @type {?string}
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*/
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mainPack: null,
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/**
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* Specify a language code to select the proper localization for the game.
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*
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* The browser locale will be used if none is specified. See complete list of
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* :ref:`supported locales <doc_locales>`.
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*
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* @memberof EngineConfig
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* @type {?string}
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* @default
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*/
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locale: null,
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/**
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* The canvas resize policy determines how the canvas should be resized by Godot.
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*
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* ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from
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* javascript code in your template.
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*
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* ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions.
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*
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* ``2`` means Godot will adapt the canvas size to match the whole browser window.
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*
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* @memberof EngineConfig
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* @type {number}
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* @default
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*/
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canvasResizePolicy: 2,
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/**
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* The arguments to be passed as command line arguments on startup.
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*
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* See :ref:`command line tutorial <doc_command_line_tutorial>`.
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*
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* **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument.
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*
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* @memberof EngineConfig
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* @type {Array<string>}
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* @default
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*/
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args: [],
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/**
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* @ignore
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* @type {Array.<string>}
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*/
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persistentPaths: ['/userfs'],
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/**
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* @ignore
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* @type {Array.<string>}
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*/
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gdnativeLibs: [],
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/**
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* A callback function for handling Godot's ``OS.execute`` calls.
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*
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* This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
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*
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* @callback EngineConfig.onExecute
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* @param {string} path The path that Godot's wants executed.
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* @param {Array.<string>} args The arguments of the "command" to execute.
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*/
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/**
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* @ignore
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* @type {?function(string, Array.<string>)}
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*/
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onExecute: null,
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/**
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* A callback function for being notified when the Godot instance quits.
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*
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* **Note**: This function will not be called if the engine crashes or become unresponsive.
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*
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* @callback EngineConfig.onExit
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* @param {number} status_code The status code returned by Godot on exit.
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*/
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/**
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* @ignore
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* @type {?function(number)}
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*/
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onExit: null,
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/**
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* A callback function for displaying download progress.
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*
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* The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()``
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* is not necessary.
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*
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* If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate.
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* Possible reasons include:
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*
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* - Files are delivered with server-side chunked compression
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* - Files are delivered with server-side compression on Chromium
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* - Not all file downloads have started yet (usually on servers without multi-threading)
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*
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* @callback EngineConfig.onProgress
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* @param {number} current The current amount of downloaded bytes so far.
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* @param {number} total The total amount of bytes to be downloaded.
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*/
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/**
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* @ignore
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* @type {?function(number, number)}
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*/
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onProgress: null,
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/**
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* A callback function for handling the standard output stream. This method should usually only be used in debug pages.
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*
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* By default, ``console.log()`` is used.
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*
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* @callback EngineConfig.onPrint
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* @param {...*} [var_args] A variadic number of arguments to be printed.
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*/
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/**
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* @ignore
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* @type {?function(...*)}
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*/
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onPrint: function () {
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console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
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},
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/**
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* A callback function for handling the standard error stream. This method should usually only be used in debug pages.
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*
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* By default, ``console.error()`` is used.
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*
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* @callback EngineConfig.onPrintError
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* @param {...*} [var_args] A variadic number of arguments to be printed as errors.
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*/
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/**
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* @ignore
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* @type {?function(...*)}
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*/
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onPrintError: function (var_args) {
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console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
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},
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};
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/**
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* @ignore
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* @struct
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* @constructor
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* @param {EngineConfig} opts
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*/
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function Config(opts) {
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this.update(opts);
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}
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Config.prototype = cfg;
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/**
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* @ignore
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* @param {EngineConfig} opts
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*/
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Config.prototype.update = function (opts) {
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const config = opts || {};
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function parse(key, def) {
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if (typeof (config[key]) === 'undefined') {
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return def;
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}
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return config[key];
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}
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// Module config
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this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
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this.onPrintError = parse('onPrintError', this.onPrintError);
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this.onPrint = parse('onPrint', this.onPrint);
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this.onProgress = parse('onProgress', this.onProgress);
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// Godot config
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this.canvas = parse('canvas', this.canvas);
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this.executable = parse('executable', this.executable);
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this.mainPack = parse('mainPack', this.mainPack);
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this.locale = parse('locale', this.locale);
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this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
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this.persistentPaths = parse('persistentPaths', this.persistentPaths);
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this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs);
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this.args = parse('args', this.args);
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this.onExecute = parse('onExecute', this.onExecute);
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this.onExit = parse('onExit', this.onExit);
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};
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/**
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* @ignore
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* @param {string} loadPath
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* @param {Promise} loadPromise
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*/
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Config.prototype.getModuleConfig = function (loadPath, loadPromise) {
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let loader = loadPromise;
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return {
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'print': this.onPrint,
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'printErr': this.onPrintError,
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'thisProgram': this.executable,
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'noExitRuntime': true,
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'dynamicLibraries': [`${loadPath}.side.wasm`],
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'instantiateWasm': function (imports, onSuccess) {
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loader.then(function (xhr) {
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WebAssembly.instantiate(xhr.response, imports).then(function (result) {
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onSuccess(result['instance'], result['module']);
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});
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});
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loader = null;
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return {};
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},
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'locateFile': function (path) {
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if (path.endsWith('.worker.js')) {
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return `${loadPath}.worker.js`;
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} else if (path.endsWith('.audio.worklet.js')) {
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return `${loadPath}.audio.worklet.js`;
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} else if (path.endsWith('.js')) {
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return `${loadPath}.js`;
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} else if (path.endsWith('.side.wasm')) {
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return `${loadPath}.side.wasm`;
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} else if (path.endsWith('.wasm')) {
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return `${loadPath}.wasm`;
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}
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return path;
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},
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};
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};
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/**
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* @ignore
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* @param {function()} cleanup
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*/
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Config.prototype.getGodotConfig = function (cleanup) {
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// Try to find a canvas
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if (!(this.canvas instanceof HTMLCanvasElement)) {
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const nodes = document.getElementsByTagName('canvas');
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if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
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this.canvas = nodes[0];
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}
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if (!this.canvas) {
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throw new Error('No canvas found in page');
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}
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}
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// Canvas can grab focus on click, or key events won't work.
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if (this.canvas.tabIndex < 0) {
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this.canvas.tabIndex = 0;
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}
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// Browser locale, or custom one if defined.
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let locale = this.locale;
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if (!locale) {
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locale = navigator.languages ? navigator.languages[0] : navigator.language;
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locale = locale.split('.')[0];
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}
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const onExit = this.onExit;
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// Godot configuration.
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return {
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'canvas': this.canvas,
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'canvasResizePolicy': this.canvasResizePolicy,
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'locale': locale,
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'onExecute': this.onExecute,
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'onExit': function (p_code) {
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cleanup(); // We always need to call the cleanup callback to free memory.
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if (typeof (onExit) === 'function') {
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onExit(p_code);
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}
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},
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};
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};
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return new Config(initConfig);
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};
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@ -1,3 +1,13 @@
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/**
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* Projects exported for the Web expose the :js:class:`Engine` class to the JavaScript environment, that allows
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* fine control over the engine's start-up process.
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*
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* This API is built in an asynchronous manner and requires basic understanding
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* of `Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises>`__.
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*
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* @module Engine
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* @header HTML5 shell class reference
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*/
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const Engine = (function () {
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const preloader = new Preloader();
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|
@ -5,139 +15,254 @@ const Engine = (function () {
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let loadPath = '';
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let initPromise = null;
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function load(basePath) {
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/**
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* @classdesc The ``Engine`` class provides methods for loading and starting exported projects on the Web. For default export
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* settings, this is already part of the exported HTML page. To understand practical use of the ``Engine`` class,
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* see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`.
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*
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* @description Create a new Engine instance with the given configuration.
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*
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* @global
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* @constructor
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* @param {EngineConfig} initConfig The initial config for this instance.
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*/
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function Engine(initConfig) { // eslint-disable-line no-shadow
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this.config = new InternalConfig(initConfig);
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this.rtenv = null;
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}
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/**
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* Load the engine from the specified base path.
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*
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* @param {string} basePath Base path of the engine to load.
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* @returns {Promise} A Promise that resolves once the engine is loaded.
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*
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* @function Engine.load
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*/
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Engine.load = function (basePath) {
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if (loadPromise == null) {
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loadPath = basePath;
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loadPromise = preloader.loadPromise(`${loadPath}.wasm`);
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requestAnimationFrame(preloader.animateProgress);
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}
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return loadPromise;
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}
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};
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function unload() {
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/**
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* Unload the engine to free memory.
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*
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* This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`.
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*
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* @function Engine.unload
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*/
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Engine.unload = function () {
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loadPromise = null;
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}
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};
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/** @constructor */
|
||||
function Engine(opts) { // eslint-disable-line no-shadow
|
||||
this.config = new EngineConfig(opts);
|
||||
this.rtenv = null;
|
||||
}
|
||||
/**
|
||||
* Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.
|
||||
*
|
||||
* @param {number=} [majorVersion=1] The major WebGL version to check for.
|
||||
* @returns {boolean} If the given major version of WebGL is available.
|
||||
* @function Engine.isWebGLAvailable
|
||||
*/
|
||||
Engine.isWebGLAvailable = function (majorVersion = 1) {
|
||||
try {
|
||||
return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]);
|
||||
} catch (e) { /* Not available */ }
|
||||
return false;
|
||||
};
|
||||
|
||||
Engine.prototype.init = /** @param {string=} basePath */ function (basePath) {
|
||||
if (initPromise) {
|
||||
return initPromise;
|
||||
}
|
||||
if (loadPromise == null) {
|
||||
if (!basePath) {
|
||||
initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.'));
|
||||
return initPromise;
|
||||
}
|
||||
load(basePath);
|
||||
}
|
||||
preloader.setProgressFunc(this.config.onProgress);
|
||||
let config = this.config.getModuleConfig(loadPath, loadPromise);
|
||||
const me = this;
|
||||
initPromise = new Promise(function (resolve, reject) {
|
||||
Godot(config).then(function (module) {
|
||||
module['initFS'](me.config.persistentPaths).then(function (fs_err) {
|
||||
me.rtenv = module;
|
||||
if (me.config.unloadAfterInit) {
|
||||
unload();
|
||||
/**
|
||||
* Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution.
|
||||
* @ignore
|
||||
* @constructor
|
||||
*/
|
||||
function SafeEngine(initConfig) {
|
||||
const proto = /** @lends Engine.prototype */ {
|
||||
/**
|
||||
* Initialize the engine instance. Optionally, pass the base path to the engine to load it,
|
||||
* if it hasn't been loaded yet. See :js:meth:`Engine.load`.
|
||||
*
|
||||
* @param {string=} basePath Base path of the engine to load.
|
||||
* @return {Promise} A ``Promise`` that resolves once the engine is loaded and initialized.
|
||||
*/
|
||||
init: function (basePath) {
|
||||
if (initPromise) {
|
||||
return initPromise;
|
||||
}
|
||||
if (loadPromise == null) {
|
||||
if (!basePath) {
|
||||
initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.'));
|
||||
return initPromise;
|
||||
}
|
||||
resolve();
|
||||
config = null;
|
||||
});
|
||||
});
|
||||
});
|
||||
return initPromise;
|
||||
};
|
||||
|
||||
/** @type {function(string, string):Object} */
|
||||
Engine.prototype.preloadFile = function (file, path) {
|
||||
return preloader.preload(file, path);
|
||||
};
|
||||
|
||||
/** @type {function(...string):Object} */
|
||||
Engine.prototype.start = function (override) {
|
||||
this.config.update(override);
|
||||
const me = this;
|
||||
return me.init().then(function () {
|
||||
if (!me.rtenv) {
|
||||
return Promise.reject(new Error('The engine must be initialized before it can be started'));
|
||||
}
|
||||
|
||||
let config = {};
|
||||
try {
|
||||
config = me.config.getGodotConfig(function () {
|
||||
me.rtenv = null;
|
||||
});
|
||||
} catch (e) {
|
||||
return Promise.reject(e);
|
||||
}
|
||||
// Godot configuration.
|
||||
me.rtenv['initConfig'](config);
|
||||
|
||||
// Preload GDNative libraries.
|
||||
const libs = [];
|
||||
me.config.gdnativeLibs.forEach(function (lib) {
|
||||
libs.push(me.rtenv['loadDynamicLibrary'](lib, { 'loadAsync': true }));
|
||||
});
|
||||
return Promise.all(libs).then(function () {
|
||||
return new Promise(function (resolve, reject) {
|
||||
preloader.preloadedFiles.forEach(function (file) {
|
||||
me.rtenv['copyToFS'](file.path, file.buffer);
|
||||
Engine.load(basePath);
|
||||
}
|
||||
preloader.setProgressFunc(this.config.onProgress);
|
||||
let config = this.config.getModuleConfig(loadPath, loadPromise);
|
||||
const me = this;
|
||||
initPromise = new Promise(function (resolve, reject) {
|
||||
Godot(config).then(function (module) {
|
||||
module['initFS'](me.config.persistentPaths).then(function (fs_err) {
|
||||
me.rtenv = module;
|
||||
if (me.config.unloadAfterInit) {
|
||||
Engine.unload();
|
||||
}
|
||||
resolve();
|
||||
config = null;
|
||||
});
|
||||
});
|
||||
preloader.preloadedFiles.length = 0; // Clear memory
|
||||
me.rtenv['callMain'](me.config.args);
|
||||
initPromise = null;
|
||||
resolve();
|
||||
});
|
||||
});
|
||||
});
|
||||
};
|
||||
return initPromise;
|
||||
},
|
||||
|
||||
Engine.prototype.startGame = function (override) {
|
||||
this.config.update(override);
|
||||
// Add main-pack argument.
|
||||
const exe = this.config.executable;
|
||||
const pack = this.config.mainPack || `${exe}.pck`;
|
||||
this.config.args = ['--main-pack', pack].concat(this.config.args);
|
||||
// Start and init with execName as loadPath if not inited.
|
||||
const me = this;
|
||||
return Promise.all([
|
||||
this.init(exe),
|
||||
this.preloadFile(pack, pack),
|
||||
]).then(function () {
|
||||
return me.start.apply(me);
|
||||
});
|
||||
};
|
||||
/**
|
||||
* Load a file so it is available in the instance's file system once it runs. Must be called **before** starting the
|
||||
* instance.
|
||||
*
|
||||
* If not provided, the ``path`` is derived from the URL of the loaded file.
|
||||
*
|
||||
* @param {string|ArrayBuffer} file The file to preload.
|
||||
*
|
||||
* If a ``string`` the file will be loaded from that path.
|
||||
*
|
||||
* If an ``ArrayBuffer`` or a view on one, the buffer will used as the content of the file.
|
||||
*
|
||||
* @param {string=} path Path by which the file will be accessible. Required, if ``file`` is not a string.
|
||||
*
|
||||
* @returns {Promise} A Promise that resolves once the file is loaded.
|
||||
*/
|
||||
preloadFile: function (file, path) {
|
||||
return preloader.preload(file, path);
|
||||
},
|
||||
|
||||
Engine.prototype.copyToFS = function (path, buffer) {
|
||||
if (this.rtenv == null) {
|
||||
throw new Error('Engine must be inited before copying files');
|
||||
}
|
||||
this.rtenv['copyToFS'](path, buffer);
|
||||
};
|
||||
/**
|
||||
* Start the engine instance using the given override configuration (if any).
|
||||
* :js:meth:`startGame <Engine.prototype.startGame>` can be used in typical cases instead.
|
||||
*
|
||||
* This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
|
||||
* The engine must be loaded beforehand.
|
||||
*
|
||||
* Fails if a canvas cannot be found on the page, or not specified in the configuration.
|
||||
*
|
||||
* @param {EngineConfig} override An optional configuration override.
|
||||
* @return {Promise} Promise that resolves once the engine started.
|
||||
*/
|
||||
start: function (override) {
|
||||
this.config.update(override);
|
||||
const me = this;
|
||||
return me.init().then(function () {
|
||||
if (!me.rtenv) {
|
||||
return Promise.reject(new Error('The engine must be initialized before it can be started'));
|
||||
}
|
||||
|
||||
Engine.prototype.requestQuit = function () {
|
||||
if (this.rtenv) {
|
||||
this.rtenv['request_quit']();
|
||||
}
|
||||
};
|
||||
let config = {};
|
||||
try {
|
||||
config = me.config.getGodotConfig(function () {
|
||||
me.rtenv = null;
|
||||
});
|
||||
} catch (e) {
|
||||
return Promise.reject(e);
|
||||
}
|
||||
// Godot configuration.
|
||||
me.rtenv['initConfig'](config);
|
||||
|
||||
// Closure compiler exported engine methods.
|
||||
/** @export */
|
||||
Engine['isWebGLAvailable'] = Utils.isWebGLAvailable;
|
||||
Engine['load'] = load;
|
||||
Engine['unload'] = unload;
|
||||
Engine.prototype['init'] = Engine.prototype.init;
|
||||
Engine.prototype['preloadFile'] = Engine.prototype.preloadFile;
|
||||
Engine.prototype['start'] = Engine.prototype.start;
|
||||
Engine.prototype['startGame'] = Engine.prototype.startGame;
|
||||
Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;
|
||||
Engine.prototype['requestQuit'] = Engine.prototype.requestQuit;
|
||||
return Engine;
|
||||
// Preload GDNative libraries.
|
||||
const libs = [];
|
||||
me.config.gdnativeLibs.forEach(function (lib) {
|
||||
libs.push(me.rtenv['loadDynamicLibrary'](lib, { 'loadAsync': true }));
|
||||
});
|
||||
return Promise.all(libs).then(function () {
|
||||
return new Promise(function (resolve, reject) {
|
||||
preloader.preloadedFiles.forEach(function (file) {
|
||||
me.rtenv['copyToFS'](file.path, file.buffer);
|
||||
});
|
||||
preloader.preloadedFiles.length = 0; // Clear memory
|
||||
me.rtenv['callMain'](me.config.args);
|
||||
initPromise = null;
|
||||
resolve();
|
||||
});
|
||||
});
|
||||
});
|
||||
},
|
||||
|
||||
/**
|
||||
* Start the game instance using the given configuration override (if any).
|
||||
*
|
||||
* This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
|
||||
*
|
||||
* This will load the engine if it is not loaded, and preload the main pck.
|
||||
*
|
||||
* This method expects the initial config (or the override) to have both the :js:attr:`executable` and :js:attr:`mainPack`
|
||||
* properties set (normally done by the editor during export).
|
||||
*
|
||||
* @param {EngineConfig} override An optional configuration override.
|
||||
* @return {Promise} Promise that resolves once the game started.
|
||||
*/
|
||||
startGame: function (override) {
|
||||
this.config.update(override);
|
||||
// Add main-pack argument.
|
||||
const exe = this.config.executable;
|
||||
const pack = this.config.mainPack || `${exe}.pck`;
|
||||
this.config.args = ['--main-pack', pack].concat(this.config.args);
|
||||
// Start and init with execName as loadPath if not inited.
|
||||
const me = this;
|
||||
return Promise.all([
|
||||
this.init(exe),
|
||||
this.preloadFile(pack, pack),
|
||||
]).then(function () {
|
||||
return me.start.apply(me);
|
||||
});
|
||||
},
|
||||
|
||||
/**
|
||||
* Create a file at the specified ``path`` with the passed as ``buffer`` in the instance's file system.
|
||||
*
|
||||
* @param {string} path The location where the file will be created.
|
||||
* @param {ArrayBuffer} buffer The content of the file.
|
||||
*/
|
||||
copyToFS: function (path, buffer) {
|
||||
if (this.rtenv == null) {
|
||||
throw new Error('Engine must be inited before copying files');
|
||||
}
|
||||
this.rtenv['copyToFS'](path, buffer);
|
||||
},
|
||||
|
||||
/**
|
||||
* Request that the current instance quit.
|
||||
*
|
||||
* This is akin the user pressing the close button in the window manager, and will
|
||||
* have no effect if the engine has crashed, or is stuck in a loop.
|
||||
*
|
||||
*/
|
||||
requestQuit: function () {
|
||||
if (this.rtenv) {
|
||||
this.rtenv['request_quit']();
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
Engine.prototype = proto;
|
||||
// Closure compiler exported instance methods.
|
||||
Engine.prototype['init'] = Engine.prototype.init;
|
||||
Engine.prototype['preloadFile'] = Engine.prototype.preloadFile;
|
||||
Engine.prototype['start'] = Engine.prototype.start;
|
||||
Engine.prototype['startGame'] = Engine.prototype.startGame;
|
||||
Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;
|
||||
Engine.prototype['requestQuit'] = Engine.prototype.requestQuit;
|
||||
// Also expose static methods as instance methods
|
||||
Engine.prototype['load'] = Engine.load;
|
||||
Engine.prototype['unload'] = Engine.unload;
|
||||
Engine.prototype['isWebGLAvailable'] = Engine.isWebGLAvailable;
|
||||
return new Engine(initConfig);
|
||||
}
|
||||
|
||||
// Closure compiler exported static methods.
|
||||
SafeEngine['load'] = Engine.load;
|
||||
SafeEngine['unload'] = Engine.unload;
|
||||
SafeEngine['isWebGLAvailable'] = Engine.isWebGLAvailable;
|
||||
|
||||
return SafeEngine;
|
||||
}());
|
||||
if (typeof window !== 'undefined') {
|
||||
window['Engine'] = Engine;
|
||||
|
|
|
@ -1,58 +0,0 @@
|
|||
const Utils = { // eslint-disable-line no-unused-vars
|
||||
|
||||
createLocateRewrite: function (execName) {
|
||||
function rw(path) {
|
||||
if (path.endsWith('.worker.js')) {
|
||||
return `${execName}.worker.js`;
|
||||
} else if (path.endsWith('.audio.worklet.js')) {
|
||||
return `${execName}.audio.worklet.js`;
|
||||
} else if (path.endsWith('.js')) {
|
||||
return `${execName}.js`;
|
||||
} else if (path.endsWith('.side.wasm')) {
|
||||
return `${execName}.side.wasm`;
|
||||
} else if (path.endsWith('.wasm')) {
|
||||
return `${execName}.wasm`;
|
||||
}
|
||||
return path;
|
||||
}
|
||||
return rw;
|
||||
},
|
||||
|
||||
createInstantiatePromise: function (wasmLoader) {
|
||||
let loader = wasmLoader;
|
||||
function instantiateWasm(imports, onSuccess) {
|
||||
loader.then(function (xhr) {
|
||||
WebAssembly.instantiate(xhr.response, imports).then(function (result) {
|
||||
onSuccess(result['instance'], result['module']);
|
||||
});
|
||||
});
|
||||
loader = null;
|
||||
return {};
|
||||
}
|
||||
|
||||
return instantiateWasm;
|
||||
},
|
||||
|
||||
findCanvas: function () {
|
||||
const nodes = document.getElementsByTagName('canvas');
|
||||
if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
|
||||
return nodes[0];
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
isWebGLAvailable: function (majorVersion = 1) {
|
||||
let testContext = false;
|
||||
try {
|
||||
const testCanvas = document.createElement('canvas');
|
||||
if (majorVersion === 1) {
|
||||
testContext = testCanvas.getContext('webgl') || testCanvas.getContext('experimental-webgl');
|
||||
} else if (majorVersion === 2) {
|
||||
testContext = testCanvas.getContext('webgl2') || testCanvas.getContext('experimental-webgl2');
|
||||
}
|
||||
} catch (e) {
|
||||
// Not available
|
||||
}
|
||||
return !!testContext;
|
||||
},
|
||||
};
|
Loading…
Reference in a new issue