Commit graph

28 commits

Author SHA1 Message Date
Fabio Alessandrelli
64feaed39b [HTML5] Drag and drop zip in project manager.
With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.

This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).

(cherry picked from commit f1e810adcb)
2021-03-12 10:43:52 +01:00
Fabio Alessandrelli
82b900bdda [HTML5] Properly set canvas size during setup.
It used to be updated before the first iteration, causing the
window/viewport size values to be incorrect during the initialization
phase (e.g. during the first `_ready` notification).

(cherry picked from commit 3f059b90d6)
2021-03-12 10:13:08 +01:00
Fabio Alessandrelli
4b38aefd33 [HTML5] Opt-in virtual keyboard support.
Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
2021-03-11 20:58:09 +01:00
Fabio Alessandrelli
758daab3ad [HTML5] Respect allow_hidpi option during setup
The option was forced to `true` before, unlike on other platforms.
2021-03-08 23:35:10 +01:00
Fabio Alessandrelli
9028b7a095 [HTML5] Catch audio worklet errors on disconnect.
Which could happen if the worklet was not fully loaded, or the audio
context had already aborted.
2021-03-08 17:06:41 +01:00
Fabio Alessandrelli
c01f35de12 [HTML5] Replace XMLHttpRequest with Fetch.
This has some advantages:
- Streaming/chunked response support.
- Broader headers support.
2021-03-06 11:44:43 +01:00
Fabio Alessandrelli
751a6f9a63 [HTML5] Rename heapCopy to heapSlice.
New heapCopy function copies a TypedArray to the heap.
2021-03-05 17:32:17 +01:00
Fabio Alessandrelli
41c64533b0 [HTML5] Export process writes sizes in template.
This allow the loading bar to be much more reliable, even in cases where
realible stream loading status is not detectable (server-side
compression, chunked encoding).
2021-03-05 17:32:17 +01:00
Fabio Alessandrelli
f64ec5f1ad [HTML5] Preloader fetch, streaming instantiation. 2021-03-05 17:32:17 +01:00
Fabio Alessandrelli
43e429fa93 [HTML5] Add jsdoc2rst tool.
A template for `jsdoc` that generat the HTML5 public classref.

The script can be run via `npm run docs` to print to stdout.

You can dry run via `npm run docs -- --d dry-run` or write to file via
`npm run docs -- -d /path/to/file.rst`

Also update Makefile in `doc/` and add dry run test to CI.

(cherry picked from commit 472482013e)
2021-02-26 15:35:45 +01:00
Fabio Alessandrelli
681c10af45 [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)
2021-02-26 15:35:38 +01:00
Fabio Alessandrelli
45a67fab35 [HTML5] Better fullscreen, canvas resizing.
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
  when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.

Use `None` if you want to control the canvas size with custom JavaScript
code.
2021-02-19 05:13:44 +01:00
Fabio Alessandrelli
1eef8a318b [HTML5] Easier HTML templates, better deinit/cleanup. 2021-02-19 05:13:44 +01:00
Fabio Alessandrelli
03edba4d75 [HTML5] Implement get_processor_count. 2021-02-17 13:42:26 +01:00
Fabio Alessandrelli
b3f78687de [HTML5] Detect screen scale and DPI.
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
2021-02-12 12:02:30 +01:00
Rémi Verschelde
b2f925ea42
Merge pull request #45889 from Faless/js/3.x_xhr_fix
[3.2] [HTML5] Fix HTTPClient request_raw.
2021-02-11 11:08:14 +01:00
Fabio Alessandrelli
4086a123b9 [HTML5] Fix HTTPClient request_raw.
Now send data according to the spec, properly handle null data.
Simplify JS code since we are at it.
2021-02-11 09:32:17 +01:00
Fabio Alessandrelli
8c9a503bde [HTML5] Handle contextmenu, webglcontextlost internally.
This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
2021-02-11 08:00:53 +01:00
Fabio Alessandrelli
276b831c45 [HTML5] Better editor HTML, small refactor.
Side and GDNative libraries are now added by engine.js , the dynlink pre
js had been deleted.
2021-01-25 20:16:44 +01:00
Fabio Alessandrelli
31b5c5ee03 [HTML5] Custom Gamepad library to allow remapping.
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
2021-01-18 13:07:37 +01:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Fabio Alessandrelli
0a67b23913 [HTML5] Fix errors when Mic is not allowed. 2020-12-10 09:27:53 +01:00
Fabio Alessandrelli
4ad95cc039 [HTML5] EditorRunNative works with GDNative.
This "breaks" our loading bar logic (libraries are not counted).
Fixing it is non trivial and probably deserves investigating a different
strategy.
2020-12-05 01:00:29 +01:00
Fabio Alessandrelli
4d1ebaad0f [HTML5] GDNative support via SIDE_MODULE.
Working, with emscripten > 2.0.9
Yes, the unreleased version. 2.0.9 works, but throws and error due to a
bug in emscripten with the thirdparty ENet library.
The issue is fixed upstream so newer releases will work.
2020-12-05 01:00:02 +01:00
Fabio Alessandrelli
8ebb52fad6 [HTML5] Add function signatures to JS libraries. 2020-12-04 23:37:41 +01:00
Fabio Alessandrelli
8d93c723f1 [HTML5] Remove file flags from writeFile in setup.
Flags where deprecated and partly in removed in emscripten 2.0.9.
2020-11-30 11:29:32 +01:00
Fabio Alessandrelli
f316a1719d [HTML5] Run eslint --fix.
Should I write a poem about this whole new world? ;)
2020-11-23 13:27:13 +01:00
Fabio Alessandrelli
e4cdae3624 [HTML5] Libraries refactor for linting.
Initial work to make liniting easier.

This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
  functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
2020-11-21 14:23:32 +01:00