/*************************************************************************/ /* javascript_main.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/io/resource_loader.h" #include "main/main.h" #include "platform/javascript/os_javascript.h" #include static OS_JavaScript *os = NULL; static uint64_t target_ticks = 0; // Files drop (implemented in JS for now). extern "C" EMSCRIPTEN_KEEPALIVE void _drop_files_callback(char *p_filev[], int p_filec) { if (!os || !os->get_main_loop()) { ERR_FAIL_MSG("Unable to drop files because the OS or MainLoop are not active"); } Vector files; for (int i = 0; i < p_filec; i++) { files.push_back(String::utf8(p_filev[i])); } os->get_main_loop()->drop_files(files); } void exit_callback() { emscripten_cancel_main_loop(); // After this, we can exit! Main::cleanup(); int exit_code = OS_JavaScript::get_singleton()->get_exit_code(); memdelete(os); os = NULL; emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing. } void main_loop_callback() { uint64_t current_ticks = os->get_ticks_usec(); bool force_draw = os->check_size_force_redraw(); if (force_draw) { Main::force_redraw(); } else if (current_ticks < target_ticks && !force_draw) { return; // Skip frame. } int target_fps = Engine::get_singleton()->get_target_fps(); if (target_fps > 0) { target_ticks += (uint64_t)(1000000 / target_fps); } if (os->main_loop_iterate()) { emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async. /* clang-format off */ EM_ASM({ // This will contain the list of operations that need to complete before cleanup. Module.async_finish = [ // Always contains at least one async promise, to avoid firing immediately if nothing is added. new Promise(function(accept, reject) { setTimeout(accept, 0); }) ]; }); /* clang-format on */ os->get_main_loop()->finish(); os->finalize_async(); // Will add all the async finish functions. EM_ASM({ Promise.all(Module.async_finish).then(function() { Module.async_finish = []; ccall("cleanup_after_sync", null, []); }); }); } } extern "C" EMSCRIPTEN_KEEPALIVE void cleanup_after_sync() { emscripten_set_main_loop(exit_callback, -1, false); } extern "C" EMSCRIPTEN_KEEPALIVE void main_after_fs_sync(char *p_idbfs_err) { // Set IDBFS status String idbfs_err = String::utf8(p_idbfs_err); if (!idbfs_err.empty()) { print_line("IndexedDB not available: " + idbfs_err); } os->set_idb_available(idbfs_err.empty()); // Set canvas ID char canvas_ptr[256]; /* clang-format off */ EM_ASM({ stringToUTF8("#" + Module['canvas'].id, $0, 255); }, canvas_ptr); /* clang-format on */ os->canvas_id.parse_utf8(canvas_ptr, 255); // Set locale char locale_ptr[16]; /* clang-format off */ EM_ASM({ stringToUTF8(Module['locale'], $0, 16); }, locale_ptr); /* clang-format on */ setenv("LANG", locale_ptr, true); Main::setup2(); // Ease up compatibility. ResourceLoader::set_abort_on_missing_resources(false); Main::start(); os->get_main_loop()->init(); // Immediately run the first iteration. // We are inside an animation frame, we want to immediately draw on the newly setup canvas. main_loop_callback(); emscripten_resume_main_loop(); } int main(int argc, char *argv[]) { // Create and mount userfs immediately. EM_ASM({ FS.mkdir('/userfs'); FS.mount(IDBFS, {}, '/userfs'); }); os = new OS_JavaScript(argc, argv); Main::setup(argv[0], argc - 1, &argv[1], false); emscripten_set_main_loop(main_loop_callback, -1, false); emscripten_pause_main_loop(); // Will need to wait for FS sync. // Sync from persistent state into memory and then // run the 'main_after_fs_sync' function. /* clang-format off */ EM_ASM({ FS.syncfs(true, function(err) { requestAnimationFrame(function() { ccall('main_after_fs_sync', null, ['string'], [err ? err.message : ""]); }); }); }); /* clang-format on */ return 0; // Continued async in main_after_fs_sync() from the syncfs() callback. }