/** * Projects exported for the Web expose the :js:class:`Engine` class to the JavaScript environment, that allows * fine control over the engine's start-up process. * * This API is built in an asynchronous manner and requires basic understanding * of `Promises `__. * * @module Engine * @header HTML5 shell class reference */ const Engine = (function () { const preloader = new Preloader(); let loadPromise = null; let loadPath = ''; let initPromise = null; /** * @classdesc The ``Engine`` class provides methods for loading and starting exported projects on the Web. For default export * settings, this is already part of the exported HTML page. To understand practical use of the ``Engine`` class, * see :ref:`Custom HTML page for Web export `. * * @description Create a new Engine instance with the given configuration. * * @global * @constructor * @param {EngineConfig} initConfig The initial config for this instance. */ function Engine(initConfig) { // eslint-disable-line no-shadow this.config = new InternalConfig(initConfig); this.rtenv = null; } /** * Load the engine from the specified base path. * * @param {string} basePath Base path of the engine to load. * @returns {Promise} A Promise that resolves once the engine is loaded. * * @function Engine.load */ Engine.load = function (basePath) { if (loadPromise == null) { loadPath = basePath; loadPromise = preloader.loadPromise(`${loadPath}.wasm`); requestAnimationFrame(preloader.animateProgress); } return loadPromise; }; /** * Unload the engine to free memory. * * This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`. * * @function Engine.unload */ Engine.unload = function () { loadPromise = 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; }; /** * 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; } 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; }); }); }); return initPromise; }, /** * 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); }, /** * Start the engine instance using the given override configuration (if any). * :js:meth:`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 `. * 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')); } 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); }); 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 `. * * 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; }