/**************************************************************************/ /* library_godot_runtime.js */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ const GodotRuntime = { $GodotRuntime: { /* * Functions */ get_func: function (ptr) { return wasmTable.get(ptr); }, /* * Prints */ error: function () { err.apply(null, Array.from(arguments)); // eslint-disable-line no-undef }, print: function () { out.apply(null, Array.from(arguments)); // eslint-disable-line no-undef }, /* * Memory */ malloc: function (p_size) { return _malloc(p_size); }, free: function (p_ptr) { _free(p_ptr); }, getHeapValue: function (p_ptr, p_type) { return getValue(p_ptr, p_type); }, setHeapValue: function (p_ptr, p_value, p_type) { setValue(p_ptr, p_value, p_type); }, heapSub: function (p_heap, p_ptr, p_len) { const bytes = p_heap.BYTES_PER_ELEMENT; return p_heap.subarray(p_ptr / bytes, p_ptr / bytes + p_len); }, heapSlice: function (p_heap, p_ptr, p_len) { const bytes = p_heap.BYTES_PER_ELEMENT; return p_heap.slice(p_ptr / bytes, p_ptr / bytes + p_len); }, heapCopy: function (p_dst, p_src, p_ptr) { const bytes = p_src.BYTES_PER_ELEMENT; return p_dst.set(p_src, p_ptr / bytes); }, /* * Strings */ parseString: function (p_ptr) { return UTF8ToString(p_ptr); }, parseStringArray: function (p_ptr, p_size) { const strings = []; const ptrs = GodotRuntime.heapSub(HEAP32, p_ptr, p_size); // TODO wasm64 ptrs.forEach(function (ptr) { strings.push(GodotRuntime.parseString(ptr)); }); return strings; }, strlen: function (p_str) { return lengthBytesUTF8(p_str); }, allocString: function (p_str) { const length = GodotRuntime.strlen(p_str) + 1; const c_str = GodotRuntime.malloc(length); stringToUTF8(p_str, c_str, length); return c_str; }, allocStringArray: function (p_strings) { const size = p_strings.length; const c_ptr = GodotRuntime.malloc(size * 4); for (let i = 0; i < size; i++) { HEAP32[(c_ptr >> 2) + i] = GodotRuntime.allocString(p_strings[i]); } return c_ptr; }, freeStringArray: function (p_ptr, p_len) { for (let i = 0; i < p_len; i++) { GodotRuntime.free(HEAP32[(p_ptr >> 2) + i]); } GodotRuntime.free(p_ptr); }, stringToHeap: function (p_str, p_ptr, p_len) { return stringToUTF8Array(p_str, HEAP8, p_ptr, p_len); }, }, }; autoAddDeps(GodotRuntime, '$GodotRuntime'); mergeInto(LibraryManager.library, GodotRuntime);