/**************************************************************************/ /* javascript_main.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "core/io/resource_loader.h" #include "main/main.h" #include "platform/javascript/os_javascript.h" #include "godot_js.h" #include #include static OS_JavaScript *os = NULL; static uint64_t target_ticks = 0; 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 cleanup_after_sync() { emscripten_set_main_loop(exit_callback, -1, false); } 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) { if (current_ticks - target_ticks > 1000000) { // When the window loses focus, we stop getting updates and accumulate delay. // For this reason, if the difference is too big, we reset target ticks to the current ticks. target_ticks = current_ticks; } target_ticks += (uint64_t)(1000000 / target_fps); } if (os->main_loop_iterate()) { emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async. os->get_main_loop()->finish(); godot_js_os_finish_async(cleanup_after_sync); } } extern EMSCRIPTEN_KEEPALIVE int godot_js_main(int argc, char *argv[]) { // Set locale char locale_ptr[16]; godot_js_config_locale_get(locale_ptr, sizeof(locale_ptr)); setenv("LANG", locale_ptr, true); os = new OS_JavaScript(); Main::setup(argv[0], argc - 1, &argv[1]); // Ease up compatibility. ResourceLoader::set_abort_on_missing_resources(false); Main::start(); os->get_main_loop()->init(); #ifdef TOOLS_ENABLED if (Main::is_project_manager() && FileAccess::exists("/tmp/preload.zip")) { PoolStringArray ps; ps.push_back("/tmp/preload.zip"); os->get_main_loop()->emit_signal("files_dropped", ps, -1); } #endif emscripten_set_main_loop(main_loop_callback, -1, false); // Immediately run the first iteration. // We are inside an animation frame, we want to immediately draw on the newly setup canvas. main_loop_callback(); return 0; }