virtualx-engine/misc/dist/html/editor.html
Hugo Locurcio 3b4dd88e56 Improve the editor HTML template
- Darken the header tab background to match the default editor
  background color.
- Hide the distracting focus outlines for the editor and game canvas.
- Use a pure black background for the game canvas to better distinguish it
  from the editor and provide a more neutral background.
- Use a bold font weight for the Start Godot editor button on the
  loader page.
- Link to the web editor documentation on the loader page.
- Clarify what happens when clicking "OK" in the persistent data removal
  warning dialog.
- Tidy up the HTML template by removing obsolete attributes.

(cherry picked from commit 3527756943)
2021-02-25 22:37:49 +01:00

576 lines
16 KiB
HTML
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<!DOCTYPE html>
<html xmlns='http://www.w3.org/1999/xhtml' lang='' xml:lang=''>
<head>
<meta charset='utf-8' />
<meta name='viewport' content='width=device-width, user-scalable=no' />
<link id='-gd-engine-icon' rel='icon' type='image/png' href='favicon.png' />
<title>Godot Engine Web Editor ($GODOT_VERSION)</title>
<style>
*:focus {
/* More visible outline for better keyboard navigation. */
outline: 0.125rem solid hsl(220, 100%, 62.5%);
/* Make the outline always appear above other elements. */
/* Otherwise, one of its sides can be hidden by tabs in the Download and More layouts. */
position: relative;
}
body {
touch-action: none;
font-family: system-ui, -apple-system, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji";
margin: 0;
border: 0 none;
padding: 0;
text-align: center;
background-color: #333b4f;
overflow: hidden;
}
a {
color: hsl(205, 100%, 75%);
text-decoration-color: hsla(205, 100%, 75%, 0.3);
text-decoration-thickness: 0.125rem;
}
a:hover {
filter: brightness(117.5%);
}
a:active {
filter: brightness(82.5%);
}
#tabs-buttons {
/* Match the default background color of the editor window for a seamless appearance. */
background-color: #202531;
}
#tab-game {
/* Use a pure black background to better distinguish the running project */
/* from the editor window, and to use a more neutral background color (no tint). */
background-color: black;
/* Make the background span the entire page height. */
min-height: 100vh;
}
#canvas, #gameCanvas {
display: block;
margin: 0;
color: white;
}
/* Don't show distracting focus outlines for the main tabs' contents. */
#tab-editor canvas:focus,
#tab-game canvas:focus,
#canvas:focus,
#gameCanvas:focus {
outline: none;
}
.godot {
color: #e0e0e0;
background-color: #3b3943;
background-image: linear-gradient(to bottom, #403e48, #35333c);
border: 1px solid #45434e;
box-shadow: 0 0 1px 1px #2f2d35;
}
.btn {
appearance: none;
color: #e0e0e0;
background-color: #262c3b;
border: 1px solid #202531;
padding: 0.5rem 1rem;
margin: 0 0.5rem;
}
.btn:not(:disabled):hover {
color: #e0e1e5;
border-color: #666c7b;
}
.btn:active {
border-color: #699ce8;
color: #699ce8;
}
.btn:disabled {
color: #aaa;
border-color: #242937;
}
.btn.tab-btn {
padding: 0.3rem 1rem;
}
.btn.close-btn {
padding: 0.3rem 1rem;
margin-left: -0.75rem;
font-weight: 700;
}
/* Status display
* ============== */
#status {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
display: flex;
justify-content: center;
align-items: center;
/* don't consume click events - make children visible explicitly */
visibility: hidden;
}
#status-progress {
width: 366px;
height: 7px;
background-color: #38363A;
border: 1px solid #444246;
padding: 1px;
box-shadow: 0 0 2px 1px #1B1C22;
border-radius: 2px;
visibility: visible;
}
@media only screen and (orientation:portrait) {
#status-progress {
width: 61.8%;
}
}
#status-progress-inner {
height: 100%;
width: 0;
box-sizing: border-box;
transition: width 0.5s linear;
background-color: #202020;
border: 1px solid #222223;
box-shadow: 0 0 1px 1px #27282E;
border-radius: 3px;
}
#status-indeterminate {
visibility: visible;
position: relative;
}
#status-indeterminate > div {
width: 4.5px;
height: 0;
border-style: solid;
border-width: 9px 3px 0 3px;
border-color: #2b2b2b transparent transparent transparent;
transform-origin: center 21px;
position: absolute;
}
#status-indeterminate > div:nth-child(1) { transform: rotate( 22.5deg); }
#status-indeterminate > div:nth-child(2) { transform: rotate( 67.5deg); }
#status-indeterminate > div:nth-child(3) { transform: rotate(112.5deg); }
#status-indeterminate > div:nth-child(4) { transform: rotate(157.5deg); }
#status-indeterminate > div:nth-child(5) { transform: rotate(202.5deg); }
#status-indeterminate > div:nth-child(6) { transform: rotate(247.5deg); }
#status-indeterminate > div:nth-child(7) { transform: rotate(292.5deg); }
#status-indeterminate > div:nth-child(8) { transform: rotate(337.5deg); }
#status-notice {
margin: 0 100px;
line-height: 1.3;
visibility: visible;
padding: 4px 6px;
visibility: visible;
}
</style>
</head>
<body>
<div id="tabs-buttons">
<button id="btn-tab-loader" class="btn tab-btn" onclick="showTab('loader')">Loader</button>
<button id="btn-tab-editor" class="btn tab-btn" disabled="disabled" onclick="showTab('editor')">Editor</button>
<button id="btn-close-editor" class="btn close-btn" disabled="disabled" onclick="closeEditor()">×</button>
<button id="btn-tab-game" class="btn tab-btn" disabled="disabled" onclick="showTab('game')">Game</button>
<button id="btn-close-game" class="btn close-btn" disabled="disabled" onclick="closeGame()">×</button>
</div>
<div id='tabs'>
<div id='tab-loader'>
<div style="color: #e0e0e0;" id="persistence">
<label for="videoMode" style="display: none;">Select video driver:</label><br />
<select id="videoMode" style="display: none;">
<option value="GLES2" selected="selected">WebGL</option>
<option value="GLES3">WebGL 2</option>
</select>
<br />
<img src="logo.svg" width="1024" height="414" style="width: auto; height: auto; max-width: 85%; max-height: 250px" />
<br />
$GODOT_VERSION
<br />
<a href="releases/">Need an old version?</a>
<br />
<br />
<br />
<label for="zip-file" style="margin-right: 1rem">Preload project ZIP:</label> <input id="zip-file" type="file" id="files" name="files" style="margin-bottom: 1rem"/>
<br />
<a href="demo.zip">(Try this for example)</a>
<br />
<br />
<button id="startButton" class="btn" style="margin-bottom: 4rem; font-weight: 700">Start Godot editor</button>
<br />
<button class="btn" onclick="clearPersistence()" style="margin-bottom: 1.5rem">Clear persistent data</button>
<br />
<a href="https://docs.godotengine.org/en/latest/tutorials/editor/using_the_web_editor.html">Web editor documentation</a>
</div>
</div>
<div id='tab-editor' style="display: none;">
<canvas id='editor-canvas' tabindex="1">
HTML5 canvas appears to be unsupported in the current browser.<br />
Please try updating or use a different browser.
</canvas>
</div>
<div id='tab-game' style="display: none;">
<canvas id='game-canvas' tabindex="2">
HTML5 canvas appears to be unsupported in the current browser.<br />
Please try updating or use a different browser.
</canvas>
</div>
<div id='tab-status' style="display: none;">
<div id='status-progress' style='display: none;' oncontextmenu='event.preventDefault();'><div id ='status-progress-inner'></div></div>
<div id='status-indeterminate' style='display: none;' oncontextmenu='event.preventDefault();'>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
</div>
<div id='status-notice' class='godot' style='display: none;'></div>
</div>
</div>
<script src='godot.tools.js'></script>
<script>//<![CDATA[
var editor = null;
var game = null;
var setStatusMode;
var setStatusNotice;
var video_driver = "GLES2";
function clearPersistence() {
function deleteDB(path) {
return new Promise(function(resolve, reject) {
var req = indexedDB.deleteDatabase(path);
req.onsuccess = function() {
resolve();
};
req.onerror = function(err) {
reject(err);
};
req.onblocked = function(err) {
reject(err);
}
});
}
if (!window.confirm("Are you sure you want to delete all the locally stored files?\nClicking \"OK\" will permanently remove your projects and editor settings!")) {
return;
}
Promise.all([
deleteDB("/home/web_user"),
]).then(function(results) {
alert("Done.");
}).catch(function (err) {
alert("Error deleting local files. Please retry after reloading the page.");
});
}
function selectVideoMode() {
var select = document.getElementById('videoMode');
video_driver = select.selectedOptions[0].value;
}
var tabs = [
document.getElementById('tab-loader'),
document.getElementById('tab-editor'),
document.getElementById('tab-game')
]
function showTab(name) {
tabs.forEach(function (elem) {
if (elem.id == 'tab-' + name) {
elem.style.display = 'block';
if (name == 'editor' || name == 'game') {
const canvas = document.getElementById(name + '-canvas');
canvas.focus();
}
} else {
elem.style.display = 'none';
}
});
}
function setButtonEnabled(id, enabled) {
if (enabled) {
document.getElementById(id).disabled = "";
} else {
document.getElementById(id).disabled = "disabled";
}
}
function setLoaderEnabled(enabled) {
setButtonEnabled('btn-tab-loader', enabled);
setButtonEnabled('btn-tab-editor', !enabled);
setButtonEnabled('btn-close-editor', !enabled);
}
function setGameTabEnabled(enabled) {
setButtonEnabled('btn-tab-game', enabled);
setButtonEnabled('btn-close-game', enabled);
}
function closeGame() {
if (game) {
game.requestQuit();
}
}
function closeEditor() {
closeGame();
if (editor) {
editor.requestQuit();
}
}
function startEditor(zip) {
const INDETERMINATE_STATUS_STEP_MS = 100;
const persistentPaths = ['/home/web_user'];
var editorCanvas = document.getElementById('editor-canvas');
var gameCanvas = document.getElementById('game-canvas');
var statusProgress = document.getElementById('status-progress');
var statusProgressInner = document.getElementById('status-progress-inner');
var statusIndeterminate = document.getElementById('status-indeterminate');
var statusNotice = document.getElementById('status-notice');
var headerDiv = document.getElementById('tabs-buttons');
var initializing = true;
var statusMode = 'hidden';
showTab('status');
var animationCallbacks = [];
function animate(time) {
animationCallbacks.forEach(callback => callback(time));
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
var lastScale = 0;
var lastWidth = 0;
var lastHeight = 0;
function adjustCanvasDimensions() {
var scale = window.devicePixelRatio || 1;
var headerHeight = headerDiv.offsetHeight + 1;
var width = window.innerWidth;
var height = window.innerHeight - headerHeight;
if (lastScale !== scale || lastWidth !== width || lastHeight !== height) {
editorCanvas.width = width * scale;
editorCanvas.height = height * scale;
editorCanvas.style.width = width + "px";
editorCanvas.style.height = height + "px";
lastScale = scale;
lastWidth = width;
lastHeight = height;
}
}
animationCallbacks.push(adjustCanvasDimensions);
adjustCanvasDimensions();
setStatusMode = function setStatusMode(mode) {
if (statusMode === mode || !initializing)
return;
[statusProgress, statusIndeterminate, statusNotice].forEach(elem => {
elem.style.display = 'none';
});
animationCallbacks = animationCallbacks.filter(function(value) {
return (value != animateStatusIndeterminate);
});
switch (mode) {
case 'progress':
statusProgress.style.display = 'block';
break;
case 'indeterminate':
statusIndeterminate.style.display = 'block';
animationCallbacks.push(animateStatusIndeterminate);
break;
case 'notice':
statusNotice.style.display = 'block';
break;
case 'hidden':
break;
default:
throw new Error('Invalid status mode');
}
statusMode = mode;
};
function animateStatusIndeterminate(ms) {
var i = Math.floor(ms / INDETERMINATE_STATUS_STEP_MS % 8);
if (statusIndeterminate.children[i].style.borderTopColor == '') {
Array.prototype.slice.call(statusIndeterminate.children).forEach(child => {
child.style.borderTopColor = '';
});
statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf';
}
}
setStatusNotice = function setStatusNotice(text) {
while (statusNotice.lastChild) {
statusNotice.removeChild(statusNotice.lastChild);
}
var lines = text.split('\n');
lines.forEach((line) => {
statusNotice.appendChild(document.createTextNode(line));
statusNotice.appendChild(document.createElement('br'));
});
};
const gameConfig = {
'persistentPaths': persistentPaths,
'unloadAfterInit': false,
'canvas': gameCanvas,
'canvasResizePolicy': 1,
'onExit': function () {
setGameTabEnabled(false);
showTab('editor');
game = null;
},
};
var OnEditorExit = function () {
showTab('loader');
setLoaderEnabled(true);
};
function Execute(args) {
const is_editor = args.filter(function(v) { return v == '--editor' || v == '-e' }).length != 0;
const is_project_manager = args.filter(function(v) { return v == '--project-manager' }).length != 0;
const is_game = !is_editor && !is_project_manager;
if (is_project_manager) {
args.push('--video-driver', video_driver);
}
if (is_game) {
if (game) {
console.error("A game is already running. Close it first");
return;
}
setGameTabEnabled(true);
game = new Engine(gameConfig);
showTab('game');
game.init().then(function() {
requestAnimationFrame(function() {
game.start({'args': args}).then(function() {
gameCanvas.focus();
});
});
});
} else { // New editor instances will be run in the same canvas. We want to wait for it to exit.
OnEditorExit = function(code) {
setLoaderEnabled(true);
setTimeout(function() {
editor.init().then(function() {
setLoaderEnabled(false);
OnEditorExit = function() {
showTab('loader');
setLoaderEnabled(true);
};
editor.start({'args': args});
});
}, 0);
OnEditorExit = null;
};
}
}
const editorConfig = {
'unloadAfterInit': false,
'onProgress': function progressFunction (current, total) {
if (total > 0) {
statusProgressInner.style.width = current/total * 100 + '%';
setStatusMode('progress');
if (current === total) {
// wait for progress bar animation
setTimeout(() => {
setStatusMode('indeterminate');
}, 100);
}
} else {
setStatusMode('indeterminate');
}
},
'canvas': editorCanvas,
'canvasResizePolicy': 0,
'onExit': function() {
if (OnEditorExit) {
OnEditorExit();
}
},
'onExecute': Execute,
'persistentPaths': persistentPaths,
};
editor = new Engine(editorConfig);
function displayFailureNotice(err) {
var msg = err.message || err;
console.error(msg);
setStatusNotice(msg);
setStatusMode('notice');
initializing = false;
};
if (!Engine.isWebGLAvailable()) {
displayFailureNotice('WebGL not available');
} else {
setStatusMode('indeterminate');
editor.init('godot.tools').then(function() {
if (zip) {
editor.copyToFS("/tmp/preload.zip", zip);
}
try {
// Avoid user creating project in the persistent root folder.
editor.copyToFS("/home/web_user/keep", new Uint8Array());
} catch(e) {
// File exists
}
//selectVideoMode();
showTab('editor');
setLoaderEnabled(false);
editor.start({'args': ['--video-driver', video_driver]}).then(function() {
setStatusMode('hidden');
initializing = false;
});
}).catch(displayFailureNotice);
}
};
document.getElementById("startButton").onclick = function() {
preloadZip(document.getElementById('zip-file')).then(function(zip) {
startEditor(zip);
});
}
function preloadZip(target) {
return new Promise(function(resolve, reject) {
if (target.files.length > 0) {
target.files[0].arrayBuffer().then(function(data) {
resolve(data);
});
} else {
resolve();
}
});
}
//]]></script>
</body>
</html>