virtualx-engine/platform/javascript/javascript_eval.cpp
Fabio Alessandrelli e52ed6d89e [HTML5] Port JavaScript inline code to libraries.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
2020-11-10 10:56:13 +01:00

81 lines
3.6 KiB
C++

/*************************************************************************/
/* javascript_eval.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. */
/*************************************************************************/
#ifdef JAVASCRIPT_EVAL_ENABLED
#include "api/javascript_eval.h"
#include "emscripten.h"
extern "C" {
union js_eval_ret {
uint32_t b;
double d;
char *s;
};
extern int godot_js_eval(const char *p_js, int p_use_global_ctx, union js_eval_ret *p_union_ptr, void *p_byte_arr, void *p_byte_arr_write, void *(*p_callback)(void *p_ptr, void *p_ptr2, int p_len));
}
void *resize_poolbytearray_and_open_write(void *p_arr, void *r_write, int p_len) {
PoolByteArray *arr = (PoolByteArray *)p_arr;
PoolByteArray::Write *write = (PoolByteArray::Write *)r_write;
arr->resize(p_len);
*write = arr->write();
return write->ptr();
}
Variant JavaScript::eval(const String &p_code, bool p_use_global_exec_context) {
PoolByteArray arr;
PoolByteArray::Write arr_write;
union js_eval_ret js_data;
memset(&js_data, 0, sizeof(js_data));
Variant::Type return_type = static_cast<Variant::Type>(godot_js_eval(p_code.utf8().get_data(), p_use_global_exec_context, &js_data, &arr, &arr_write, resize_poolbytearray_and_open_write));
switch (return_type) {
case Variant::BOOL:
return js_data.b == 1;
case Variant::REAL:
return js_data.d;
case Variant::STRING: {
String str = String::utf8(js_data.s);
free(js_data.s); // Must free the string allocated in JS.
return str;
}
case Variant::POOL_BYTE_ARRAY:
arr_write = PoolByteArray::Write();
return arr;
default:
return Variant();
}
}
#endif // JAVASCRIPT_EVAL_ENABLED