1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
108 lines
4.5 KiB
C++
108 lines
4.5 KiB
C++
/**************************************************************************/
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/* javascript_main.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "core/io/resource_loader.h"
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#include "main/main.h"
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#include "platform/javascript/os_javascript.h"
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#include "godot_js.h"
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#include <emscripten/emscripten.h>
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#include <stdlib.h>
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static OS_JavaScript *os = NULL;
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static uint64_t target_ticks = 0;
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void exit_callback() {
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emscripten_cancel_main_loop(); // After this, we can exit!
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Main::cleanup();
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int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
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memdelete(os);
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os = NULL;
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emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
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}
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void cleanup_after_sync() {
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emscripten_set_main_loop(exit_callback, -1, false);
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}
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void main_loop_callback() {
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uint64_t current_ticks = os->get_ticks_usec();
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bool force_draw = os->check_size_force_redraw();
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if (force_draw) {
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Main::force_redraw();
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} else if (current_ticks < target_ticks && !force_draw) {
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return; // Skip frame.
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}
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int target_fps = Engine::get_singleton()->get_target_fps();
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if (target_fps > 0) {
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if (current_ticks - target_ticks > 1000000) {
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// When the window loses focus, we stop getting updates and accumulate delay.
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// For this reason, if the difference is too big, we reset target ticks to the current ticks.
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target_ticks = current_ticks;
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}
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target_ticks += (uint64_t)(1000000 / target_fps);
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}
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if (os->main_loop_iterate()) {
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emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async.
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os->get_main_loop()->finish();
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godot_js_os_finish_async(cleanup_after_sync);
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}
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}
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extern EMSCRIPTEN_KEEPALIVE int godot_js_main(int argc, char *argv[]) {
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// Set locale
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char locale_ptr[16];
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godot_js_config_locale_get(locale_ptr, sizeof(locale_ptr));
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setenv("LANG", locale_ptr, true);
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os = new OS_JavaScript();
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Main::setup(argv[0], argc - 1, &argv[1]);
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// Ease up compatibility.
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ResourceLoader::set_abort_on_missing_resources(false);
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Main::start();
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os->get_main_loop()->init();
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#ifdef TOOLS_ENABLED
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if (Main::is_project_manager() && FileAccess::exists("/tmp/preload.zip")) {
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PoolStringArray ps;
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ps.push_back("/tmp/preload.zip");
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os->get_main_loop()->emit_signal("files_dropped", ps, -1);
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}
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#endif
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emscripten_set_main_loop(main_loop_callback, -1, false);
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// Immediately run the first iteration.
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// We are inside an animation frame, we want to immediately draw on the newly setup canvas.
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main_loop_callback();
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return 0;
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}
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