49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
96 lines
4 KiB
C++
96 lines
4 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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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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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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