virtualx-engine/platform/javascript/javascript_main.cpp
Rémi Verschelde 49646383f1
Update copyright statements to 2021
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)
2021-01-13 16:17:06 +01:00

96 lines
4 KiB
C++

/*************************************************************************/
/* javascript_main.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#include "core/io/resource_loader.h"
#include "main/main.h"
#include "platform/javascript/os_javascript.h"
#include "godot_js.h"
#include <emscripten/emscripten.h>
#include <stdlib.h>
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) {
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();
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;
}