d20b32186f
Also rename export name from "HTML5" to "Web".
281 lines
9.8 KiB
JavaScript
281 lines
9.8 KiB
JavaScript
/**
|
|
* Projects exported for the Web expose the :js:class:`Engine` class to the JavaScript environment, that allows
|
|
* fine control over the engine's start-up process.
|
|
*
|
|
* This API is built in an asynchronous manner and requires basic understanding
|
|
* of `Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises>`__.
|
|
*
|
|
* @module Engine
|
|
* @header Web export JavaScript reference
|
|
*/
|
|
const Engine = (function () {
|
|
const preloader = new Preloader();
|
|
|
|
let loadPromise = null;
|
|
let loadPath = '';
|
|
let initPromise = null;
|
|
|
|
/**
|
|
* @classdesc The ``Engine`` class provides methods for loading and starting exported projects on the Web. For default export
|
|
* settings, this is already part of the exported HTML page. To understand practical use of the ``Engine`` class,
|
|
* see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`.
|
|
*
|
|
* @description Create a new Engine instance with the given configuration.
|
|
*
|
|
* @global
|
|
* @constructor
|
|
* @param {EngineConfig} initConfig The initial config for this instance.
|
|
*/
|
|
function Engine(initConfig) { // eslint-disable-line no-shadow
|
|
this.config = new InternalConfig(initConfig);
|
|
this.rtenv = null;
|
|
}
|
|
|
|
/**
|
|
* Load the engine from the specified base path.
|
|
*
|
|
* @param {string} basePath Base path of the engine to load.
|
|
* @param {number=} [size=0] The file size if known.
|
|
* @returns {Promise} A Promise that resolves once the engine is loaded.
|
|
*
|
|
* @function Engine.load
|
|
*/
|
|
Engine.load = function (basePath, size) {
|
|
if (loadPromise == null) {
|
|
loadPath = basePath;
|
|
loadPromise = preloader.loadPromise(`${loadPath}.wasm`, size, true);
|
|
requestAnimationFrame(preloader.animateProgress);
|
|
}
|
|
return loadPromise;
|
|
};
|
|
|
|
/**
|
|
* Unload the engine to free memory.
|
|
*
|
|
* This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`.
|
|
*
|
|
* @function Engine.unload
|
|
*/
|
|
Engine.unload = function () {
|
|
loadPromise = null;
|
|
};
|
|
|
|
/**
|
|
* Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.
|
|
*
|
|
* @param {number=} [majorVersion=1] The major WebGL version to check for.
|
|
* @returns {boolean} If the given major version of WebGL is available.
|
|
* @function Engine.isWebGLAvailable
|
|
*/
|
|
Engine.isWebGLAvailable = function (majorVersion = 1) {
|
|
try {
|
|
return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]);
|
|
} catch (e) { /* Not available */ }
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution.
|
|
* @ignore
|
|
* @constructor
|
|
*/
|
|
function SafeEngine(initConfig) {
|
|
const proto = /** @lends Engine.prototype */ {
|
|
/**
|
|
* Initialize the engine instance. Optionally, pass the base path to the engine to load it,
|
|
* if it hasn't been loaded yet. See :js:meth:`Engine.load`.
|
|
*
|
|
* @param {string=} basePath Base path of the engine to load.
|
|
* @return {Promise} A ``Promise`` that resolves once the engine is loaded and initialized.
|
|
*/
|
|
init: function (basePath) {
|
|
if (initPromise) {
|
|
return initPromise;
|
|
}
|
|
if (loadPromise == null) {
|
|
if (!basePath) {
|
|
initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.'));
|
|
return initPromise;
|
|
}
|
|
Engine.load(basePath, this.config.fileSizes[`${basePath}.wasm`]);
|
|
}
|
|
const me = this;
|
|
function doInit(promise) {
|
|
// Care! Promise chaining is bogus with old emscripten versions.
|
|
// This caused a regression with the Mono build (which uses an older emscripten version).
|
|
// Make sure to test that when refactoring.
|
|
return new Promise(function (resolve, reject) {
|
|
promise.then(function (response) {
|
|
const cloned = new Response(response.clone().body, { 'headers': [['content-type', 'application/wasm']] });
|
|
Godot(me.config.getModuleConfig(loadPath, cloned)).then(function (module) {
|
|
const paths = me.config.persistentPaths;
|
|
module['initFS'](paths).then(function (err) {
|
|
me.rtenv = module;
|
|
if (me.config.unloadAfterInit) {
|
|
Engine.unload();
|
|
}
|
|
resolve();
|
|
});
|
|
});
|
|
});
|
|
});
|
|
}
|
|
preloader.setProgressFunc(this.config.onProgress);
|
|
initPromise = doInit(loadPromise);
|
|
return initPromise;
|
|
},
|
|
|
|
/**
|
|
* Load a file so it is available in the instance's file system once it runs. Must be called **before** starting the
|
|
* instance.
|
|
*
|
|
* If not provided, the ``path`` is derived from the URL of the loaded file.
|
|
*
|
|
* @param {string|ArrayBuffer} file The file to preload.
|
|
*
|
|
* If a ``string`` the file will be loaded from that path.
|
|
*
|
|
* If an ``ArrayBuffer`` or a view on one, the buffer will used as the content of the file.
|
|
*
|
|
* @param {string=} path Path by which the file will be accessible. Required, if ``file`` is not a string.
|
|
*
|
|
* @returns {Promise} A Promise that resolves once the file is loaded.
|
|
*/
|
|
preloadFile: function (file, path) {
|
|
return preloader.preload(file, path, this.config.fileSizes[file]);
|
|
},
|
|
|
|
/**
|
|
* Start the engine instance using the given override configuration (if any).
|
|
* :js:meth:`startGame <Engine.prototype.startGame>` can be used in typical cases instead.
|
|
*
|
|
* This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
|
|
* The engine must be loaded beforehand.
|
|
*
|
|
* Fails if a canvas cannot be found on the page, or not specified in the configuration.
|
|
*
|
|
* @param {EngineConfig} override An optional configuration override.
|
|
* @return {Promise} Promise that resolves once the engine started.
|
|
*/
|
|
start: function (override) {
|
|
this.config.update(override);
|
|
const me = this;
|
|
return me.init().then(function () {
|
|
if (!me.rtenv) {
|
|
return Promise.reject(new Error('The engine must be initialized before it can be started'));
|
|
}
|
|
|
|
let config = {};
|
|
try {
|
|
config = me.config.getGodotConfig(function () {
|
|
me.rtenv = null;
|
|
});
|
|
} catch (e) {
|
|
return Promise.reject(e);
|
|
}
|
|
// Godot configuration.
|
|
me.rtenv['initConfig'](config);
|
|
|
|
// Preload GDNative libraries.
|
|
const libs = [];
|
|
me.config.gdnativeLibs.forEach(function (lib) {
|
|
libs.push(me.rtenv['loadDynamicLibrary'](lib, { 'loadAsync': true }));
|
|
});
|
|
return Promise.all(libs).then(function () {
|
|
return new Promise(function (resolve, reject) {
|
|
preloader.preloadedFiles.forEach(function (file) {
|
|
me.rtenv['copyToFS'](file.path, file.buffer);
|
|
});
|
|
preloader.preloadedFiles.length = 0; // Clear memory
|
|
me.rtenv['callMain'](me.config.args);
|
|
initPromise = null;
|
|
if (me.config.serviceWorker && 'serviceWorker' in navigator) {
|
|
navigator.serviceWorker.register(me.config.serviceWorker);
|
|
}
|
|
resolve();
|
|
});
|
|
});
|
|
});
|
|
},
|
|
|
|
/**
|
|
* Start the game instance using the given configuration override (if any).
|
|
*
|
|
* This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
|
|
*
|
|
* This will load the engine if it is not loaded, and preload the main pck.
|
|
*
|
|
* This method expects the initial config (or the override) to have both the :js:attr:`executable` and :js:attr:`mainPack`
|
|
* properties set (normally done by the editor during export).
|
|
*
|
|
* @param {EngineConfig} override An optional configuration override.
|
|
* @return {Promise} Promise that resolves once the game started.
|
|
*/
|
|
startGame: function (override) {
|
|
this.config.update(override);
|
|
// Add main-pack argument.
|
|
const exe = this.config.executable;
|
|
const pack = this.config.mainPack || `${exe}.pck`;
|
|
this.config.args = ['--main-pack', pack].concat(this.config.args);
|
|
// Start and init with execName as loadPath if not inited.
|
|
const me = this;
|
|
return Promise.all([
|
|
this.init(exe),
|
|
this.preloadFile(pack, pack),
|
|
]).then(function () {
|
|
return me.start.apply(me);
|
|
});
|
|
},
|
|
|
|
/**
|
|
* Create a file at the specified ``path`` with the passed as ``buffer`` in the instance's file system.
|
|
*
|
|
* @param {string} path The location where the file will be created.
|
|
* @param {ArrayBuffer} buffer The content of the file.
|
|
*/
|
|
copyToFS: function (path, buffer) {
|
|
if (this.rtenv == null) {
|
|
throw new Error('Engine must be inited before copying files');
|
|
}
|
|
this.rtenv['copyToFS'](path, buffer);
|
|
},
|
|
|
|
/**
|
|
* Request that the current instance quit.
|
|
*
|
|
* This is akin the user pressing the close button in the window manager, and will
|
|
* have no effect if the engine has crashed, or is stuck in a loop.
|
|
*
|
|
*/
|
|
requestQuit: function () {
|
|
if (this.rtenv) {
|
|
this.rtenv['request_quit']();
|
|
}
|
|
},
|
|
};
|
|
|
|
Engine.prototype = proto;
|
|
// Closure compiler exported instance methods.
|
|
Engine.prototype['init'] = Engine.prototype.init;
|
|
Engine.prototype['preloadFile'] = Engine.prototype.preloadFile;
|
|
Engine.prototype['start'] = Engine.prototype.start;
|
|
Engine.prototype['startGame'] = Engine.prototype.startGame;
|
|
Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;
|
|
Engine.prototype['requestQuit'] = Engine.prototype.requestQuit;
|
|
// Also expose static methods as instance methods
|
|
Engine.prototype['load'] = Engine.load;
|
|
Engine.prototype['unload'] = Engine.unload;
|
|
Engine.prototype['isWebGLAvailable'] = Engine.isWebGLAvailable;
|
|
return new Engine(initConfig);
|
|
}
|
|
|
|
// Closure compiler exported static methods.
|
|
SafeEngine['load'] = Engine.load;
|
|
SafeEngine['unload'] = Engine.unload;
|
|
SafeEngine['isWebGLAvailable'] = Engine.isWebGLAvailable;
|
|
|
|
return SafeEngine;
|
|
}());
|
|
if (typeof window !== 'undefined') {
|
|
window['Engine'] = Engine;
|
|
}
|