e2083871eb
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).
271 lines
7.6 KiB
JavaScript
271 lines
7.6 KiB
JavaScript
Function('return this')()['Engine'] = (function() {
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var preloader = new Preloader();
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var wasmExt = '.wasm';
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var unloadAfterInit = true;
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var loadPath = '';
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var loadPromise = null;
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var initPromise = null;
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var stderr = null;
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var stdout = null;
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var progressFunc = null;
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function load(basePath) {
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if (loadPromise == null) {
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loadPath = basePath;
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loadPromise = preloader.loadPromise(basePath + wasmExt);
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preloader.setProgressFunc(progressFunc);
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requestAnimationFrame(preloader.animateProgress);
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}
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return loadPromise;
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};
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function unload() {
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loadPromise = null;
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};
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/** @constructor */
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function Engine() {
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this.canvas = null;
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this.executableName = '';
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this.rtenv = null;
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this.customLocale = null;
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this.resizeCanvasOnStart = false;
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this.onExecute = null;
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this.onExit = null;
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this.persistentPaths = ['/userfs'];
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};
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Engine.prototype.init = /** @param {string=} basePath */ function(basePath) {
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if (initPromise) {
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return initPromise;
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}
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if (loadPromise == null) {
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if (!basePath) {
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initPromise = Promise.reject(new Error("A base path must be provided when calling `init` and the engine is not loaded."));
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return initPromise;
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}
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load(basePath);
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}
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var config = {};
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if (typeof stdout === 'function')
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config.print = stdout;
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if (typeof stderr === 'function')
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config.printErr = stderr;
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var me = this;
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initPromise = new Promise(function(resolve, reject) {
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config['locateFile'] = Utils.createLocateRewrite(loadPath);
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config['instantiateWasm'] = Utils.createInstantiatePromise(loadPromise);
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Godot(config).then(function(module) {
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module['initFS'](me.persistentPaths).then(function(fs_err) {
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me.rtenv = module;
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if (unloadAfterInit) {
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unload();
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}
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resolve();
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config = null;
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});
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});
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});
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return initPromise;
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};
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/** @type {function(string, string):Object} */
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Engine.prototype.preloadFile = function(file, path) {
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return preloader.preload(file, path);
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};
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/** @type {function(...string):Object} */
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Engine.prototype.start = function() {
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// Start from arguments.
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var args = [];
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for (var i = 0; i < arguments.length; i++) {
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args.push(arguments[i]);
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}
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var me = this;
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return me.init().then(function() {
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if (!me.rtenv) {
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return Promise.reject(new Error('The engine must be initialized before it can be started'));
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}
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if (!(me.canvas instanceof HTMLCanvasElement)) {
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me.canvas = Utils.findCanvas();
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}
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// Canvas can grab focus on click, or key events won't work.
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if (me.canvas.tabIndex < 0) {
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me.canvas.tabIndex = 0;
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}
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// Disable right-click context menu.
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me.canvas.addEventListener('contextmenu', function(ev) {
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ev.preventDefault();
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}, false);
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// Until context restoration is implemented warn the user of context loss.
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me.canvas.addEventListener('webglcontextlost', function(ev) {
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alert("WebGL context lost, please reload the page");
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ev.preventDefault();
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}, false);
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// Browser locale, or custom one if defined.
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var locale = me.customLocale;
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if (!locale) {
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locale = navigator.languages ? navigator.languages[0] : navigator.language;
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locale = locale.split('.')[0];
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}
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// Emscripten configuration.
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me.rtenv['thisProgram'] = me.executableName;
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me.rtenv['noExitRuntime'] = true;
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// Godot configuration.
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me.rtenv['initConfig']({
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'resizeCanvasOnStart': me.resizeCanvasOnStart,
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'canvas': me.canvas,
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'locale': locale,
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'onExecute': function(p_args) {
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if (me.onExecute) {
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me.onExecute(p_args);
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return 0;
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}
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return 1;
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},
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'onExit': function(p_code) {
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me.rtenv['deinitFS']();
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if (me.onExit) {
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me.onExit(p_code);
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}
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me.rtenv = null;
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},
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});
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return new Promise(function(resolve, reject) {
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preloader.preloadedFiles.forEach(function(file) {
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me.rtenv['copyToFS'](file.path, file.buffer);
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});
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preloader.preloadedFiles.length = 0; // Clear memory
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me.rtenv['callMain'](args);
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initPromise = null;
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resolve();
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});
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});
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};
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Engine.prototype.startGame = function(execName, mainPack, extraArgs) {
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// Start and init with execName as loadPath if not inited.
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this.executableName = execName;
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var me = this;
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return Promise.all([
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this.init(execName),
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this.preloadFile(mainPack, mainPack)
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]).then(function() {
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var args = ['--main-pack', mainPack];
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if (extraArgs)
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args = args.concat(extraArgs);
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return me.start.apply(me, args);
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});
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};
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Engine.prototype.setWebAssemblyFilenameExtension = function(override) {
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if (String(override).length === 0) {
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throw new Error('Invalid WebAssembly filename extension override');
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}
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wasmExt = String(override);
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};
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Engine.prototype.setUnloadAfterInit = function(enabled) {
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unloadAfterInit = enabled;
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};
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Engine.prototype.setCanvas = function(canvasElem) {
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this.canvas = canvasElem;
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};
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Engine.prototype.setCanvasResizedOnStart = function(enabled) {
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this.resizeCanvasOnStart = enabled;
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};
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Engine.prototype.setLocale = function(locale) {
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this.customLocale = locale;
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};
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Engine.prototype.setExecutableName = function(newName) {
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this.executableName = newName;
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};
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Engine.prototype.setProgressFunc = function(func) {
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progressFunc = func;
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};
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Engine.prototype.setStdoutFunc = function(func) {
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var print = function(text) {
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if (arguments.length > 1) {
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text = Array.prototype.slice.call(arguments).join(" ");
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}
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func(text);
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};
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if (this.rtenv)
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this.rtenv.print = print;
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stdout = print;
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};
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Engine.prototype.setStderrFunc = function(func) {
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var printErr = function(text) {
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if (arguments.length > 1)
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text = Array.prototype.slice.call(arguments).join(" ");
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func(text);
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};
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if (this.rtenv)
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this.rtenv.printErr = printErr;
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stderr = printErr;
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};
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Engine.prototype.setOnExecute = function(onExecute) {
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this.onExecute = onExecute;
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};
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Engine.prototype.setOnExit = function(onExit) {
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this.onExit = onExit;
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};
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Engine.prototype.copyToFS = function(path, buffer) {
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if (this.rtenv == null) {
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throw new Error("Engine must be inited before copying files");
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}
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this.rtenv['copyToFS'](path, buffer);
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};
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Engine.prototype.setPersistentPaths = function(persistentPaths) {
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this.persistentPaths = persistentPaths;
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};
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Engine.prototype.requestQuit = function() {
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if (this.rtenv) {
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this.rtenv['request_quit']();
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}
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};
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// Closure compiler exported engine methods.
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/** @export */
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Engine['isWebGLAvailable'] = Utils.isWebGLAvailable;
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Engine['load'] = load;
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Engine['unload'] = unload;
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Engine.prototype['init'] = Engine.prototype.init;
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Engine.prototype['preloadFile'] = Engine.prototype.preloadFile;
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Engine.prototype['start'] = Engine.prototype.start;
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Engine.prototype['startGame'] = Engine.prototype.startGame;
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Engine.prototype['setWebAssemblyFilenameExtension'] = Engine.prototype.setWebAssemblyFilenameExtension;
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Engine.prototype['setUnloadAfterInit'] = Engine.prototype.setUnloadAfterInit;
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Engine.prototype['setCanvas'] = Engine.prototype.setCanvas;
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Engine.prototype['setCanvasResizedOnStart'] = Engine.prototype.setCanvasResizedOnStart;
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Engine.prototype['setLocale'] = Engine.prototype.setLocale;
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Engine.prototype['setExecutableName'] = Engine.prototype.setExecutableName;
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Engine.prototype['setProgressFunc'] = Engine.prototype.setProgressFunc;
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Engine.prototype['setStdoutFunc'] = Engine.prototype.setStdoutFunc;
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Engine.prototype['setStderrFunc'] = Engine.prototype.setStderrFunc;
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Engine.prototype['setOnExecute'] = Engine.prototype.setOnExecute;
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Engine.prototype['setOnExit'] = Engine.prototype.setOnExit;
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Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;
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Engine.prototype['setPersistentPaths'] = Engine.prototype.setPersistentPaths;
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Engine.prototype['requestQuit'] = Engine.prototype.requestQuit;
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return Engine;
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})();
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