virtualx-engine/platform/javascript/engine/engine.js
Fabio Alessandrelli e2083871eb [HTML5] Port JavaScript inline code to libraries.
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).
2020-11-10 11:42:51 +01:00

271 lines
7.6 KiB
JavaScript

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