virtualx-engine/platform/javascript/native/library_godot_eval.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

87 lines
3.6 KiB
JavaScript

/*************************************************************************/
/* library_godot_eval.js */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
const GodotEval = {
godot_js_eval__deps: ['$GodotOS'],
godot_js_eval: function(p_js, p_use_global_ctx, p_union_ptr, p_byte_arr, p_byte_arr_write, p_callback) {
const js_code = UTF8ToString(p_js);
let eval_ret = null;
try {
if (p_use_global_ctx) {
// indirect eval call grants global execution context
const global_eval = eval;
eval_ret = global_eval(js_code);
} else {
eval_ret = eval(js_code);
}
} catch (e) {
err(e);
}
switch (typeof eval_ret) {
case 'boolean':
setValue(p_union_ptr, eval_ret, 'i32');
return 1; // BOOL
case 'number':
setValue(p_union_ptr, eval_ret, 'double');
return 3; // REAL
case 'string':
let array_ptr = GodotOS.allocString(eval_ret);
setValue(p_union_ptr, array_ptr , '*');
return 4; // STRING
case 'object':
if (eval_ret === null) {
break;
}
if (ArrayBuffer.isView(eval_ret) && !(eval_ret instanceof Uint8Array)) {
eval_ret = new Uint8Array(eval_ret.buffer);
}
else if (eval_ret instanceof ArrayBuffer) {
eval_ret = new Uint8Array(eval_ret);
}
if (eval_ret instanceof Uint8Array) {
const func = GodotOS.get_func(p_callback);
const bytes_ptr = func(p_byte_arr, p_byte_arr_write, eval_ret.length);
HEAPU8.set(eval_ret, bytes_ptr);
return 20; // POOL_BYTE_ARRAY
}
break;
}
return 0; // NIL
},
}
mergeInto(LibraryManager.library, GodotEval);