virtualx-engine/platform/javascript/javascript_main.cpp
Rémi Verschelde 93ab45b6b5 Style: Fix whole-line commented code
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
2017-01-14 14:52:23 +01:00

214 lines
6.1 KiB
C++

/*************************************************************************/
/* javascript_main.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 <GL/glut.h>
#include "os_javascript.h"
#include "main/main.h"
#include "io/resource_loader.h"
#include "emscripten.h"
#include <string.h>
OS_JavaScript *os=NULL;
static void _gfx_init(void *ud,bool gl2,int w, int h,bool fs) {
glutInitWindowSize(w, h);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow("godot");
}
static uint32_t _mouse_button_mask=0;
static void _glut_mouse_button(int button, int state, int x, int y) {
InputEvent ev;
ev.type=InputEvent::MOUSE_BUTTON;
switch(button) {
case GLUT_LEFT_BUTTON: ev.mouse_button.button_index=BUTTON_LEFT; break;
case GLUT_MIDDLE_BUTTON: ev.mouse_button.button_index=BUTTON_MIDDLE; break;
case GLUT_RIGHT_BUTTON: ev.mouse_button.button_index=BUTTON_RIGHT; break;
case 3: ev.mouse_button.button_index=BUTTON_WHEEL_UP; break;
case 4: ev.mouse_button.button_index=BUTTON_WHEEL_DOWN; break;
}
ev.mouse_button.pressed=state==GLUT_DOWN;
ev.mouse_button.x=x;
ev.mouse_button.y=y;
ev.mouse_button.global_x=x;
ev.mouse_button.global_y=y;
if (ev.mouse_button.button_index<4) {
if (ev.mouse_button.pressed) {
_mouse_button_mask |= 1 << (ev.mouse_button.button_index-1);
} else {
_mouse_button_mask &= ~(1 << (ev.mouse_button.button_index-1));
}
}
ev.mouse_button.button_mask=_mouse_button_mask;
uint32_t m = glutGetModifiers();
ev.mouse_button.mod.alt=(m&GLUT_ACTIVE_ALT)!=0;
ev.mouse_button.mod.shift=(m&GLUT_ACTIVE_SHIFT)!=0;
ev.mouse_button.mod.control=(m&GLUT_ACTIVE_CTRL)!=0;
os->push_input(ev);
if (ev.mouse_button.button_index==BUTTON_WHEEL_UP || ev.mouse_button.button_index==BUTTON_WHEEL_DOWN) {
// GLUT doesn't send release events for mouse wheel, so send manually
ev.mouse_button.pressed=false;
os->push_input(ev);
}
}
static int _glut_prev_x=0;
static int _glut_prev_y=0;
static void _glut_mouse_motion(int x, int y) {
InputEvent ev;
ev.type=InputEvent::MOUSE_MOTION;
ev.mouse_motion.button_mask=_mouse_button_mask;
ev.mouse_motion.x=x;
ev.mouse_motion.y=y;
ev.mouse_motion.global_x=x;
ev.mouse_motion.global_y=y;
ev.mouse_motion.relative_x=x-_glut_prev_x;
ev.mouse_motion.relative_y=y-_glut_prev_y;
_glut_prev_x=x;
_glut_prev_y=y;
uint32_t m = glutGetModifiers();
ev.mouse_motion.mod.alt=(m&GLUT_ACTIVE_ALT)!=0;
ev.mouse_motion.mod.shift=(m&GLUT_ACTIVE_SHIFT)!=0;
ev.mouse_motion.mod.control=(m&GLUT_ACTIVE_CTRL)!=0;
os->push_input(ev);
}
static void _gfx_idle() {
glutPostRedisplay();
}
int start_step=0;
static void _godot_draw(void) {
if (start_step==1) {
start_step=2;
Main::start();
os->main_loop_begin();
}
if (start_step==2) {
os->main_loop_iterate();
}
glutSwapBuffers();
}
extern "C" {
void main_after_fs_sync(int value) {
start_step=1;
printf("FS SYNCHED!\n");
}
}
int main(int argc, char *argv[]) {
/* Initialize the window */
printf("let it go!\n");
glutInit(&argc, argv);
os = new OS_JavaScript(_gfx_init,NULL,NULL);
#if 0
char *args[]={"-test","gui","-v",NULL};
Error err = Main::setup("apk",3,args);
#else
//char *args[]={"-v",NULL};//
//Error err = Main::setup("",1,args);
Error err = Main::setup("",0,NULL);
#endif
ResourceLoader::set_abort_on_missing_resources(false); //ease up compatibility
glutMouseFunc(_glut_mouse_button);
glutMotionFunc(_glut_mouse_motion);
glutPassiveMotionFunc(_glut_mouse_motion);
/* Set up glut callback functions */
glutIdleFunc (_gfx_idle);
// glutReshapeFunc(gears_reshape);
glutDisplayFunc(_godot_draw);
//glutSpecialFunc(gears_special);
//mount persistent filesystem
EM_ASM(
FS.mkdir('/userfs');
FS.mount(IDBFS, {}, '/userfs');
// sync from persisted state into memory and then
// run the 'test' function
FS.syncfs(true, function (err) {
assert(!err);
console.log("done syncinc!");
_after_sync_cb = Module.cwrap('main_after_fs_sync', 'void',['number']);
_after_sync_cb(0);
});
);
glutMainLoop();
return 0;
}
/*
*
*09] <azakai|2__> reduz: yes, define TOTAL_MEMORY on Module. for example var Module = { TOTAL_MEMORY: 12345.. }; before the main
*
*/