93ab45b6b5
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.
214 lines
6.1 KiB
C++
214 lines
6.1 KiB
C++
/*************************************************************************/
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/* javascript_main.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include <GL/glut.h>
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#include "os_javascript.h"
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#include "main/main.h"
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#include "io/resource_loader.h"
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#include "emscripten.h"
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#include <string.h>
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OS_JavaScript *os=NULL;
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static void _gfx_init(void *ud,bool gl2,int w, int h,bool fs) {
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glutInitWindowSize(w, h);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glutCreateWindow("godot");
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}
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static uint32_t _mouse_button_mask=0;
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static void _glut_mouse_button(int button, int state, int x, int y) {
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InputEvent ev;
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ev.type=InputEvent::MOUSE_BUTTON;
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switch(button) {
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case GLUT_LEFT_BUTTON: ev.mouse_button.button_index=BUTTON_LEFT; break;
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case GLUT_MIDDLE_BUTTON: ev.mouse_button.button_index=BUTTON_MIDDLE; break;
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case GLUT_RIGHT_BUTTON: ev.mouse_button.button_index=BUTTON_RIGHT; break;
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case 3: ev.mouse_button.button_index=BUTTON_WHEEL_UP; break;
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case 4: ev.mouse_button.button_index=BUTTON_WHEEL_DOWN; break;
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}
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ev.mouse_button.pressed=state==GLUT_DOWN;
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ev.mouse_button.x=x;
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ev.mouse_button.y=y;
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ev.mouse_button.global_x=x;
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ev.mouse_button.global_y=y;
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if (ev.mouse_button.button_index<4) {
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if (ev.mouse_button.pressed) {
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_mouse_button_mask |= 1 << (ev.mouse_button.button_index-1);
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} else {
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_mouse_button_mask &= ~(1 << (ev.mouse_button.button_index-1));
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}
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}
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ev.mouse_button.button_mask=_mouse_button_mask;
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uint32_t m = glutGetModifiers();
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ev.mouse_button.mod.alt=(m&GLUT_ACTIVE_ALT)!=0;
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ev.mouse_button.mod.shift=(m&GLUT_ACTIVE_SHIFT)!=0;
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ev.mouse_button.mod.control=(m&GLUT_ACTIVE_CTRL)!=0;
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os->push_input(ev);
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if (ev.mouse_button.button_index==BUTTON_WHEEL_UP || ev.mouse_button.button_index==BUTTON_WHEEL_DOWN) {
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// GLUT doesn't send release events for mouse wheel, so send manually
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ev.mouse_button.pressed=false;
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os->push_input(ev);
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}
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}
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static int _glut_prev_x=0;
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static int _glut_prev_y=0;
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static void _glut_mouse_motion(int x, int y) {
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InputEvent ev;
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ev.type=InputEvent::MOUSE_MOTION;
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ev.mouse_motion.button_mask=_mouse_button_mask;
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ev.mouse_motion.x=x;
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ev.mouse_motion.y=y;
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ev.mouse_motion.global_x=x;
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ev.mouse_motion.global_y=y;
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ev.mouse_motion.relative_x=x-_glut_prev_x;
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ev.mouse_motion.relative_y=y-_glut_prev_y;
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_glut_prev_x=x;
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_glut_prev_y=y;
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uint32_t m = glutGetModifiers();
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ev.mouse_motion.mod.alt=(m&GLUT_ACTIVE_ALT)!=0;
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ev.mouse_motion.mod.shift=(m&GLUT_ACTIVE_SHIFT)!=0;
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ev.mouse_motion.mod.control=(m&GLUT_ACTIVE_CTRL)!=0;
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os->push_input(ev);
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}
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static void _gfx_idle() {
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glutPostRedisplay();
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}
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int start_step=0;
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static void _godot_draw(void) {
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if (start_step==1) {
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start_step=2;
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Main::start();
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os->main_loop_begin();
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}
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if (start_step==2) {
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os->main_loop_iterate();
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}
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glutSwapBuffers();
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}
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extern "C" {
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void main_after_fs_sync(int value) {
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start_step=1;
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printf("FS SYNCHED!\n");
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}
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}
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int main(int argc, char *argv[]) {
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/* Initialize the window */
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printf("let it go!\n");
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glutInit(&argc, argv);
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os = new OS_JavaScript(_gfx_init,NULL,NULL);
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#if 0
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char *args[]={"-test","gui","-v",NULL};
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Error err = Main::setup("apk",3,args);
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#else
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//char *args[]={"-v",NULL};//
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//Error err = Main::setup("",1,args);
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Error err = Main::setup("",0,NULL);
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#endif
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ResourceLoader::set_abort_on_missing_resources(false); //ease up compatibility
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glutMouseFunc(_glut_mouse_button);
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glutMotionFunc(_glut_mouse_motion);
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glutPassiveMotionFunc(_glut_mouse_motion);
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/* Set up glut callback functions */
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glutIdleFunc (_gfx_idle);
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// glutReshapeFunc(gears_reshape);
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glutDisplayFunc(_godot_draw);
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//glutSpecialFunc(gears_special);
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//mount persistent filesystem
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EM_ASM(
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FS.mkdir('/userfs');
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FS.mount(IDBFS, {}, '/userfs');
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// sync from persisted state into memory and then
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// run the 'test' function
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FS.syncfs(true, function (err) {
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assert(!err);
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console.log("done syncinc!");
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_after_sync_cb = Module.cwrap('main_after_fs_sync', 'void',['number']);
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_after_sync_cb(0);
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});
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);
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glutMainLoop();
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return 0;
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}
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/*
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*
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*09] <azakai|2__> reduz: yes, define TOTAL_MEMORY on Module. for example var Module = { TOTAL_MEMORY: 12345.. }; before the main
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*
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*/
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