virtualx-engine/platform/web/web_main.cpp
Hugo Locurcio 1c6c72caf1
Rename Engine.target_fps and associated project setting to max_fps
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.

The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
2022-10-03 23:54:36 +02:00

134 lines
5.2 KiB
C++

/*************************************************************************/
/* web_main.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "core/config/engine.h"
#include "core/io/resource_loader.h"
#include "main/main.h"
#include "platform/web/display_server_web.h"
#include "platform/web/os_web.h"
#include <emscripten/emscripten.h>
#include <stdlib.h>
#include "godot_js.h"
static OS_Web *os = nullptr;
static uint64_t target_ticks = 0;
void exit_callback() {
emscripten_cancel_main_loop(); // After this, we can exit!
Main::cleanup();
int exit_code = OS_Web::get_singleton()->get_exit_code();
memdelete(os);
os = nullptr;
emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
}
void cleanup_after_sync() {
emscripten_set_main_loop(exit_callback, -1, false);
}
void early_cleanup() {
emscripten_cancel_main_loop(); // After this, we can exit!
int exit_code = OS_Web::get_singleton()->get_exit_code();
memdelete(os);
os = nullptr;
emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
}
void early_cleanup_sync() {
emscripten_set_main_loop(early_cleanup, -1, false);
}
void main_loop_callback() {
uint64_t current_ticks = os->get_ticks_usec();
bool force_draw = DisplayServerWeb::get_singleton()->check_size_force_redraw();
if (force_draw) {
Main::force_redraw();
} else if (current_ticks < target_ticks) {
return; // Skip frame.
}
int max_fps = Engine::get_singleton()->get_max_fps();
if (max_fps > 0) {
if (current_ticks - target_ticks > 1000000) {
// When the window loses focus, we stop getting updates and accumulate delay.
// For this reason, if the difference is too big, we reset target ticks to the current ticks.
target_ticks = current_ticks;
}
target_ticks += (uint64_t)(1000000 / max_fps);
}
if (os->main_loop_iterate()) {
emscripten_cancel_main_loop(); // Cancel current loop and wait for cleanup_after_sync.
godot_js_os_finish_async(cleanup_after_sync);
}
}
/// When calling main, it is assumed FS is setup and synced.
extern EMSCRIPTEN_KEEPALIVE int godot_web_main(int argc, char *argv[]) {
os = new OS_Web();
// We must override main when testing is enabled
TEST_MAIN_OVERRIDE
Error err = Main::setup(argv[0], argc - 1, &argv[1]);
// Proper shutdown in case of setup failure.
if (err != OK) {
int exit_code = (int)err;
if (err == ERR_HELP) {
exit_code = 0; // Called with --help.
}
os->set_exit_code(exit_code);
// Will only exit after sync.
godot_js_os_finish_async(early_cleanup_sync);
return exit_code;
}
// Ease up compatibility.
ResourceLoader::set_abort_on_missing_resources(false);
Main::start();
os->get_main_loop()->initialize();
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_project_manager_hint() && FileAccess::exists("/tmp/preload.zip")) {
PackedStringArray ps;
ps.push_back("/tmp/preload.zip");
os->get_main_loop()->emit_signal(SNAME("files_dropped"), ps, -1);
}
#endif
emscripten_set_main_loop(main_loop_callback, -1, false);
// Immediately run the first iteration.
// We are inside an animation frame, we want to immediately draw on the newly setup canvas.
main_loop_callback();
return 0;
}