godot/platform/javascript/javascript_main.cpp

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/*************************************************************************/
/* javascript_main.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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/io/resource_loader.h"
#include "main/main.h"
#include "platform/javascript/os_javascript.h"
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#include <emscripten/emscripten.h>
#include <stdlib.h>
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static OS_JavaScript *os = NULL;
static uint64_t target_ticks = 0;
// Files drop (implemented in JS for now).
extern "C" EMSCRIPTEN_KEEPALIVE void _drop_files_callback(char *p_filev[], int p_filec) {
if (!os || !os->get_main_loop()) {
ERR_FAIL_MSG("Unable to drop files because the OS or MainLoop are not active");
}
Vector<String> files;
for (int i = 0; i < p_filec; i++) {
files.push_back(String::utf8(p_filev[i]));
}
os->get_main_loop()->drop_files(files);
}
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extern "C" EMSCRIPTEN_KEEPALIVE void _request_quit_callback(char *p_filev[], int p_filec) {
if (os && os->get_main_loop()) {
os->get_main_loop()->notification(MainLoop::NOTIFICATION_WM_QUIT_REQUEST);
}
}
void exit_callback() {
emscripten_cancel_main_loop(); // After this, we can exit!
Main::cleanup();
int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
memdelete(os);
os = NULL;
emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
}
void main_loop_callback() {
uint64_t current_ticks = os->get_ticks_usec();
bool force_draw = os->check_size_force_redraw();
if (force_draw) {
Main::force_redraw();
} else if (current_ticks < target_ticks && !force_draw) {
return; // Skip frame.
}
int target_fps = Engine::get_singleton()->get_target_fps();
if (target_fps > 0) {
target_ticks += (uint64_t)(1000000 / target_fps);
}
if (os->main_loop_iterate()) {
emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async.
/* clang-format off */
EM_ASM({
// This will contain the list of operations that need to complete before cleanup.
Module.async_finish = [
// Always contains at least one async promise, to avoid firing immediately if nothing is added.
new Promise(function(accept, reject) {
setTimeout(accept, 0);
})
];
});
/* clang-format on */
os->get_main_loop()->finish();
os->finalize_async(); // Will add all the async finish functions.
/* clang-format off */
EM_ASM({
Promise.all(Module.async_finish).then(function() {
Module.async_finish = [];
return new Promise(function(accept, reject) {
if (!Module.idbfs) {
accept();
return;
}
FS.syncfs(function(error) {
if (error) {
err('Failed to save IDB file system: ' + error.message);
}
accept();
});
});
}).then(function() {
ccall("cleanup_after_sync", null, []);
});
});
/* clang-format on */
}
}
extern "C" EMSCRIPTEN_KEEPALIVE void cleanup_after_sync() {
emscripten_set_main_loop(exit_callback, -1, false);
}
int main(int argc, char *argv[]) {
os = new OS_JavaScript(argc, argv);
// Set canvas ID
char canvas_ptr[256];
/* clang-format off */
EM_ASM({
stringToUTF8("#" + Module['canvas'].id, $0, 255);
}, canvas_ptr);
/* clang-format on */
os->canvas_id.parse_utf8(canvas_ptr, 255);
// Set locale
char locale_ptr[16];
/* clang-format off */
EM_ASM({
stringToUTF8(Module['locale'], $0, 16);
}, locale_ptr);
/* clang-format on */
setenv("LANG", locale_ptr, true);
// Set IDBFS status
os->set_idb_available((bool)EM_ASM_INT({ return Module.idbfs }));
Main::setup(argv[0], argc - 1, &argv[1]);
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// Ease up compatibility.
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ResourceLoader::set_abort_on_missing_resources(false);
Main::start();
os->get_main_loop()->init();
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// Expose method for requesting quit.
EM_ASM({
Module['request_quit'] = function() {
ccall("_request_quit_callback", null, []);
};
});
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();
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}