Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
96 lines
4 KiB
C++
96 lines
4 KiB
C++
/*************************************************************************/
|
|
/* javascript_main.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 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/io/resource_loader.h"
|
|
#include "main/main.h"
|
|
#include "platform/javascript/os_javascript.h"
|
|
|
|
#include "godot_js.h"
|
|
|
|
#include <emscripten/emscripten.h>
|
|
#include <stdlib.h>
|
|
|
|
static OS_JavaScript *os = NULL;
|
|
static uint64_t target_ticks = 0;
|
|
|
|
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 cleanup_after_sync() {
|
|
emscripten_set_main_loop(exit_callback, -1, false);
|
|
}
|
|
|
|
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.
|
|
os->get_main_loop()->finish();
|
|
godot_js_os_finish_async(cleanup_after_sync);
|
|
}
|
|
}
|
|
|
|
extern EMSCRIPTEN_KEEPALIVE int godot_js_main(int argc, char *argv[]) {
|
|
// Set locale
|
|
char locale_ptr[16];
|
|
godot_js_config_locale_get(locale_ptr, sizeof(locale_ptr));
|
|
setenv("LANG", locale_ptr, true);
|
|
|
|
os = new OS_JavaScript();
|
|
|
|
Main::setup(argv[0], argc - 1, &argv[1]);
|
|
// Ease up compatibility.
|
|
ResourceLoader::set_abort_on_missing_resources(false);
|
|
Main::start();
|
|
os->get_main_loop()->init();
|
|
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;
|
|
}
|