godot/doc/classes/JavaScript.xml
Leon Krause 63b1a096eb Facilitate exposing platform-exclusive interfaces to all platforms
This makes the interfaces available, without implementation, in other
platforms and the editor, which facilitates documenting platform-exclusive
classes.

Platform-exclusive APIs must be set up in platform/<platform>/api/api.cpp.
Provide noop method-implementations where necessary.

Also setup and document the HTML5 platform's JavaScript singleton.
2017-11-18 03:54:21 +01:00

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="JavaScript" inherits="Object" category="Core" version="3.0-alpha">
<brief_description>
Singleton that connects the engine with the browser's JavaScript context in HTML5 export.
</brief_description>
<description>
The JavaScript singleton is implemented only in HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
</description>
<tutorials>
http://docs.godotengine.org/en/stable/learning/workflow/export/exporting_for_web.html#calling-javascript-from-script
</tutorials>
<demos>
</demos>
<methods>
<method name="eval">
<return type="Variant">
</return>
<argument index="0" name="code" type="String">
</argument>
<argument index="1" name="use_global_execution_context" type="bool" default="false">
</argument>
<description>
Execute the string [code]code[/code] as JavaScript code within the browser window. This is a call to the actual global JavaScript function [code]eval()[/code].
If [code]use_global_execution_context[/code] is [code]true[/code], the code will be evaluated in the global execution context. Otherwise, it is evaluated in the execution context of a function within the engine's runtime environment.
</description>
</method>
</methods>
<constants>
</constants>
</class>