The API is implemented in javascript, and generates C functions that can be called from godot. This allows much cleaner code replacing all `EM_ASM` calls in our C++ code with plain C function calls. This also gets rid of few hacks and comes with few optimizations (e.g. custom cursor shapes should be much faster now).
81 lines
3.6 KiB
C++
81 lines
3.6 KiB
C++
/*************************************************************************/
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/* javascript_eval.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifdef JAVASCRIPT_EVAL_ENABLED
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#include "api/javascript_eval.h"
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#include "emscripten.h"
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extern "C" {
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union js_eval_ret {
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uint32_t b;
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double d;
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char *s;
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};
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extern int godot_js_eval(const char *p_js, int p_use_global_ctx, union js_eval_ret *p_union_ptr, void *p_byte_arr, void *p_byte_arr_write, void *(*p_callback)(void *p_ptr, void *p_ptr2, int p_len));
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}
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void *resize_poolbytearray_and_open_write(void *p_arr, void *r_write, int p_len) {
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PoolByteArray *arr = (PoolByteArray *)p_arr;
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PoolByteArray::Write *write = (PoolByteArray::Write *)r_write;
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arr->resize(p_len);
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*write = arr->write();
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return write->ptr();
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}
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Variant JavaScript::eval(const String &p_code, bool p_use_global_exec_context) {
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PoolByteArray arr;
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PoolByteArray::Write arr_write;
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union js_eval_ret js_data;
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memset(&js_data, 0, sizeof(js_data));
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Variant::Type return_type = static_cast<Variant::Type>(godot_js_eval(p_code.utf8().get_data(), p_use_global_exec_context, &js_data, &arr, &arr_write, resize_poolbytearray_and_open_write));
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switch (return_type) {
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case Variant::BOOL:
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return js_data.b == 1;
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case Variant::REAL:
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return js_data.d;
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case Variant::STRING: {
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String str = String::utf8(js_data.s);
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free(js_data.s); // Must free the string allocated in JS.
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return str;
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}
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case Variant::POOL_BYTE_ARRAY:
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arr_write = PoolByteArray::Write();
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return arr;
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default:
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return Variant();
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}
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}
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#endif // JAVASCRIPT_EVAL_ENABLED
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