godot/platform/javascript/js/engine/config.js
Fabio Alessandrelli f1e810adcb [HTML5] Drag and drop zip in project manager.
With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.

This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).
2021-03-12 10:16:02 +01:00

338 lines
9.7 KiB
JavaScript

/**
* An object used to configure the Engine instance based on godot export options, and to override those in custom HTML
* templates if needed.
*
* @header Engine configuration
* @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
*
* ``const MyConfig = { executable: 'godot', unloadAfterInit: false }``
*
* @typedef {Object} EngineConfig
*/
const EngineConfig = {}; // eslint-disable-line no-unused-vars
/**
* @struct
* @constructor
* @ignore
*/
const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars
const cfg = /** @lends {InternalConfig.prototype} */ {
/**
* Whether the unload the engine automatically after the instance is initialized.
*
* @memberof EngineConfig
* @default
* @type {boolean}
*/
unloadAfterInit: true,
/**
* The HTML DOM Canvas object to use.
*
* By default, the first canvas element in the document will be used is none is specified.
*
* @memberof EngineConfig
* @default
* @type {?HTMLCanvasElement}
*/
canvas: null,
/**
* The name of the WASM file without the extension. (Set by Godot Editor export process).
*
* @memberof EngineConfig
* @default
* @type {string}
*/
executable: '',
/**
* An alternative name for the game pck to load. The executable name is used otherwise.
*
* @memberof EngineConfig
* @default
* @type {?string}
*/
mainPack: null,
/**
* Specify a language code to select the proper localization for the game.
*
* The browser locale will be used if none is specified. See complete list of
* :ref:`supported locales <doc_locales>`.
*
* @memberof EngineConfig
* @type {?string}
* @default
*/
locale: null,
/**
* The canvas resize policy determines how the canvas should be resized by Godot.
*
* ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from
* javascript code in your template.
*
* ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions.
*
* ``2`` means Godot will adapt the canvas size to match the whole browser window.
*
* @memberof EngineConfig
* @type {number}
* @default
*/
canvasResizePolicy: 2,
/**
* The arguments to be passed as command line arguments on startup.
*
* See :ref:`command line tutorial <doc_command_line_tutorial>`.
*
* **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument.
*
* @memberof EngineConfig
* @type {Array<string>}
* @default
*/
args: [],
/**
* When enabled, this will turn on experimental virtual keyboard support on mobile.
*
* @memberof EngineConfig
* @type {boolean}
* @default
*/
experimentalVK: false,
/**
* @ignore
* @type {Array.<string>}
*/
persistentPaths: ['/userfs'],
/**
* @ignore
* @type {boolean}
*/
persistentDrops: false,
/**
* @ignore
* @type {Array.<string>}
*/
gdnativeLibs: [],
/**
* @ignore
* @type {Array.<string>}
*/
fileSizes: [],
/**
* A callback function for handling Godot's ``OS.execute`` calls.
*
* This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
*
* @callback EngineConfig.onExecute
* @param {string} path The path that Godot's wants executed.
* @param {Array.<string>} args The arguments of the "command" to execute.
*/
/**
* @ignore
* @type {?function(string, Array.<string>)}
*/
onExecute: null,
/**
* A callback function for being notified when the Godot instance quits.
*
* **Note**: This function will not be called if the engine crashes or become unresponsive.
*
* @callback EngineConfig.onExit
* @param {number} status_code The status code returned by Godot on exit.
*/
/**
* @ignore
* @type {?function(number)}
*/
onExit: null,
/**
* A callback function for displaying download progress.
*
* The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()``
* is not necessary.
*
* If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate.
* Possible reasons include:
*
* - Files are delivered with server-side chunked compression
* - Files are delivered with server-side compression on Chromium
* - Not all file downloads have started yet (usually on servers without multi-threading)
*
* @callback EngineConfig.onProgress
* @param {number} current The current amount of downloaded bytes so far.
* @param {number} total The total amount of bytes to be downloaded.
*/
/**
* @ignore
* @type {?function(number, number)}
*/
onProgress: null,
/**
* A callback function for handling the standard output stream. This method should usually only be used in debug pages.
*
* By default, ``console.log()`` is used.
*
* @callback EngineConfig.onPrint
* @param {...*} [var_args] A variadic number of arguments to be printed.
*/
/**
* @ignore
* @type {?function(...*)}
*/
onPrint: function () {
console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
},
/**
* A callback function for handling the standard error stream. This method should usually only be used in debug pages.
*
* By default, ``console.error()`` is used.
*
* @callback EngineConfig.onPrintError
* @param {...*} [var_args] A variadic number of arguments to be printed as errors.
*/
/**
* @ignore
* @type {?function(...*)}
*/
onPrintError: function (var_args) {
console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
},
};
/**
* @ignore
* @struct
* @constructor
* @param {EngineConfig} opts
*/
function Config(opts) {
this.update(opts);
}
Config.prototype = cfg;
/**
* @ignore
* @param {EngineConfig} opts
*/
Config.prototype.update = function (opts) {
const config = opts || {};
function parse(key, def) {
if (typeof (config[key]) === 'undefined') {
return def;
}
return config[key];
}
// Module config
this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
this.onPrintError = parse('onPrintError', this.onPrintError);
this.onPrint = parse('onPrint', this.onPrint);
this.onProgress = parse('onProgress', this.onProgress);
// Godot config
this.canvas = parse('canvas', this.canvas);
this.executable = parse('executable', this.executable);
this.mainPack = parse('mainPack', this.mainPack);
this.locale = parse('locale', this.locale);
this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
this.persistentPaths = parse('persistentPaths', this.persistentPaths);
this.persistentDrops = parse('persistentDrops', this.persistentDrops);
this.experimentalVK = parse('experimentalVK', this.experimentalVK);
this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs);
this.fileSizes = parse('fileSizes', this.fileSizes);
this.args = parse('args', this.args);
this.onExecute = parse('onExecute', this.onExecute);
this.onExit = parse('onExit', this.onExit);
};
/**
* @ignore
* @param {string} loadPath
* @param {Response} response
*/
Config.prototype.getModuleConfig = function (loadPath, response) {
let r = response;
return {
'print': this.onPrint,
'printErr': this.onPrintError,
'thisProgram': this.executable,
'noExitRuntime': true,
'dynamicLibraries': [`${loadPath}.side.wasm`],
'instantiateWasm': function (imports, onSuccess) {
function done(result) {
onSuccess(result['instance'], result['module']);
}
if (typeof (WebAssembly.instantiateStreaming) !== 'undefined') {
WebAssembly.instantiateStreaming(Promise.resolve(r), imports).then(done);
} else {
r.arrayBuffer().then(function (buffer) {
WebAssembly.instantiate(buffer, imports).then(done);
});
}
r = null;
return {};
},
'locateFile': function (path) {
if (path.endsWith('.worker.js')) {
return `${loadPath}.worker.js`;
} else if (path.endsWith('.audio.worklet.js')) {
return `${loadPath}.audio.worklet.js`;
} else if (path.endsWith('.js')) {
return `${loadPath}.js`;
} else if (path.endsWith('.side.wasm')) {
return `${loadPath}.side.wasm`;
} else if (path.endsWith('.wasm')) {
return `${loadPath}.wasm`;
}
return path;
},
};
};
/**
* @ignore
* @param {function()} cleanup
*/
Config.prototype.getGodotConfig = function (cleanup) {
// Try to find a canvas
if (!(this.canvas instanceof HTMLCanvasElement)) {
const nodes = document.getElementsByTagName('canvas');
if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
this.canvas = nodes[0];
}
if (!this.canvas) {
throw new Error('No canvas found in page');
}
}
// Canvas can grab focus on click, or key events won't work.
if (this.canvas.tabIndex < 0) {
this.canvas.tabIndex = 0;
}
// Browser locale, or custom one if defined.
let locale = this.locale;
if (!locale) {
locale = navigator.languages ? navigator.languages[0] : navigator.language;
locale = locale.split('.')[0];
}
const onExit = this.onExit;
// Godot configuration.
return {
'canvas': this.canvas,
'canvasResizePolicy': this.canvasResizePolicy,
'locale': locale,
'persistentDrops': this.persistentDrops,
'virtualKeyboard': this.experimentalVK,
'onExecute': this.onExecute,
'onExit': function (p_code) {
cleanup(); // We always need to call the cleanup callback to free memory.
if (typeof (onExit) === 'function') {
onExit(p_code);
}
},
};
};
return new Config(initConfig);
};