javascript_main.cpp 4.6 KB

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  1. /*************************************************************************/
  2. /* javascript_main.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "core/io/resource_loader.h"
  31. #include "main/main.h"
  32. #include "platform/javascript/display_server_javascript.h"
  33. #include "platform/javascript/os_javascript.h"
  34. #include <emscripten/emscripten.h>
  35. #include <stdlib.h>
  36. #include "godot_js.h"
  37. static OS_JavaScript *os = nullptr;
  38. static uint64_t target_ticks = 0;
  39. void exit_callback() {
  40. emscripten_cancel_main_loop(); // After this, we can exit!
  41. Main::cleanup();
  42. int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
  43. memdelete(os);
  44. os = nullptr;
  45. emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
  46. }
  47. void cleanup_after_sync() {
  48. emscripten_set_main_loop(exit_callback, -1, false);
  49. }
  50. void main_loop_callback() {
  51. uint64_t current_ticks = os->get_ticks_usec();
  52. bool force_draw = DisplayServerJavaScript::get_singleton()->check_size_force_redraw();
  53. if (force_draw) {
  54. Main::force_redraw();
  55. } else if (current_ticks < target_ticks) {
  56. return; // Skip frame.
  57. }
  58. int target_fps = Engine::get_singleton()->get_target_fps();
  59. if (target_fps > 0) {
  60. if (current_ticks - target_ticks > 1000000) {
  61. // When the window loses focus, we stop getting updates and accumulate delay.
  62. // For this reason, if the difference is too big, we reset target ticks to the current ticks.
  63. target_ticks = current_ticks;
  64. }
  65. target_ticks += (uint64_t)(1000000 / target_fps);
  66. }
  67. if (os->main_loop_iterate()) {
  68. emscripten_cancel_main_loop(); // Cancel current loop and wait for cleanup_after_sync.
  69. godot_js_os_finish_async(cleanup_after_sync);
  70. }
  71. }
  72. /// When calling main, it is assumed FS is setup and synced.
  73. extern EMSCRIPTEN_KEEPALIVE int godot_js_main(int argc, char *argv[]) {
  74. os = new OS_JavaScript();
  75. // We must override main when testing is enabled
  76. TEST_MAIN_OVERRIDE
  77. Main::setup(argv[0], argc - 1, &argv[1]);
  78. // Ease up compatibility.
  79. ResourceLoader::set_abort_on_missing_resources(false);
  80. Main::start();
  81. os->get_main_loop()->initialize();
  82. #ifdef TOOLS_ENABLED
  83. if (Main::is_project_manager() && FileAccess::exists("/tmp/preload.zip")) {
  84. PackedStringArray ps;
  85. ps.push_back("/tmp/preload.zip");
  86. os->get_main_loop()->emit_signal(SNAME("files_dropped"), ps, -1);
  87. }
  88. #endif
  89. emscripten_set_main_loop(main_loop_callback, -1, false);
  90. // Immediately run the first iteration.
  91. // We are inside an animation frame, we want to immediately draw on the newly setup canvas.
  92. main_loop_callback();
  93. return 0;
  94. }