| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273 | /** * Projects exported for the Web expose the :js:class:`Engine` class to the JavaScript environment, that allows * fine control over the engine's start-up process. * * This API is built in an asynchronous manner and requires basic understanding * of `Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises>`__. * * @module Engine * @header HTML5 shell class reference */const Engine = (function () {	const preloader = new Preloader();	let loadPromise = null;	let loadPath = '';	let initPromise = null;	/**	 * @classdesc The ``Engine`` class provides methods for loading and starting exported projects on the Web. For default export	 * settings, this is already part of the exported HTML page. To understand practical use of the ``Engine`` class,	 * see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`.	 *	 * @description Create a new Engine instance with the given configuration.	 *	 * @global	 * @constructor	 * @param {EngineConfig} initConfig The initial config for this instance.	 */	function Engine(initConfig) { // eslint-disable-line no-shadow		this.config = new InternalConfig(initConfig);		this.rtenv = null;	}	/**	 * Load the engine from the specified base path.	 *	 * @param {string} basePath Base path of the engine to load.	 * @returns {Promise} A Promise that resolves once the engine is loaded.	 *	 * @function Engine.load	 */	Engine.load = function (basePath) {		if (loadPromise == null) {			loadPath = basePath;			loadPromise = preloader.loadPromise(`${loadPath}.wasm`, true);			requestAnimationFrame(preloader.animateProgress);		}		return loadPromise;	};	/**	 * Unload the engine to free memory.	 *	 * This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`.	 *	 * @function Engine.unload	 */	Engine.unload = function () {		loadPromise = null;	};	/**	 * Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.	 *	 * @param {number=} [majorVersion=1] The major WebGL version to check for.	 * @returns {boolean} If the given major version of WebGL is available.	 * @function Engine.isWebGLAvailable	 */	Engine.isWebGLAvailable = function (majorVersion = 1) {		try {			return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]);		} catch (e) { /* Not available */ }		return false;	};	/**	 * Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution.	 * @ignore	 * @constructor	 */	function SafeEngine(initConfig) {		const proto = /** @lends Engine.prototype */ {			/**			 * Initialize the engine instance. Optionally, pass the base path to the engine to load it,			 * if it hasn't been loaded yet. See :js:meth:`Engine.load`.			 *			 * @param {string=} basePath Base path of the engine to load.			 * @return {Promise} A ``Promise`` that resolves once the engine is loaded and initialized.			 */			init: function (basePath) {				if (initPromise) {					return initPromise;				}				if (loadPromise == null) {					if (!basePath) {						initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.'));						return initPromise;					}					Engine.load(basePath);				}				const me = this;				function doInit(promise) {					return promise.then(function (response) {						return Godot(me.config.getModuleConfig(loadPath, response.clone()));					}).then(function (module) {						const paths = me.config.persistentPaths;						return module['initFS'](paths).then(function (err) {							return Promise.resolve(module);						});					}).then(function (module) {						me.rtenv = module;						if (me.config.unloadAfterInit) {							Engine.unload();						}						return Promise.resolve();					});				}				preloader.setProgressFunc(this.config.onProgress);				initPromise = doInit(loadPromise);				return initPromise;			},			/**			 * Load a file so it is available in the instance's file system once it runs. Must be called **before** starting the			 * instance.			 *			 * If not provided, the ``path`` is derived from the URL of the loaded file.			 *			 * @param {string|ArrayBuffer} file The file to preload.			 *			 * If a ``string`` the file will be loaded from that path.			 *			 * If an ``ArrayBuffer`` or a view on one, the buffer will used as the content of the file.			 *			 * @param {string=} path Path by which the file will be accessible. Required, if ``file`` is not a string.			 *			 * @returns {Promise} A Promise that resolves once the file is loaded.			 */			preloadFile: function (file, path) {				return preloader.preload(file, path);			},			/**			 * Start the engine instance using the given override configuration (if any).			 * :js:meth:`startGame <Engine.prototype.startGame>` can be used in typical cases instead.			 *			 * This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.			 * The engine must be loaded beforehand.			 *			 * Fails if a canvas cannot be found on the page, or not specified in the configuration.			 *			 * @param {EngineConfig} override An optional configuration override.			 * @return {Promise} Promise that resolves once the engine started.			 */			start: function (override) {				this.config.update(override);				const me = this;				return me.init().then(function () {					if (!me.rtenv) {						return Promise.reject(new Error('The engine must be initialized before it can be started'));					}					let config = {};					try {						config = me.config.getGodotConfig(function () {							me.rtenv = null;						});					} catch (e) {						return Promise.reject(e);					}					// Godot configuration.					me.rtenv['initConfig'](config);					// Preload GDNative libraries.					const libs = [];					me.config.gdnativeLibs.forEach(function (lib) {						libs.push(me.rtenv['loadDynamicLibrary'](lib, { 'loadAsync': true }));					});					return Promise.all(libs).then(function () {						return new Promise(function (resolve, reject) {							preloader.preloadedFiles.forEach(function (file) {								me.rtenv['copyToFS'](file.path, file.buffer);							});							preloader.preloadedFiles.length = 0; // Clear memory							me.rtenv['callMain'](me.config.args);							initPromise = null;							resolve();						});					});				});			},			/**			 * Start the game instance using the given configuration override (if any).			 *			 * This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.			 *			 * This will load the engine if it is not loaded, and preload the main pck.			 *			 * This method expects the initial config (or the override) to have both the :js:attr:`executable` and :js:attr:`mainPack`			 * properties set (normally done by the editor during export).			 *			 * @param {EngineConfig} override An optional configuration override.			 * @return {Promise} Promise that resolves once the game started.			 */			startGame: function (override) {				this.config.update(override);				// Add main-pack argument.				const exe = this.config.executable;				const pack = this.config.mainPack || `${exe}.pck`;				this.config.args = ['--main-pack', pack].concat(this.config.args);				// Start and init with execName as loadPath if not inited.				const me = this;				return Promise.all([					this.init(exe),					this.preloadFile(pack, pack),				]).then(function () {					return me.start.apply(me);				});			},			/**			 * Create a file at the specified ``path`` with the passed as ``buffer`` in the instance's file system.			 *			 * @param {string} path The location where the file will be created.			 * @param {ArrayBuffer} buffer The content of the file.			 */			copyToFS: function (path, buffer) {				if (this.rtenv == null) {					throw new Error('Engine must be inited before copying files');				}				this.rtenv['copyToFS'](path, buffer);			},			/**			 * Request that the current instance quit.			 *			 * This is akin the user pressing the close button in the window manager, and will			 * have no effect if the engine has crashed, or is stuck in a loop.			 *			 */			requestQuit: function () {				if (this.rtenv) {					this.rtenv['request_quit']();				}			},		};		Engine.prototype = proto;		// Closure compiler exported instance methods.		Engine.prototype['init'] = Engine.prototype.init;		Engine.prototype['preloadFile'] = Engine.prototype.preloadFile;		Engine.prototype['start'] = Engine.prototype.start;		Engine.prototype['startGame'] = Engine.prototype.startGame;		Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;		Engine.prototype['requestQuit'] = Engine.prototype.requestQuit;		// Also expose static methods as instance methods		Engine.prototype['load'] = Engine.load;		Engine.prototype['unload'] = Engine.unload;		Engine.prototype['isWebGLAvailable'] = Engine.isWebGLAvailable;		return new Engine(initConfig);	}	// Closure compiler exported static methods.	SafeEngine['load'] = Engine.load;	SafeEngine['unload'] = Engine.unload;	SafeEngine['isWebGLAvailable'] = Engine.isWebGLAvailable;	return SafeEngine;}());if (typeof window !== 'undefined') {	window['Engine'] = Engine;}
 |