config.js 10 KB

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  1. /**
  2. * An object used to configure the Engine instance based on godot export options, and to override those in custom HTML
  3. * templates if needed.
  4. *
  5. * @header Engine configuration
  6. * @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
  7. *
  8. * ``const MyConfig = { executable: 'godot', unloadAfterInit: false }``
  9. *
  10. * @typedef {Object} EngineConfig
  11. */
  12. const EngineConfig = {}; // eslint-disable-line no-unused-vars
  13. /**
  14. * @struct
  15. * @constructor
  16. * @ignore
  17. */
  18. const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars
  19. const cfg = /** @lends {InternalConfig.prototype} */ {
  20. /**
  21. * Whether the unload the engine automatically after the instance is initialized.
  22. *
  23. * @memberof EngineConfig
  24. * @default
  25. * @type {boolean}
  26. */
  27. unloadAfterInit: true,
  28. /**
  29. * The HTML DOM Canvas object to use.
  30. *
  31. * By default, the first canvas element in the document will be used is none is specified.
  32. *
  33. * @memberof EngineConfig
  34. * @default
  35. * @type {?HTMLCanvasElement}
  36. */
  37. canvas: null,
  38. /**
  39. * The name of the WASM file without the extension. (Set by Godot Editor export process).
  40. *
  41. * @memberof EngineConfig
  42. * @default
  43. * @type {string}
  44. */
  45. executable: '',
  46. /**
  47. * An alternative name for the game pck to load. The executable name is used otherwise.
  48. *
  49. * @memberof EngineConfig
  50. * @default
  51. * @type {?string}
  52. */
  53. mainPack: null,
  54. /**
  55. * Specify a language code to select the proper localization for the game.
  56. *
  57. * The browser locale will be used if none is specified. See complete list of
  58. * :ref:`supported locales <doc_locales>`.
  59. *
  60. * @memberof EngineConfig
  61. * @type {?string}
  62. * @default
  63. */
  64. locale: null,
  65. /**
  66. * The canvas resize policy determines how the canvas should be resized by Godot.
  67. *
  68. * ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from
  69. * javascript code in your template.
  70. *
  71. * ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions.
  72. *
  73. * ``2`` means Godot will adapt the canvas size to match the whole browser window.
  74. *
  75. * @memberof EngineConfig
  76. * @type {number}
  77. * @default
  78. */
  79. canvasResizePolicy: 2,
  80. /**
  81. * The arguments to be passed as command line arguments on startup.
  82. *
  83. * See :ref:`command line tutorial <doc_command_line_tutorial>`.
  84. *
  85. * **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument.
  86. *
  87. * @memberof EngineConfig
  88. * @type {Array<string>}
  89. * @default
  90. */
  91. args: [],
  92. /**
  93. * When enabled, the game canvas will automatically grab the focus when the engine starts.
  94. *
  95. * @memberof EngineConfig
  96. * @type {boolean}
  97. * @default
  98. */
  99. focusCanvas: true,
  100. /**
  101. * When enabled, this will turn on experimental virtual keyboard support on mobile.
  102. *
  103. * @memberof EngineConfig
  104. * @type {boolean}
  105. * @default
  106. */
  107. experimentalVK: false,
  108. /**
  109. * @ignore
  110. * @type {Array.<string>}
  111. */
  112. persistentPaths: ['/userfs'],
  113. /**
  114. * @ignore
  115. * @type {boolean}
  116. */
  117. persistentDrops: false,
  118. /**
  119. * @ignore
  120. * @type {Array.<string>}
  121. */
  122. gdnativeLibs: [],
  123. /**
  124. * @ignore
  125. * @type {Array.<string>}
  126. */
  127. fileSizes: [],
  128. /**
  129. * A callback function for handling Godot's ``OS.execute`` calls.
  130. *
  131. * This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
  132. *
  133. * @callback EngineConfig.onExecute
  134. * @param {string} path The path that Godot's wants executed.
  135. * @param {Array.<string>} args The arguments of the "command" to execute.
  136. */
  137. /**
  138. * @ignore
  139. * @type {?function(string, Array.<string>)}
  140. */
  141. onExecute: null,
  142. /**
  143. * A callback function for being notified when the Godot instance quits.
  144. *
  145. * **Note**: This function will not be called if the engine crashes or become unresponsive.
  146. *
  147. * @callback EngineConfig.onExit
  148. * @param {number} status_code The status code returned by Godot on exit.
  149. */
  150. /**
  151. * @ignore
  152. * @type {?function(number)}
  153. */
  154. onExit: null,
  155. /**
  156. * A callback function for displaying download progress.
  157. *
  158. * The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()``
  159. * is not necessary.
  160. *
  161. * If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate.
  162. * Possible reasons include:
  163. *
  164. * - Files are delivered with server-side chunked compression
  165. * - Files are delivered with server-side compression on Chromium
  166. * - Not all file downloads have started yet (usually on servers without multi-threading)
  167. *
  168. * @callback EngineConfig.onProgress
  169. * @param {number} current The current amount of downloaded bytes so far.
  170. * @param {number} total The total amount of bytes to be downloaded.
  171. */
  172. /**
  173. * @ignore
  174. * @type {?function(number, number)}
  175. */
  176. onProgress: null,
  177. /**
  178. * A callback function for handling the standard output stream. This method should usually only be used in debug pages.
  179. *
  180. * By default, ``console.log()`` is used.
  181. *
  182. * @callback EngineConfig.onPrint
  183. * @param {...*} [var_args] A variadic number of arguments to be printed.
  184. */
  185. /**
  186. * @ignore
  187. * @type {?function(...*)}
  188. */
  189. onPrint: function () {
  190. console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
  191. },
  192. /**
  193. * A callback function for handling the standard error stream. This method should usually only be used in debug pages.
  194. *
  195. * By default, ``console.error()`` is used.
  196. *
  197. * @callback EngineConfig.onPrintError
  198. * @param {...*} [var_args] A variadic number of arguments to be printed as errors.
  199. */
  200. /**
  201. * @ignore
  202. * @type {?function(...*)}
  203. */
  204. onPrintError: function (var_args) {
  205. console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
  206. },
  207. };
  208. /**
  209. * @ignore
  210. * @struct
  211. * @constructor
  212. * @param {EngineConfig} opts
  213. */
  214. function Config(opts) {
  215. this.update(opts);
  216. }
  217. Config.prototype = cfg;
  218. /**
  219. * @ignore
  220. * @param {EngineConfig} opts
  221. */
  222. Config.prototype.update = function (opts) {
  223. const config = opts || {};
  224. // NOTE: We must explicitly pass the default, accessing it via
  225. // the key will fail due to closure compiler renames.
  226. function parse(key, def) {
  227. if (typeof (config[key]) === 'undefined') {
  228. return def;
  229. }
  230. return config[key];
  231. }
  232. // Module config
  233. this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
  234. this.onPrintError = parse('onPrintError', this.onPrintError);
  235. this.onPrint = parse('onPrint', this.onPrint);
  236. this.onProgress = parse('onProgress', this.onProgress);
  237. // Godot config
  238. this.canvas = parse('canvas', this.canvas);
  239. this.executable = parse('executable', this.executable);
  240. this.mainPack = parse('mainPack', this.mainPack);
  241. this.locale = parse('locale', this.locale);
  242. this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
  243. this.persistentPaths = parse('persistentPaths', this.persistentPaths);
  244. this.persistentDrops = parse('persistentDrops', this.persistentDrops);
  245. this.experimentalVK = parse('experimentalVK', this.experimentalVK);
  246. this.focusCanvas = parse('focusCanvas', this.focusCanvas);
  247. this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs);
  248. this.fileSizes = parse('fileSizes', this.fileSizes);
  249. this.args = parse('args', this.args);
  250. this.onExecute = parse('onExecute', this.onExecute);
  251. this.onExit = parse('onExit', this.onExit);
  252. };
  253. /**
  254. * @ignore
  255. * @param {string} loadPath
  256. * @param {Response} response
  257. */
  258. Config.prototype.getModuleConfig = function (loadPath, response) {
  259. let r = response;
  260. return {
  261. 'print': this.onPrint,
  262. 'printErr': this.onPrintError,
  263. 'thisProgram': this.executable,
  264. 'noExitRuntime': true,
  265. 'dynamicLibraries': [`${loadPath}.side.wasm`],
  266. 'instantiateWasm': function (imports, onSuccess) {
  267. function done(result) {
  268. onSuccess(result['instance'], result['module']);
  269. }
  270. if (typeof (WebAssembly.instantiateStreaming) !== 'undefined') {
  271. WebAssembly.instantiateStreaming(Promise.resolve(r), imports).then(done);
  272. } else {
  273. r.arrayBuffer().then(function (buffer) {
  274. WebAssembly.instantiate(buffer, imports).then(done);
  275. });
  276. }
  277. r = null;
  278. return {};
  279. },
  280. 'locateFile': function (path) {
  281. if (path.endsWith('.worker.js')) {
  282. return `${loadPath}.worker.js`;
  283. } else if (path.endsWith('.audio.worklet.js')) {
  284. return `${loadPath}.audio.worklet.js`;
  285. } else if (path.endsWith('.js')) {
  286. return `${loadPath}.js`;
  287. } else if (path.endsWith('.side.wasm')) {
  288. return `${loadPath}.side.wasm`;
  289. } else if (path.endsWith('.wasm')) {
  290. return `${loadPath}.wasm`;
  291. }
  292. return path;
  293. },
  294. };
  295. };
  296. /**
  297. * @ignore
  298. * @param {function()} cleanup
  299. */
  300. Config.prototype.getGodotConfig = function (cleanup) {
  301. // Try to find a canvas
  302. if (!(this.canvas instanceof HTMLCanvasElement)) {
  303. const nodes = document.getElementsByTagName('canvas');
  304. if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
  305. this.canvas = nodes[0];
  306. }
  307. if (!this.canvas) {
  308. throw new Error('No canvas found in page');
  309. }
  310. }
  311. // Canvas can grab focus on click, or key events won't work.
  312. if (this.canvas.tabIndex < 0) {
  313. this.canvas.tabIndex = 0;
  314. }
  315. // Browser locale, or custom one if defined.
  316. let locale = this.locale;
  317. if (!locale) {
  318. locale = navigator.languages ? navigator.languages[0] : navigator.language;
  319. locale = locale.split('.')[0];
  320. }
  321. const onExit = this.onExit;
  322. // Godot configuration.
  323. return {
  324. 'canvas': this.canvas,
  325. 'canvasResizePolicy': this.canvasResizePolicy,
  326. 'locale': locale,
  327. 'persistentDrops': this.persistentDrops,
  328. 'virtualKeyboard': this.experimentalVK,
  329. 'focusCanvas': this.focusCanvas,
  330. 'onExecute': this.onExecute,
  331. 'onExit': function (p_code) {
  332. cleanup(); // We always need to call the cleanup callback to free memory.
  333. if (typeof (onExit) === 'function') {
  334. onExit(p_code);
  335. }
  336. },
  337. };
  338. };
  339. return new Config(initConfig);
  340. };