config.js 9.5 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, this will turn on experimental virtual keyboard support on mobile.
  94. *
  95. * @memberof EngineConfig
  96. * @type {boolean}
  97. * @default
  98. */
  99. experimentalVK: false,
  100. /**
  101. * @ignore
  102. * @type {Array.<string>}
  103. */
  104. persistentPaths: ['/userfs'],
  105. /**
  106. * @ignore
  107. * @type {Array.<string>}
  108. */
  109. gdnativeLibs: [],
  110. /**
  111. * @ignore
  112. * @type {Array.<string>}
  113. */
  114. fileSizes: [],
  115. /**
  116. * A callback function for handling Godot's ``OS.execute`` calls.
  117. *
  118. * This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
  119. *
  120. * @callback EngineConfig.onExecute
  121. * @param {string} path The path that Godot's wants executed.
  122. * @param {Array.<string>} args The arguments of the "command" to execute.
  123. */
  124. /**
  125. * @ignore
  126. * @type {?function(string, Array.<string>)}
  127. */
  128. onExecute: null,
  129. /**
  130. * A callback function for being notified when the Godot instance quits.
  131. *
  132. * **Note**: This function will not be called if the engine crashes or become unresponsive.
  133. *
  134. * @callback EngineConfig.onExit
  135. * @param {number} status_code The status code returned by Godot on exit.
  136. */
  137. /**
  138. * @ignore
  139. * @type {?function(number)}
  140. */
  141. onExit: null,
  142. /**
  143. * A callback function for displaying download progress.
  144. *
  145. * The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()``
  146. * is not necessary.
  147. *
  148. * If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate.
  149. * Possible reasons include:
  150. *
  151. * - Files are delivered with server-side chunked compression
  152. * - Files are delivered with server-side compression on Chromium
  153. * - Not all file downloads have started yet (usually on servers without multi-threading)
  154. *
  155. * @callback EngineConfig.onProgress
  156. * @param {number} current The current amount of downloaded bytes so far.
  157. * @param {number} total The total amount of bytes to be downloaded.
  158. */
  159. /**
  160. * @ignore
  161. * @type {?function(number, number)}
  162. */
  163. onProgress: null,
  164. /**
  165. * A callback function for handling the standard output stream. This method should usually only be used in debug pages.
  166. *
  167. * By default, ``console.log()`` is used.
  168. *
  169. * @callback EngineConfig.onPrint
  170. * @param {...*} [var_args] A variadic number of arguments to be printed.
  171. */
  172. /**
  173. * @ignore
  174. * @type {?function(...*)}
  175. */
  176. onPrint: function () {
  177. console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
  178. },
  179. /**
  180. * A callback function for handling the standard error stream. This method should usually only be used in debug pages.
  181. *
  182. * By default, ``console.error()`` is used.
  183. *
  184. * @callback EngineConfig.onPrintError
  185. * @param {...*} [var_args] A variadic number of arguments to be printed as errors.
  186. */
  187. /**
  188. * @ignore
  189. * @type {?function(...*)}
  190. */
  191. onPrintError: function (var_args) {
  192. console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
  193. },
  194. };
  195. /**
  196. * @ignore
  197. * @struct
  198. * @constructor
  199. * @param {EngineConfig} opts
  200. */
  201. function Config(opts) {
  202. this.update(opts);
  203. }
  204. Config.prototype = cfg;
  205. /**
  206. * @ignore
  207. * @param {EngineConfig} opts
  208. */
  209. Config.prototype.update = function (opts) {
  210. const config = opts || {};
  211. function parse(key, def) {
  212. if (typeof (config[key]) === 'undefined') {
  213. return def;
  214. }
  215. return config[key];
  216. }
  217. // Module config
  218. this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
  219. this.onPrintError = parse('onPrintError', this.onPrintError);
  220. this.onPrint = parse('onPrint', this.onPrint);
  221. this.onProgress = parse('onProgress', this.onProgress);
  222. // Godot config
  223. this.canvas = parse('canvas', this.canvas);
  224. this.executable = parse('executable', this.executable);
  225. this.mainPack = parse('mainPack', this.mainPack);
  226. this.locale = parse('locale', this.locale);
  227. this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
  228. this.persistentPaths = parse('persistentPaths', this.persistentPaths);
  229. this.experimentalVK = parse('experimentalVK', this.experimentalVK);
  230. this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs);
  231. this.fileSizes = parse('fileSizes', this.fileSizes);
  232. this.args = parse('args', this.args);
  233. this.onExecute = parse('onExecute', this.onExecute);
  234. this.onExit = parse('onExit', this.onExit);
  235. };
  236. /**
  237. * @ignore
  238. * @param {string} loadPath
  239. * @param {Response} response
  240. */
  241. Config.prototype.getModuleConfig = function (loadPath, response) {
  242. let r = response;
  243. return {
  244. 'print': this.onPrint,
  245. 'printErr': this.onPrintError,
  246. 'thisProgram': this.executable,
  247. 'noExitRuntime': true,
  248. 'dynamicLibraries': [`${loadPath}.side.wasm`],
  249. 'instantiateWasm': function (imports, onSuccess) {
  250. function done(result) {
  251. onSuccess(result['instance'], result['module']);
  252. }
  253. if (typeof (WebAssembly.instantiateStreaming) !== 'undefined') {
  254. WebAssembly.instantiateStreaming(Promise.resolve(r), imports).then(done);
  255. } else {
  256. r.arrayBuffer().then(function (buffer) {
  257. WebAssembly.instantiate(buffer, imports).then(done);
  258. });
  259. }
  260. r = null;
  261. return {};
  262. },
  263. 'locateFile': function (path) {
  264. if (path.endsWith('.worker.js')) {
  265. return `${loadPath}.worker.js`;
  266. } else if (path.endsWith('.audio.worklet.js')) {
  267. return `${loadPath}.audio.worklet.js`;
  268. } else if (path.endsWith('.js')) {
  269. return `${loadPath}.js`;
  270. } else if (path.endsWith('.side.wasm')) {
  271. return `${loadPath}.side.wasm`;
  272. } else if (path.endsWith('.wasm')) {
  273. return `${loadPath}.wasm`;
  274. }
  275. return path;
  276. },
  277. };
  278. };
  279. /**
  280. * @ignore
  281. * @param {function()} cleanup
  282. */
  283. Config.prototype.getGodotConfig = function (cleanup) {
  284. // Try to find a canvas
  285. if (!(this.canvas instanceof HTMLCanvasElement)) {
  286. const nodes = document.getElementsByTagName('canvas');
  287. if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
  288. this.canvas = nodes[0];
  289. }
  290. if (!this.canvas) {
  291. throw new Error('No canvas found in page');
  292. }
  293. }
  294. // Canvas can grab focus on click, or key events won't work.
  295. if (this.canvas.tabIndex < 0) {
  296. this.canvas.tabIndex = 0;
  297. }
  298. // Browser locale, or custom one if defined.
  299. let locale = this.locale;
  300. if (!locale) {
  301. locale = navigator.languages ? navigator.languages[0] : navigator.language;
  302. locale = locale.split('.')[0];
  303. }
  304. const onExit = this.onExit;
  305. // Godot configuration.
  306. return {
  307. 'canvas': this.canvas,
  308. 'canvasResizePolicy': this.canvasResizePolicy,
  309. 'locale': locale,
  310. 'virtualKeyboard': this.experimentalVK,
  311. 'onExecute': this.onExecute,
  312. 'onExit': function (p_code) {
  313. cleanup(); // We always need to call the cleanup callback to free memory.
  314. if (typeof (onExit) === 'function') {
  315. onExit(p_code);
  316. }
  317. },
  318. };
  319. };
  320. return new Config(initConfig);
  321. };