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javascript_main.cpp 6.0 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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/os_javascript.h"
  33. #include <emscripten/emscripten.h>
  34. static OS_JavaScript *os = NULL;
  35. static uint64_t target_ticks = 0;
  36. // Files drop (implemented in JS for now).
  37. extern "C" EMSCRIPTEN_KEEPALIVE void _drop_files_callback(char *p_filev[], int p_filec) {
  38. if (!os || !os->get_main_loop()) {
  39. ERR_FAIL_MSG("Unable to drop files because the OS or MainLoop are not active");
  40. }
  41. Vector<String> files;
  42. for (int i = 0; i < p_filec; i++) {
  43. files.push_back(String::utf8(p_filev[i]));
  44. }
  45. os->get_main_loop()->drop_files(files);
  46. }
  47. void exit_callback() {
  48. emscripten_cancel_main_loop(); // After this, we can exit!
  49. Main::cleanup();
  50. int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
  51. memdelete(os);
  52. os = NULL;
  53. emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
  54. }
  55. void main_loop_callback() {
  56. uint64_t current_ticks = os->get_ticks_usec();
  57. bool force_draw = os->check_size_force_redraw();
  58. if (force_draw) {
  59. Main::force_redraw();
  60. } else if (current_ticks < target_ticks && !force_draw) {
  61. return; // Skip frame.
  62. }
  63. int target_fps = Engine::get_singleton()->get_target_fps();
  64. if (target_fps > 0) {
  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 finalize_async.
  69. /* clang-format off */
  70. EM_ASM({
  71. // This will contain the list of operations that need to complete before cleanup.
  72. Module.async_finish = [
  73. // Always contains at least one async promise, to avoid firing immediately if nothing is added.
  74. new Promise(function(accept, reject) {
  75. setTimeout(accept, 0);
  76. })
  77. ];
  78. });
  79. /* clang-format on */
  80. os->get_main_loop()->finish();
  81. os->finalize_async(); // Will add all the async finish functions.
  82. EM_ASM({
  83. Promise.all(Module.async_finish).then(function() {
  84. Module.async_finish = [];
  85. ccall("cleanup_after_sync", null, []);
  86. });
  87. });
  88. }
  89. }
  90. extern "C" EMSCRIPTEN_KEEPALIVE void cleanup_after_sync() {
  91. emscripten_set_main_loop(exit_callback, -1, false);
  92. }
  93. extern "C" EMSCRIPTEN_KEEPALIVE void main_after_fs_sync(char *p_idbfs_err) {
  94. // Set IDBFS status
  95. String idbfs_err = String::utf8(p_idbfs_err);
  96. if (!idbfs_err.empty()) {
  97. print_line("IndexedDB not available: " + idbfs_err);
  98. }
  99. os->set_idb_available(idbfs_err.empty());
  100. // Set canvas ID
  101. char canvas_ptr[256];
  102. /* clang-format off */
  103. EM_ASM({
  104. stringToUTF8("#" + Module['canvas'].id, $0, 255);
  105. }, canvas_ptr);
  106. /* clang-format on */
  107. os->canvas_id.parse_utf8(canvas_ptr, 255);
  108. // Set locale
  109. char locale_ptr[16];
  110. /* clang-format off */
  111. EM_ASM({
  112. stringToUTF8(Module['locale'], $0, 16);
  113. }, locale_ptr);
  114. /* clang-format on */
  115. setenv("LANG", locale_ptr, true);
  116. Main::setup2();
  117. // Ease up compatibility.
  118. ResourceLoader::set_abort_on_missing_resources(false);
  119. Main::start();
  120. os->get_main_loop()->init();
  121. // Immediately run the first iteration.
  122. // We are inside an animation frame, we want to immediately draw on the newly setup canvas.
  123. main_loop_callback();
  124. emscripten_resume_main_loop();
  125. }
  126. int main(int argc, char *argv[]) {
  127. // Create and mount userfs immediately.
  128. EM_ASM({
  129. FS.mkdir('/userfs');
  130. FS.mount(IDBFS, {}, '/userfs');
  131. });
  132. os = new OS_JavaScript(argc, argv);
  133. Main::setup(argv[0], argc - 1, &argv[1], false);
  134. emscripten_set_main_loop(main_loop_callback, -1, false);
  135. emscripten_pause_main_loop(); // Will need to wait for FS sync.
  136. // Sync from persistent state into memory and then
  137. // run the 'main_after_fs_sync' function.
  138. /* clang-format off */
  139. EM_ASM({
  140. FS.syncfs(true, function(err) {
  141. requestAnimationFrame(function() {
  142. ccall('main_after_fs_sync', null, ['string'], [err ? err.message : ""]);
  143. });
  144. });
  145. });
  146. /* clang-format on */
  147. return 0;
  148. // Continued async in main_after_fs_sync() from the syncfs() callback.
  149. }