| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209 | /*************************************************************************//*  javascript_main.cpp                                                  *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                    http://www.godotengine.org                         *//*************************************************************************//* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#include <GL/glut.h>#include "os_javascript.h"#include "main/main.h"#include "io/resource_loader.h"#include "emscripten.h"#include <string.h>OS_JavaScript *os=NULL;static void _gfx_init(void *ud,bool gl2,int w, int h,bool fs) {	glutInitWindowSize(w, h);	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);	glutCreateWindow("godot");}static uint32_t _mouse_button_mask=0;static void _glut_mouse_button(int button, int state, int x, int y) {	InputEvent ev;	ev.type=InputEvent::MOUSE_BUTTON;	switch(button) {		case GLUT_LEFT_BUTTON: ev.mouse_button.button_index=BUTTON_LEFT; break;		case GLUT_MIDDLE_BUTTON: ev.mouse_button.button_index=BUTTON_MIDDLE; break;		case GLUT_RIGHT_BUTTON: ev.mouse_button.button_index=BUTTON_RIGHT; break;		case 3: ev.mouse_button.button_index=BUTTON_WHEEL_UP; break;		case 4: ev.mouse_button.button_index=BUTTON_WHEEL_DOWN; break;	}	ev.mouse_button.pressed=state==GLUT_DOWN;	ev.mouse_button.x=x;	ev.mouse_button.y=y;	ev.mouse_button.global_x=x;	ev.mouse_button.global_y=y;	if (ev.mouse_button.button_index<4) {		if (ev.mouse_button.pressed) {			_mouse_button_mask|=1<<ev.mouse_button.button_index;		} else {			_mouse_button_mask&=~(1<<ev.mouse_button.button_index);		}	}	uint32_t m = glutGetModifiers();	ev.mouse_button.mod.alt=(m&GLUT_ACTIVE_ALT)!=0;	ev.mouse_button.mod.shift=(m&GLUT_ACTIVE_SHIFT)!=0;	ev.mouse_button.mod.control=(m&GLUT_ACTIVE_CTRL)!=0;	os->push_input(ev);}static int _glut_prev_x=0;static int _glut_prev_y=0;static void _glut_mouse_motion(int x, int y) {	InputEvent ev;	ev.type=InputEvent::MOUSE_MOTION;	ev.mouse_motion.button_mask=_mouse_button_mask;	ev.mouse_motion.x=x;	ev.mouse_motion.y=y;	ev.mouse_motion.global_x=x;	ev.mouse_motion.global_y=y;	ev.mouse_motion.relative_x=x-_glut_prev_x;	ev.mouse_motion.relative_y=y-_glut_prev_y;	_glut_prev_x=x;	_glut_prev_y=y;	uint32_t m = glutGetModifiers();	ev.mouse_motion.mod.alt=(m&GLUT_ACTIVE_ALT)!=0;	ev.mouse_motion.mod.shift=(m&GLUT_ACTIVE_SHIFT)!=0;	ev.mouse_motion.mod.control=(m&GLUT_ACTIVE_CTRL)!=0;	os->push_input(ev);}static void _gfx_idle() {	glutPostRedisplay();}int start_step=0;static void _godot_draw(void) {	if (start_step==1) {		start_step=2;		Main::start();		 os->main_loop_begin();	}	if (start_step==2) {		os->main_loop_iterate();	}	glutSwapBuffers();}extern "C" {void main_after_fs_sync(int value) {	start_step=1;	printf("FS SYNCHED!\n");}}int main(int argc, char *argv[]) {	/* Initialize the window */	printf("let it go!\n");	glutInit(&argc, argv);	os = new OS_JavaScript(_gfx_init,NULL,NULL,NULL,NULL);#if 0	char *args[]={"-test","gui","-v",NULL};	Error err  = Main::setup("apk",3,args);#else//	char *args[]={"-v",NULL};////	Error err  = Main::setup("",1,args);	Error err  = Main::setup("",0,NULL);#endif	ResourceLoader::set_abort_on_missing_resources(false); //ease up compatibility	glutMouseFunc(_glut_mouse_button);	glutMotionFunc(_glut_mouse_motion);	glutMotionFunc(_glut_mouse_motion);	glutPassiveMotionFunc(_glut_mouse_motion);   /* Set up glut callback functions */	glutIdleFunc (_gfx_idle);//   glutReshapeFunc(gears_reshape);	glutDisplayFunc(_godot_draw);   //glutSpecialFunc(gears_special);	 //mount persistent filesystem	 EM_ASM(		 FS.mkdir('/userfs');		 FS.mount(IDBFS, {}, '/userfs');		 // sync from persisted state into memory and then		 // run the 'test' function		 FS.syncfs(true, function (err) {			 assert(!err);			 console.log("done syncinc!");			 _after_sync_cb = Module.cwrap('main_after_fs_sync', 'void',['number']);			 _after_sync_cb(0);		 });	  );	glutMainLoop();	return 0;}/* * *09] <azakai|2__> reduz: yes, define  TOTAL_MEMORY on Module. for example             var Module = { TOTAL_MEMORY: 12345.. };         before the main * */
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