javascript_main.cpp 5.4 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 "os_javascript.h"
  33. #include <emscripten/emscripten.h>
  34. static OS_JavaScript *os = NULL;
  35. // Files drop (implemented in JS for now).
  36. extern "C" EMSCRIPTEN_KEEPALIVE void _drop_files_callback(char *p_filev[], int p_filec) {
  37. if (!os || !os->get_main_loop()) {
  38. ERR_FAIL_MSG("Unable to drop files because the OS or MainLoop are not active");
  39. }
  40. Vector<String> files;
  41. for (int i = 0; i < p_filec; i++) {
  42. files.push_back(String::utf8(p_filev[i]));
  43. }
  44. os->get_main_loop()->drop_files(files);
  45. }
  46. void exit_callback() {
  47. emscripten_cancel_main_loop(); // After this, we can exit!
  48. Main::cleanup();
  49. int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
  50. memdelete(os);
  51. os = NULL;
  52. emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
  53. }
  54. void main_loop_callback() {
  55. bool force_draw = os->check_size_force_redraw();
  56. if (force_draw) {
  57. Main::force_redraw();
  58. }
  59. if (os->main_loop_iterate()) {
  60. emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async.
  61. EM_ASM({
  62. // This will contain the list of operations that need to complete before cleanup.
  63. Module.async_finish = [];
  64. });
  65. os->get_main_loop()->finish();
  66. os->finalize_async(); // Will add all the async finish functions.
  67. EM_ASM({
  68. Promise.all(Module.async_finish).then(function() {
  69. Module.async_finish = [];
  70. ccall("cleanup_after_sync", null, []);
  71. });
  72. });
  73. }
  74. }
  75. extern "C" EMSCRIPTEN_KEEPALIVE void cleanup_after_sync() {
  76. emscripten_set_main_loop(exit_callback, -1, false);
  77. }
  78. extern "C" EMSCRIPTEN_KEEPALIVE void main_after_fs_sync(char *p_idbfs_err) {
  79. OS_JavaScript *os = OS_JavaScript::get_singleton();
  80. // Set IDBFS status
  81. String idbfs_err = String::utf8(p_idbfs_err);
  82. if (!idbfs_err.empty()) {
  83. print_line("IndexedDB not available: " + idbfs_err);
  84. }
  85. os->set_idb_available(idbfs_err.empty());
  86. // Set canvas ID
  87. char canvas_ptr[256];
  88. /* clang-format off */
  89. EM_ASM({
  90. stringToUTF8("#" + Module['canvas'].id, $0, 255);
  91. }, canvas_ptr);
  92. /* clang-format on */
  93. os->canvas_id.parse_utf8(canvas_ptr, 255);
  94. // Set locale
  95. char locale_ptr[16];
  96. /* clang-format off */
  97. EM_ASM({
  98. stringToUTF8(Module['locale'], $0, 16);
  99. }, locale_ptr);
  100. /* clang-format on */
  101. setenv("LANG", locale_ptr, true);
  102. Main::setup2();
  103. // Ease up compatibility.
  104. ResourceLoader::set_abort_on_missing_resources(false);
  105. Main::start();
  106. os->get_main_loop()->init();
  107. main_loop_callback();
  108. emscripten_resume_main_loop();
  109. }
  110. int main(int argc, char *argv[]) {
  111. // Create and mount userfs immediately.
  112. EM_ASM({
  113. FS.mkdir('/userfs');
  114. FS.mount(IDBFS, {}, '/userfs');
  115. });
  116. os = new OS_JavaScript(argc, argv);
  117. Main::setup(argv[0], argc - 1, &argv[1], false);
  118. emscripten_set_main_loop(main_loop_callback, -1, false);
  119. emscripten_pause_main_loop(); // Will need to wait for FS sync.
  120. // Sync from persistent state into memory and then
  121. // run the 'main_after_fs_sync' function.
  122. /* clang-format off */
  123. EM_ASM({
  124. FS.syncfs(true, function(err) {
  125. requestAnimationFrame(function() {
  126. ccall('main_after_fs_sync', null, ['string'], [err ? err.message : ""]);
  127. });
  128. });
  129. });
  130. /* clang-format on */
  131. return 0;
  132. // Continued async in main_after_fs_sync() from the syncfs() callback.
  133. }