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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2022-08-28 20:27:45 +0200
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2022-08-29 11:52:00 +0200
commitd20b32186fc192f5e527a1211291b0cb293f4e66 (patch)
tree20f5e9e84e10b68c318f576344a10a9fc63d235f /platform/javascript/js/engine
parent223e083d36ac1ca3f7aa46898d8870e476132f7a (diff)
[Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
Diffstat (limited to 'platform/javascript/js/engine')
-rw-r--r--platform/javascript/js/engine/config.js358
-rw-r--r--platform/javascript/js/engine/engine.externs.js4
-rw-r--r--platform/javascript/js/engine/engine.js281
-rw-r--r--platform/javascript/js/engine/preloader.js133
4 files changed, 0 insertions, 776 deletions
diff --git a/platform/javascript/js/engine/config.js b/platform/javascript/js/engine/config.js
deleted file mode 100644
index 9c4b6c2012..0000000000
--- a/platform/javascript/js/engine/config.js
+++ /dev/null
@@ -1,358 +0,0 @@
-/**
- * An object used to configure the Engine instance based on godot export options, and to override those in custom HTML
- * templates if needed.
- *
- * @header Engine configuration
- * @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
- *
- * ``const MyConfig = { executable: 'godot', unloadAfterInit: false }``
- *
- * @typedef {Object} EngineConfig
- */
-const EngineConfig = {}; // eslint-disable-line no-unused-vars
-
-/**
- * @struct
- * @constructor
- * @ignore
- */
-const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars
- const cfg = /** @lends {InternalConfig.prototype} */ {
- /**
- * Whether the unload the engine automatically after the instance is initialized.
- *
- * @memberof EngineConfig
- * @default
- * @type {boolean}
- */
- unloadAfterInit: true,
- /**
- * The HTML DOM Canvas object to use.
- *
- * By default, the first canvas element in the document will be used is none is specified.
- *
- * @memberof EngineConfig
- * @default
- * @type {?HTMLCanvasElement}
- */
- canvas: null,
- /**
- * The name of the WASM file without the extension. (Set by Godot Editor export process).
- *
- * @memberof EngineConfig
- * @default
- * @type {string}
- */
- executable: '',
- /**
- * An alternative name for the game pck to load. The executable name is used otherwise.
- *
- * @memberof EngineConfig
- * @default
- * @type {?string}
- */
- mainPack: null,
- /**
- * Specify a language code to select the proper localization for the game.
- *
- * The browser locale will be used if none is specified. See complete list of
- * :ref:`supported locales <doc_locales>`.
- *
- * @memberof EngineConfig
- * @type {?string}
- * @default
- */
- locale: null,
- /**
- * The canvas resize policy determines how the canvas should be resized by Godot.
- *
- * ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from
- * javascript code in your template.
- *
- * ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions.
- *
- * ``2`` means Godot will adapt the canvas size to match the whole browser window.
- *
- * @memberof EngineConfig
- * @type {number}
- * @default
- */
- canvasResizePolicy: 2,
- /**
- * The arguments to be passed as command line arguments on startup.
- *
- * See :ref:`command line tutorial <doc_command_line_tutorial>`.
- *
- * **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument.
- *
- * @memberof EngineConfig
- * @type {Array<string>}
- * @default
- */
- args: [],
- /**
- * When enabled, the game canvas will automatically grab the focus when the engine starts.
- *
- * @memberof EngineConfig
- * @type {boolean}
- * @default
- */
- focusCanvas: true,
- /**
- * When enabled, this will turn on experimental virtual keyboard support on mobile.
- *
- * @memberof EngineConfig
- * @type {boolean}
- * @default
- */
- experimentalVK: false,
- /**
- * The progressive web app service worker to install.
- * @memberof EngineConfig
- * @default
- * @type {string}
- */
- serviceWorker: '',
- /**
- * @ignore
- * @type {Array.<string>}
- */
- persistentPaths: ['/userfs'],
- /**
- * @ignore
- * @type {boolean}
- */
- persistentDrops: false,
- /**
- * @ignore
- * @type {Array.<string>}
- */
- gdnativeLibs: [],
- /**
- * @ignore
- * @type {Array.<string>}
- */
- fileSizes: [],
- /**
- * A callback function for handling Godot's ``OS.execute`` calls.
- *
- * This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
- *
- * @callback EngineConfig.onExecute
- * @param {string} path The path that Godot's wants executed.
- * @param {Array.<string>} args The arguments of the "command" to execute.
- */
- /**
- * @ignore
- * @type {?function(string, Array.<string>)}
- */
- onExecute: null,
- /**
- * A callback function for being notified when the Godot instance quits.
- *
- * **Note**: This function will not be called if the engine crashes or become unresponsive.
- *
- * @callback EngineConfig.onExit
- * @param {number} status_code The status code returned by Godot on exit.
- */
- /**
- * @ignore
- * @type {?function(number)}
- */
- onExit: null,
- /**
- * A callback function for displaying download progress.
- *
- * The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()``
- * is not necessary.
- *
- * If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate.
- * Possible reasons include:
- *
- * - Files are delivered with server-side chunked compression
- * - Files are delivered with server-side compression on Chromium
- * - Not all file downloads have started yet (usually on servers without multi-threading)
- *
- * @callback EngineConfig.onProgress
- * @param {number} current The current amount of downloaded bytes so far.
- * @param {number} total The total amount of bytes to be downloaded.
- */
- /**
- * @ignore
- * @type {?function(number, number)}
- */
- onProgress: null,
- /**
- * A callback function for handling the standard output stream. This method should usually only be used in debug pages.
- *
- * By default, ``console.log()`` is used.
- *
- * @callback EngineConfig.onPrint
- * @param {...*} [var_args] A variadic number of arguments to be printed.
- */
- /**
- * @ignore
- * @type {?function(...*)}
- */
- onPrint: function () {
- console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
- },
- /**
- * A callback function for handling the standard error stream. This method should usually only be used in debug pages.
- *
- * By default, ``console.error()`` is used.
- *
- * @callback EngineConfig.onPrintError
- * @param {...*} [var_args] A variadic number of arguments to be printed as errors.
- */
- /**
- * @ignore
- * @type {?function(...*)}
- */
- onPrintError: function (var_args) {
- console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
- },
- };
-
- /**
- * @ignore
- * @struct
- * @constructor
- * @param {EngineConfig} opts
- */
- function Config(opts) {
- this.update(opts);
- }
-
- Config.prototype = cfg;
-
- /**
- * @ignore
- * @param {EngineConfig} opts
- */
- Config.prototype.update = function (opts) {
- const config = opts || {};
- // NOTE: We must explicitly pass the default, accessing it via
- // the key will fail due to closure compiler renames.
- function parse(key, def) {
- if (typeof (config[key]) === 'undefined') {
- return def;
- }
- return config[key];
- }
- // Module config
- this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
- this.onPrintError = parse('onPrintError', this.onPrintError);
- this.onPrint = parse('onPrint', this.onPrint);
- this.onProgress = parse('onProgress', this.onProgress);
-
- // Godot config
- this.canvas = parse('canvas', this.canvas);
- this.executable = parse('executable', this.executable);
- this.mainPack = parse('mainPack', this.mainPack);
- this.locale = parse('locale', this.locale);
- this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
- this.persistentPaths = parse('persistentPaths', this.persistentPaths);
- this.persistentDrops = parse('persistentDrops', this.persistentDrops);
- this.experimentalVK = parse('experimentalVK', this.experimentalVK);
- this.focusCanvas = parse('focusCanvas', this.focusCanvas);
- this.serviceWorker = parse('serviceWorker', this.serviceWorker);
- this.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs);
- this.fileSizes = parse('fileSizes', this.fileSizes);
- this.args = parse('args', this.args);
- this.onExecute = parse('onExecute', this.onExecute);
- this.onExit = parse('onExit', this.onExit);
- };
-
- /**
- * @ignore
- * @param {string} loadPath
- * @param {Response} response
- */
- Config.prototype.getModuleConfig = function (loadPath, response) {
- let r = response;
- return {
- 'print': this.onPrint,
- 'printErr': this.onPrintError,
- 'thisProgram': this.executable,
- 'noExitRuntime': true,
- 'dynamicLibraries': [`${loadPath}.side.wasm`],
- 'instantiateWasm': function (imports, onSuccess) {
- function done(result) {
- onSuccess(result['instance'], result['module']);
- }
- if (typeof (WebAssembly.instantiateStreaming) !== 'undefined') {
- WebAssembly.instantiateStreaming(Promise.resolve(r), imports).then(done);
- } else {
- r.arrayBuffer().then(function (buffer) {
- WebAssembly.instantiate(buffer, imports).then(done);
- });
- }
- r = null;
- return {};
- },
- 'locateFile': function (path) {
- if (path.endsWith('.worker.js')) {
- return `${loadPath}.worker.js`;
- } else if (path.endsWith('.audio.worklet.js')) {
- return `${loadPath}.audio.worklet.js`;
- } else if (path.endsWith('.js')) {
- return `${loadPath}.js`;
- } else if (path.endsWith('.side.wasm')) {
- return `${loadPath}.side.wasm`;
- } else if (path.endsWith('.wasm')) {
- return `${loadPath}.wasm`;
- }
- return path;
- },
- };
- };
-
- /**
- * @ignore
- * @param {function()} cleanup
- */
- Config.prototype.getGodotConfig = function (cleanup) {
- // Try to find a canvas
- if (!(this.canvas instanceof HTMLCanvasElement)) {
- const nodes = document.getElementsByTagName('canvas');
- if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
- this.canvas = nodes[0];
- }
- if (!this.canvas) {
- throw new Error('No canvas found in page');
- }
- }
- // Canvas can grab focus on click, or key events won't work.
- if (this.canvas.tabIndex < 0) {
- this.canvas.tabIndex = 0;
- }
-
- // Browser locale, or custom one if defined.
- let locale = this.locale;
- if (!locale) {
- locale = navigator.languages ? navigator.languages[0] : navigator.language;
- locale = locale.split('.')[0];
- }
- locale = locale.replace('-', '_');
- const onExit = this.onExit;
-
- // Godot configuration.
- return {
- 'canvas': this.canvas,
- 'canvasResizePolicy': this.canvasResizePolicy,
- 'locale': locale,
- 'persistentDrops': this.persistentDrops,
- 'virtualKeyboard': this.experimentalVK,
- 'focusCanvas': this.focusCanvas,
- 'onExecute': this.onExecute,
- 'onExit': function (p_code) {
- cleanup(); // We always need to call the cleanup callback to free memory.
- if (typeof (onExit) === 'function') {
- onExit(p_code);
- }
- },
- };
- };
- return new Config(initConfig);
-};
diff --git a/platform/javascript/js/engine/engine.externs.js b/platform/javascript/js/engine/engine.externs.js
deleted file mode 100644
index 35a66a93ae..0000000000
--- a/platform/javascript/js/engine/engine.externs.js
+++ /dev/null
@@ -1,4 +0,0 @@
-var Godot;
-var WebAssembly = {};
-WebAssembly.instantiate = function(buffer, imports) {};
-WebAssembly.instantiateStreaming = function(response, imports) {};
diff --git a/platform/javascript/js/engine/engine.js b/platform/javascript/js/engine/engine.js
deleted file mode 100644
index d2ba595083..0000000000
--- a/platform/javascript/js/engine/engine.js
+++ /dev/null
@@ -1,281 +0,0 @@
-/**
- * Projects exported for the Web expose the :js:class:`Engine` class to the JavaScript environment, that allows
- * fine control over the engine's start-up process.
- *
- * This API is built in an asynchronous manner and requires basic understanding
- * of `Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises>`__.
- *
- * @module Engine
- * @header HTML5 shell class reference
- */
-const Engine = (function () {
- const preloader = new Preloader();
-
- let loadPromise = null;
- let loadPath = '';
- let initPromise = null;
-
- /**
- * @classdesc The ``Engine`` class provides methods for loading and starting exported projects on the Web. For default export
- * settings, this is already part of the exported HTML page. To understand practical use of the ``Engine`` class,
- * see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`.
- *
- * @description Create a new Engine instance with the given configuration.
- *
- * @global
- * @constructor
- * @param {EngineConfig} initConfig The initial config for this instance.
- */
- function Engine(initConfig) { // eslint-disable-line no-shadow
- this.config = new InternalConfig(initConfig);
- this.rtenv = null;
- }
-
- /**
- * Load the engine from the specified base path.
- *
- * @param {string} basePath Base path of the engine to load.
- * @param {number=} [size=0] The file size if known.
- * @returns {Promise} A Promise that resolves once the engine is loaded.
- *
- * @function Engine.load
- */
- Engine.load = function (basePath, size) {
- if (loadPromise == null) {
- loadPath = basePath;
- loadPromise = preloader.loadPromise(`${loadPath}.wasm`, size, true);
- requestAnimationFrame(preloader.animateProgress);
- }
- return loadPromise;
- };
-
- /**
- * Unload the engine to free memory.
- *
- * This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`.
- *
- * @function Engine.unload
- */
- Engine.unload = function () {
- loadPromise = null;
- };
-
- /**
- * Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.
- *
- * @param {number=} [majorVersion=1] The major WebGL version to check for.
- * @returns {boolean} If the given major version of WebGL is available.
- * @function Engine.isWebGLAvailable
- */
- Engine.isWebGLAvailable = function (majorVersion = 1) {
- try {
- return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]);
- } catch (e) { /* Not available */ }
- return false;
- };
-
- /**
- * Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution.
- * @ignore
- * @constructor
- */
- function SafeEngine(initConfig) {
- const proto = /** @lends Engine.prototype */ {
- /**
- * Initialize the engine instance. Optionally, pass the base path to the engine to load it,
- * if it hasn't been loaded yet. See :js:meth:`Engine.load`.
- *
- * @param {string=} basePath Base path of the engine to load.
- * @return {Promise} A ``Promise`` that resolves once the engine is loaded and initialized.
- */
- init: function (basePath) {
- if (initPromise) {
- return initPromise;
- }
- if (loadPromise == null) {
- if (!basePath) {
- initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.'));
- return initPromise;
- }
- Engine.load(basePath, this.config.fileSizes[`${basePath}.wasm`]);
- }
- const me = this;
- function doInit(promise) {
- // Care! Promise chaining is bogus with old emscripten versions.
- // This caused a regression with the Mono build (which uses an older emscripten version).
- // Make sure to test that when refactoring.
- return new Promise(function (resolve, reject) {
- promise.then(function (response) {
- const cloned = new Response(response.clone().body, { 'headers': [['content-type', 'application/wasm']] });
- Godot(me.config.getModuleConfig(loadPath, cloned)).then(function (module) {
- const paths = me.config.persistentPaths;
- module['initFS'](paths).then(function (err) {
- me.rtenv = module;
- if (me.config.unloadAfterInit) {
- Engine.unload();
- }
- resolve();
- });
- });
- });
- });
- }
- preloader.setProgressFunc(this.config.onProgress);
- initPromise = doInit(loadPromise);
- return initPromise;
- },
-
- /**
- * Load a file so it is available in the instance's file system once it runs. Must be called **before** starting the
- * instance.
- *
- * If not provided, the ``path`` is derived from the URL of the loaded file.
- *
- * @param {string|ArrayBuffer} file The file to preload.
- *
- * If a ``string`` the file will be loaded from that path.
- *
- * If an ``ArrayBuffer`` or a view on one, the buffer will used as the content of the file.
- *
- * @param {string=} path Path by which the file will be accessible. Required, if ``file`` is not a string.
- *
- * @returns {Promise} A Promise that resolves once the file is loaded.
- */
- preloadFile: function (file, path) {
- return preloader.preload(file, path, this.config.fileSizes[file]);
- },
-
- /**
- * Start the engine instance using the given override configuration (if any).
- * :js:meth:`startGame <Engine.prototype.startGame>` can be used in typical cases instead.
- *
- * This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
- * The engine must be loaded beforehand.
- *
- * Fails if a canvas cannot be found on the page, or not specified in the configuration.
- *
- * @param {EngineConfig} override An optional configuration override.
- * @return {Promise} Promise that resolves once the engine started.
- */
- start: function (override) {
- this.config.update(override);
- const me = this;
- return me.init().then(function () {
- if (!me.rtenv) {
- return Promise.reject(new Error('The engine must be initialized before it can be started'));
- }
-
- let config = {};
- try {
- config = me.config.getGodotConfig(function () {
- me.rtenv = null;
- });
- } catch (e) {
- return Promise.reject(e);
- }
- // Godot configuration.
- me.rtenv['initConfig'](config);
-
- // Preload GDNative libraries.
- const libs = [];
- me.config.gdnativeLibs.forEach(function (lib) {
- libs.push(me.rtenv['loadDynamicLibrary'](lib, { 'loadAsync': true }));
- });
- return Promise.all(libs).then(function () {
- return new Promise(function (resolve, reject) {
- preloader.preloadedFiles.forEach(function (file) {
- me.rtenv['copyToFS'](file.path, file.buffer);
- });
- preloader.preloadedFiles.length = 0; // Clear memory
- me.rtenv['callMain'](me.config.args);
- initPromise = null;
- if (me.config.serviceWorker && 'serviceWorker' in navigator) {
- navigator.serviceWorker.register(me.config.serviceWorker);
- }
- resolve();
- });
- });
- });
- },
-
- /**
- * Start the game instance using the given configuration override (if any).
- *
- * This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
- *
- * This will load the engine if it is not loaded, and preload the main pck.
- *
- * This method expects the initial config (or the override) to have both the :js:attr:`executable` and :js:attr:`mainPack`
- * properties set (normally done by the editor during export).
- *
- * @param {EngineConfig} override An optional configuration override.
- * @return {Promise} Promise that resolves once the game started.
- */
- startGame: function (override) {
- this.config.update(override);
- // Add main-pack argument.
- const exe = this.config.executable;
- const pack = this.config.mainPack || `${exe}.pck`;
- this.config.args = ['--main-pack', pack].concat(this.config.args);
- // Start and init with execName as loadPath if not inited.
- const me = this;
- return Promise.all([
- this.init(exe),
- this.preloadFile(pack, pack),
- ]).then(function () {
- return me.start.apply(me);
- });
- },
-
- /**
- * Create a file at the specified ``path`` with the passed as ``buffer`` in the instance's file system.
- *
- * @param {string} path The location where the file will be created.
- * @param {ArrayBuffer} buffer The content of the file.
- */
- copyToFS: function (path, buffer) {
- if (this.rtenv == null) {
- throw new Error('Engine must be inited before copying files');
- }
- this.rtenv['copyToFS'](path, buffer);
- },
-
- /**
- * Request that the current instance quit.
- *
- * This is akin the user pressing the close button in the window manager, and will
- * have no effect if the engine has crashed, or is stuck in a loop.
- *
- */
- requestQuit: function () {
- if (this.rtenv) {
- this.rtenv['request_quit']();
- }
- },
- };
-
- Engine.prototype = proto;
- // Closure compiler exported instance methods.
- Engine.prototype['init'] = Engine.prototype.init;
- Engine.prototype['preloadFile'] = Engine.prototype.preloadFile;
- Engine.prototype['start'] = Engine.prototype.start;
- Engine.prototype['startGame'] = Engine.prototype.startGame;
- Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;
- Engine.prototype['requestQuit'] = Engine.prototype.requestQuit;
- // Also expose static methods as instance methods
- Engine.prototype['load'] = Engine.load;
- Engine.prototype['unload'] = Engine.unload;
- Engine.prototype['isWebGLAvailable'] = Engine.isWebGLAvailable;
- return new Engine(initConfig);
- }
-
- // Closure compiler exported static methods.
- SafeEngine['load'] = Engine.load;
- SafeEngine['unload'] = Engine.unload;
- SafeEngine['isWebGLAvailable'] = Engine.isWebGLAvailable;
-
- return SafeEngine;
-}());
-if (typeof window !== 'undefined') {
- window['Engine'] = Engine;
-}
diff --git a/platform/javascript/js/engine/preloader.js b/platform/javascript/js/engine/preloader.js
deleted file mode 100644
index 564c68d264..0000000000
--- a/platform/javascript/js/engine/preloader.js
+++ /dev/null
@@ -1,133 +0,0 @@
-const Preloader = /** @constructor */ function () { // eslint-disable-line no-unused-vars
- function getTrackedResponse(response, load_status) {
- function onloadprogress(reader, controller) {
- return reader.read().then(function (result) {
- if (load_status.done) {
- return Promise.resolve();
- }
- if (result.value) {
- controller.enqueue(result.value);
- load_status.loaded += result.value.length;
- }
- if (!result.done) {
- return onloadprogress(reader, controller);
- }
- load_status.done = true;
- return Promise.resolve();
- });
- }
- const reader = response.body.getReader();
- return new Response(new ReadableStream({
- start: function (controller) {
- onloadprogress(reader, controller).then(function () {
- controller.close();
- });
- },
- }), { headers: response.headers });
- }
-
- function loadFetch(file, tracker, fileSize, raw) {
- tracker[file] = {
- total: fileSize || 0,
- loaded: 0,
- done: false,
- };
- return fetch(file).then(function (response) {
- if (!response.ok) {
- return Promise.reject(new Error(`Failed loading file '${file}'`));
- }
- const tr = getTrackedResponse(response, tracker[file]);
- if (raw) {
- return Promise.resolve(tr);
- }
- return tr.arrayBuffer();
- });
- }
-
- function retry(func, attempts = 1) {
- function onerror(err) {
- if (attempts <= 1) {
- return Promise.reject(err);
- }
- return new Promise(function (resolve, reject) {
- setTimeout(function () {
- retry(func, attempts - 1).then(resolve).catch(reject);
- }, 1000);
- });
- }
- return func().catch(onerror);
- }
-
- const DOWNLOAD_ATTEMPTS_MAX = 4;
- const loadingFiles = {};
- const lastProgress = { loaded: 0, total: 0 };
- let progressFunc = null;
-
- const animateProgress = function () {
- let loaded = 0;
- let total = 0;
- let totalIsValid = true;
- let progressIsFinal = true;
-
- Object.keys(loadingFiles).forEach(function (file) {
- const stat = loadingFiles[file];
- if (!stat.done) {
- progressIsFinal = false;
- }
- if (!totalIsValid || stat.total === 0) {
- totalIsValid = false;
- total = 0;
- } else {
- total += stat.total;
- }
- loaded += stat.loaded;
- });
- if (loaded !== lastProgress.loaded || total !== lastProgress.total) {
- lastProgress.loaded = loaded;
- lastProgress.total = total;
- if (typeof progressFunc === 'function') {
- progressFunc(loaded, total);
- }
- }
- if (!progressIsFinal) {
- requestAnimationFrame(animateProgress);
- }
- };
-
- this.animateProgress = animateProgress;
-
- this.setProgressFunc = function (callback) {
- progressFunc = callback;
- };
-
- this.loadPromise = function (file, fileSize, raw = false) {
- return retry(loadFetch.bind(null, file, loadingFiles, fileSize, raw), DOWNLOAD_ATTEMPTS_MAX);
- };
-
- this.preloadedFiles = [];
- this.preload = function (pathOrBuffer, destPath, fileSize) {
- let buffer = null;
- if (typeof pathOrBuffer === 'string') {
- const me = this;
- return this.loadPromise(pathOrBuffer, fileSize).then(function (buf) {
- me.preloadedFiles.push({
- path: destPath || pathOrBuffer,
- buffer: buf,
- });
- return Promise.resolve();
- });
- } else if (pathOrBuffer instanceof ArrayBuffer) {
- buffer = new Uint8Array(pathOrBuffer);
- } else if (ArrayBuffer.isView(pathOrBuffer)) {
- buffer = new Uint8Array(pathOrBuffer.buffer);
- }
- if (buffer) {
- this.preloadedFiles.push({
- path: destPath,
- buffer: pathOrBuffer,
- });
- return Promise.resolve();
- }
- return Promise.reject(new Error('Invalid object for preloading'));
- };
-};