diff options
author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2022-08-28 20:27:45 +0200 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2022-08-29 11:52:00 +0200 |
commit | d20b32186fc192f5e527a1211291b0cb293f4e66 (patch) | |
tree | 20f5e9e84e10b68c318f576344a10a9fc63d235f /platform/javascript/js/engine | |
parent | 223e083d36ac1ca3f7aa46898d8870e476132f7a (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.js | 358 | ||||
-rw-r--r-- | platform/javascript/js/engine/engine.externs.js | 4 | ||||
-rw-r--r-- | platform/javascript/js/engine/engine.js | 281 | ||||
-rw-r--r-- | platform/javascript/js/engine/preloader.js | 133 |
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')); - }; -}; |