diff options
Diffstat (limited to 'misc/dist/html')
-rw-r--r-- | misc/dist/html/editor.html | 186 | ||||
-rw-r--r-- | misc/dist/html/full-size.html | 75 |
2 files changed, 139 insertions, 122 deletions
diff --git a/misc/dist/html/editor.html b/misc/dist/html/editor.html index de3cd07a93..535721f418 100644 --- a/misc/dist/html/editor.html +++ b/misc/dist/html/editor.html @@ -4,9 +4,8 @@ <meta charset='utf-8' /> <meta name='viewport' content='width=device-width, user-scalable=no' /> <link id='-gd-engine-icon' rel='icon' type='image/png' href='favicon.png' /> - <title></title> - <style type='text/css'> - + <title>Godot Engine Web Editor (@GODOT_VERSION@)</title> + <style> *:focus { /* More visible outline for better keyboard navigation. */ outline: 0.125rem solid hsl(220, 100%, 62.5%); @@ -40,13 +39,30 @@ filter: brightness(82.5%); } + #tabs-buttons { + /* Match the default background color of the editor window for a seamless appearance. */ + background-color: #202531; + } + + #tab-game { + /* Use a pure black background to better distinguish the running project */ + /* from the editor window, and to use a more neutral background color (no tint). */ + background-color: black; + /* Make the background span the entire page height. */ + min-height: 100vh; + } + #canvas, #gameCanvas { display: block; margin: 0; color: white; } - #canvas:focus, #gameCanvas:focus { + /* Don't show distracting focus outlines for the main tabs' contents. */ + #tab-editor canvas:focus, + #tab-game canvas:focus, + #canvas:focus, + #gameCanvas:focus { outline: none; } @@ -189,11 +205,22 @@ <br /> <img src="logo.svg" width="1024" height="414" style="width: auto; height: auto; max-width: 85%; max-height: 250px" /> <br /> + @GODOT_VERSION@ + <br /> + <a href="releases/">Need an old version?</a> + <br /> + <br /> + <br /> <label for="zip-file" style="margin-right: 1rem">Preload project ZIP:</label> <input id="zip-file" type="file" id="files" name="files" style="margin-bottom: 1rem"/> <br /> - <button id="startButton" class="btn" style="margin-bottom: 4rem">Start Godot editor</button> +<a href="demo.zip">(Try this for example)</a> <br /> - <button class="btn" onclick="clearPersistence()">Clear persistent data</button> + <br /> + <button id="startButton" class="btn" style="margin-bottom: 4rem; font-weight: 700">Start Godot editor</button> + <br /> + <button class="btn" onclick="clearPersistence()" style="margin-bottom: 1.5rem">Clear persistent data</button> + <br /> + <a href="https://docs.godotengine.org/en/latest/tutorials/editor/using_the_web_editor.html">Web editor documentation</a> </div> </div> <div id='tab-editor' style="display: none;"> @@ -224,10 +251,10 @@ </div> </div> - <script type='text/javascript' src='godot.tools.js'></script> - <script type='text/javascript'>//<![CDATA[ + <script src='godot.tools.js'></script> + <script>//<![CDATA[ - var engine = new Engine; + var editor = null; var game = null; var setStatusMode; var setStatusNotice; @@ -249,13 +276,11 @@ }); } - if (!window.confirm("Are you sure you want to delete all the locally stored files?")) { + if (!window.confirm("Are you sure you want to delete all the locally stored files?\nClicking \"OK\" will permanently remove your projects and editor settings!")) { return; } Promise.all([ - deleteDB("/home/web_user/projects"), - deleteDB("/home/web_user/.config"), - deleteDB("/home/web_user/.cache"), + deleteDB("/home/web_user"), ]).then(function(results) { alert("Done."); }).catch(function (err) { @@ -277,6 +302,10 @@ tabs.forEach(function (elem) { if (elem.id == 'tab-' + name) { elem.style.display = 'block'; + if (name == 'editor' || name == 'game') { + const canvas = document.getElementById(name + '-canvas'); + canvas.focus(); + } } else { elem.style.display = 'none'; } @@ -310,14 +339,14 @@ function closeEditor() { closeGame(); - if (engine) { - engine.requestQuit(); + if (editor) { + editor.requestQuit(); } } function startEditor(zip) { const INDETERMINATE_STATUS_STEP_MS = 100; - const persistentPaths = ['/home/web_user/.config', '/home/web_user/.cache', '/home/web_user/projects']; + const persistentPaths = ['/home/web_user']; var editorCanvas = document.getElementById('editor-canvas'); var gameCanvas = document.getElementById('game-canvas'); @@ -325,6 +354,7 @@ var statusProgressInner = document.getElementById('status-progress-inner'); var statusIndeterminate = document.getElementById('status-indeterminate'); var statusNotice = document.getElementById('status-notice'); + var headerDiv = document.getElementById('tabs-buttons'); var initializing = true; var statusMode = 'hidden'; @@ -338,16 +368,23 @@ } requestAnimationFrame(animate); + var lastScale = 0; + var lastWidth = 0; + var lastHeight = 0; function adjustCanvasDimensions() { var scale = window.devicePixelRatio || 1; - var header = document.getElementById('tabs-buttons'); - var headerHeight = header.offsetHeight + 1; + var headerHeight = headerDiv.offsetHeight + 1; var width = window.innerWidth; var height = window.innerHeight - headerHeight; - editorCanvas.width = width * scale; - editorCanvas.height = height * scale; - editorCanvas.style.width = width + "px"; - editorCanvas.style.height = height + "px"; + if (lastScale !== scale || lastWidth !== width || lastHeight !== height) { + editorCanvas.width = width * scale; + editorCanvas.height = height * scale; + editorCanvas.style.width = width + "px"; + editorCanvas.style.height = height + "px"; + lastScale = scale; + lastWidth = width; + lastHeight = height; + } } animationCallbacks.push(adjustCanvasDimensions); adjustCanvasDimensions(); @@ -401,24 +438,23 @@ }); }; - engine.setProgressFunc((current, total) => { - if (total > 0) { - statusProgressInner.style.width = current/total * 100 + '%'; - setStatusMode('progress'); - if (current === total) { - // wait for progress bar animation - setTimeout(() => { - setStatusMode('indeterminate'); - }, 100); - } - } else { - setStatusMode('indeterminate'); - } - }); - - engine.setPersistentPaths(persistentPaths); + const gameConfig = { + 'persistentPaths': persistentPaths, + 'unloadAfterInit': false, + 'canvas': gameCanvas, + 'canvasResizePolicy': 1, + 'onExit': function () { + setGameTabEnabled(false); + showTab('editor'); + game = null; + }, + }; - engine.setOnExecute(function(args) { + var OnEditorExit = function () { + showTab('loader'); + setLoaderEnabled(true); + }; + function Execute(args) { const is_editor = args.filter(function(v) { return v == '--editor' || v == '-e' }).length != 0; const is_project_manager = args.filter(function(v) { return v == '--project-manager' }).length != 0; const is_game = !is_editor && !is_project_manager; @@ -431,42 +467,60 @@ return; } setGameTabEnabled(true); - game = new Engine(); - game.setPersistentPaths(persistentPaths); - game.setUnloadAfterInit(false); - game.setOnExecute(engine.onExecute); - game.setCanvas(gameCanvas); - game.setCanvasResizedOnStart(true); - game.setOnExit(function() { - setGameTabEnabled(false); - showTab('editor'); - game = null; - }); + game = new Engine(gameConfig); showTab('game'); game.init().then(function() { requestAnimationFrame(function() { - game.start.apply(game, args).then(function() { + game.start({'args': args}).then(function() { gameCanvas.focus(); }); }); }); } else { // New editor instances will be run in the same canvas. We want to wait for it to exit. - engine.setOnExit(function(code) { + OnEditorExit = function(code) { setLoaderEnabled(true); setTimeout(function() { - engine.init().then(function() { + editor.init().then(function() { setLoaderEnabled(false); - engine.setOnExit(function() { + OnEditorExit = function() { showTab('loader'); setLoaderEnabled(true); - }); - engine.start.apply(engine, args); + }; + editor.start({'args': args}); }); }, 0); - engine.setOnExit(null); - }); + OnEditorExit = null; + }; } - }); + } + + const editorConfig = { + 'unloadAfterInit': false, + 'onProgress': function progressFunction (current, total) { + if (total > 0) { + statusProgressInner.style.width = current/total * 100 + '%'; + setStatusMode('progress'); + if (current === total) { + // wait for progress bar animation + setTimeout(() => { + setStatusMode('indeterminate'); + }, 100); + } + } else { + setStatusMode('indeterminate'); + } + }, + 'canvas': editorCanvas, + 'canvasResizePolicy': 0, + 'onExit': function() { + if (OnEditorExit) { + OnEditorExit(); + } + }, + 'onExecute': Execute, + 'persistentPaths': persistentPaths, + }; + editor = new Engine(editorConfig); function displayFailureNotice(err) { var msg = err.message || err; @@ -480,26 +534,20 @@ displayFailureNotice('WebGL not available'); } else { setStatusMode('indeterminate'); - engine.setCanvas(editorCanvas); - engine.setUnloadAfterInit(false); // Don't want to reload when starting game. - engine.init('godot.tools').then(function() { + editor.init('godot.tools').then(function() { if (zip) { - engine.copyToFS("/home/web_user/preload.zip", zip); + editor.copyToFS("/tmp/preload.zip", zip); } try { // Avoid user creating project in the persistent root folder. - engine.copyToFS("/home/web_user/projects/keep", new Uint8Array()); + editor.copyToFS("/home/web_user/keep", new Uint8Array()); } catch(e) { // File exists } //selectVideoMode(); showTab('editor'); setLoaderEnabled(false); - engine.setOnExit(function() { - showTab('loader'); - setLoaderEnabled(true); - }); - engine.start('--video-driver', video_driver).then(function() { + editor.start({'args': ['--video-driver', video_driver]}).then(function() { setStatusMode('hidden'); initializing = false; }); diff --git a/misc/dist/html/full-size.html b/misc/dist/html/full-size.html index 85c5305b85..abc0479739 100644 --- a/misc/dist/html/full-size.html +++ b/misc/dist/html/full-size.html @@ -134,22 +134,14 @@ $GODOT_HEAD_INCLUDE <div id='status-notice' class='godot' style='display: none;'></div> </div> - <script type='text/javascript' src='$GODOT_BASENAME.js'></script> + <script type='text/javascript' src='$GODOT_URL'></script> <script type='text/javascript'>//<![CDATA[ - var engine = new Engine; - var setStatusMode; - var setStatusNotice; + const GODOT_CONFIG = $GODOT_CONFIG; + var engine = new Engine(GODOT_CONFIG); (function() { - const EXECUTABLE_NAME = '$GODOT_BASENAME'; - const MAIN_PACK = '$GODOT_BASENAME.pck'; - const EXTRA_ARGS = JSON.parse('$GODOT_ARGS'); - const GDNATIVE_LIBS = [$GODOT_GDNATIVE_LIBS]; const INDETERMINATE_STATUS_STEP_MS = 100; - const FULL_WINDOW = $GODOT_FULL_WINDOW; - - var canvas = document.getElementById('canvas'); var statusProgress = document.getElementById('status-progress'); var statusProgressInner = document.getElementById('status-progress-inner'); var statusIndeterminate = document.getElementById('status-indeterminate'); @@ -157,9 +149,6 @@ $GODOT_HEAD_INCLUDE var initializing = true; var statusMode = 'hidden'; - var lastWidth = 0; - var lastHeight = 0; - var lastScale = 0; var animationCallbacks = []; function animate(time) { @@ -168,26 +157,8 @@ $GODOT_HEAD_INCLUDE } requestAnimationFrame(animate); - function adjustCanvasDimensions() { - const scale = window.devicePixelRatio || 1; - if (lastWidth != window.innerWidth || lastHeight != window.innerHeight || lastScale != scale) { - lastScale = scale; - lastWidth = window.innerWidth; - lastHeight = window.innerHeight; - canvas.width = Math.floor(lastWidth * scale); - canvas.height = Math.floor(lastHeight * scale); - canvas.style.width = lastWidth + "px"; - canvas.style.height = lastHeight + "px"; - } - } - if (FULL_WINDOW) { - animationCallbacks.push(adjustCanvasDimensions); - adjustCanvasDimensions(); - } else { - engine.setCanvasResizedOnStart(true); - } + function setStatusMode(mode) { - setStatusMode = function setStatusMode(mode) { if (statusMode === mode || !initializing) return; [statusProgress, statusIndeterminate, statusNotice].forEach(elem => { @@ -213,7 +184,7 @@ $GODOT_HEAD_INCLUDE throw new Error('Invalid status mode'); } statusMode = mode; - }; + } function animateStatusIndeterminate(ms) { var i = Math.floor(ms / INDETERMINATE_STATUS_STEP_MS % 8); @@ -225,7 +196,7 @@ $GODOT_HEAD_INCLUDE } } - setStatusNotice = function setStatusNotice(text) { + function setStatusNotice(text) { while (statusNotice.lastChild) { statusNotice.removeChild(statusNotice.lastChild); } @@ -236,21 +207,6 @@ $GODOT_HEAD_INCLUDE }); }; - engine.setProgressFunc((current, total) => { - if (total > 0) { - statusProgressInner.style.width = current/total * 100 + '%'; - setStatusMode('progress'); - if (current === total) { - // wait for progress bar animation - setTimeout(() => { - setStatusMode('indeterminate'); - }, 500); - } - } else { - setStatusMode('indeterminate'); - } - }); - function displayFailureNotice(err) { var msg = err.message || err; console.error(msg); @@ -263,9 +219,22 @@ $GODOT_HEAD_INCLUDE displayFailureNotice('WebGL not available'); } else { setStatusMode('indeterminate'); - engine.setCanvas(canvas); - engine.setGDNativeLibraries(GDNATIVE_LIBS); - engine.startGame(EXECUTABLE_NAME, MAIN_PACK, EXTRA_ARGS).then(() => { + engine.startGame({ + 'onProgress': function (current, total) { + if (total > 0) { + statusProgressInner.style.width = current/total * 100 + '%'; + setStatusMode('progress'); + if (current === total) { + // wait for progress bar animation + setTimeout(() => { + setStatusMode('indeterminate'); + }, 500); + } + } else { + setStatusMode('indeterminate'); + } + }, + }).then(() => { setStatusMode('hidden'); initializing = false; }, displayFailureNotice); |