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-rw-r--r--platform/javascript/javascript_main.cpp110
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diff --git a/platform/javascript/javascript_main.cpp b/platform/javascript/javascript_main.cpp
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--- a/platform/javascript/javascript_main.cpp
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-/*************************************************************************/
-/* javascript_main.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* 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 "core/config/engine.h"
-#include "core/io/resource_loader.h"
-#include "main/main.h"
-#include "platform/javascript/display_server_javascript.h"
-#include "platform/javascript/os_javascript.h"
-
-#include <emscripten/emscripten.h>
-#include <stdlib.h>
-
-#include "godot_js.h"
-
-static OS_JavaScript *os = nullptr;
-static uint64_t target_ticks = 0;
-
-void exit_callback() {
- emscripten_cancel_main_loop(); // After this, we can exit!
- Main::cleanup();
- int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
- memdelete(os);
- os = nullptr;
- emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
-}
-
-void cleanup_after_sync() {
- emscripten_set_main_loop(exit_callback, -1, false);
-}
-
-void main_loop_callback() {
- uint64_t current_ticks = os->get_ticks_usec();
-
- bool force_draw = DisplayServerJavaScript::get_singleton()->check_size_force_redraw();
- if (force_draw) {
- Main::force_redraw();
- } else if (current_ticks < target_ticks) {
- return; // Skip frame.
- }
-
- int target_fps = Engine::get_singleton()->get_target_fps();
- if (target_fps > 0) {
- if (current_ticks - target_ticks > 1000000) {
- // When the window loses focus, we stop getting updates and accumulate delay.
- // For this reason, if the difference is too big, we reset target ticks to the current ticks.
- target_ticks = current_ticks;
- }
- target_ticks += (uint64_t)(1000000 / target_fps);
- }
- if (os->main_loop_iterate()) {
- emscripten_cancel_main_loop(); // Cancel current loop and wait for cleanup_after_sync.
- godot_js_os_finish_async(cleanup_after_sync);
- }
-}
-
-/// When calling main, it is assumed FS is setup and synced.
-extern EMSCRIPTEN_KEEPALIVE int godot_js_main(int argc, char *argv[]) {
- os = new OS_JavaScript();
-
- // We must override main when testing is enabled
- TEST_MAIN_OVERRIDE
-
- Main::setup(argv[0], argc - 1, &argv[1]);
-
- // Ease up compatibility.
- ResourceLoader::set_abort_on_missing_resources(false);
-
- Main::start();
- os->get_main_loop()->initialize();
-#ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_project_manager_hint() && FileAccess::exists("/tmp/preload.zip")) {
- PackedStringArray ps;
- ps.push_back("/tmp/preload.zip");
- os->get_main_loop()->emit_signal(SNAME("files_dropped"), ps, -1);
- }
-#endif
- emscripten_set_main_loop(main_loop_callback, -1, false);
- // Immediately run the first iteration.
- // We are inside an animation frame, we want to immediately draw on the newly setup canvas.
- main_loop_callback();
-
- return 0;
-}