diff options
Diffstat (limited to 'platform/javascript/javascript_main.cpp')
-rw-r--r-- | platform/javascript/javascript_main.cpp | 110 |
1 files changed, 0 insertions, 110 deletions
diff --git a/platform/javascript/javascript_main.cpp b/platform/javascript/javascript_main.cpp deleted file mode 100644 index 307a80feea..0000000000 --- a/platform/javascript/javascript_main.cpp +++ /dev/null @@ -1,110 +0,0 @@ -/*************************************************************************/ -/* 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; -} |