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-/**
- * 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];
- }
- 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);
-};