diff options
Diffstat (limited to 'platform/javascript/js/engine/engine.js')
-rw-r--r-- | platform/javascript/js/engine/engine.js | 351 |
1 files changed, 238 insertions, 113 deletions
diff --git a/platform/javascript/js/engine/engine.js b/platform/javascript/js/engine/engine.js index d14e0e5806..c51955ed3d 100644 --- a/platform/javascript/js/engine/engine.js +++ b/platform/javascript/js/engine/engine.js @@ -1,3 +1,13 @@ +/** + * 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(); @@ -5,139 +15,254 @@ const Engine = (function () { let loadPath = ''; let initPromise = null; - function load(basePath) { + /** + * @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. + * @returns {Promise} A Promise that resolves once the engine is loaded. + * + * @function Engine.load + */ + Engine.load = function (basePath) { if (loadPromise == null) { loadPath = basePath; loadPromise = preloader.loadPromise(`${loadPath}.wasm`); requestAnimationFrame(preloader.animateProgress); } return loadPromise; - } + }; - function unload() { + /** + * 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; - } + }; - /** @constructor */ - function Engine(opts) { // eslint-disable-line no-shadow - this.config = new EngineConfig(opts); - this.rtenv = 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; + }; - Engine.prototype.init = /** @param {string=} basePath */ 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; - } - load(basePath); - } - preloader.setProgressFunc(this.config.onProgress); - let config = this.config.getModuleConfig(loadPath, loadPromise); - const me = this; - initPromise = new Promise(function (resolve, reject) { - Godot(config).then(function (module) { - module['initFS'](me.config.persistentPaths).then(function (fs_err) { - me.rtenv = module; - if (me.config.unloadAfterInit) { - unload(); + /** + * 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; } - resolve(); - config = null; + Engine.load(basePath); + } + preloader.setProgressFunc(this.config.onProgress); + let config = this.config.getModuleConfig(loadPath, loadPromise); + const me = this; + initPromise = new Promise(function (resolve, reject) { + Godot(config).then(function (module) { + module['initFS'](me.config.persistentPaths).then(function (fs_err) { + me.rtenv = module; + if (me.config.unloadAfterInit) { + Engine.unload(); + } + resolve(); + config = null; + }); + }); }); - }); - }); - return initPromise; - }; + return initPromise; + }, - /** @type {function(string, string):Object} */ - Engine.prototype.preloadFile = function (file, path) { - return preloader.preload(file, path); - }; + /** + * 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); + }, - /** @type {function(...string):Object} */ - Engine.prototype.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); + /** + * 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; + resolve(); + }); }); - preloader.preloadedFiles.length = 0; // Clear memory - me.rtenv['callMain'](me.config.args); - initPromise = null; - resolve(); }); - }); - }); - }; + }, - Engine.prototype.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); - }); - }; + /** + * 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); + }); + }, - Engine.prototype.copyToFS = function (path, buffer) { - if (this.rtenv == null) { - throw new Error('Engine must be inited before copying files'); - } - this.rtenv['copyToFS'](path, buffer); - }; + /** + * 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); + }, - Engine.prototype.requestQuit = function () { - if (this.rtenv) { - this.rtenv['request_quit'](); - } - }; + /** + * 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; - // Closure compiler exported engine methods. - /** @export */ - Engine['isWebGLAvailable'] = Utils.isWebGLAvailable; - Engine['load'] = load; - Engine['unload'] = unload; - 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; - return Engine; + return SafeEngine; }()); if (typeof window !== 'undefined') { window['Engine'] = Engine; |