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-rw-r--r--platform/web/web_main.cpp110
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diff --git a/platform/web/web_main.cpp b/platform/web/web_main.cpp
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+/*************************************************************************/
+/* web_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/web/display_server_web.h"
+#include "platform/web/os_web.h"
+
+#include <emscripten/emscripten.h>
+#include <stdlib.h>
+
+#include "godot_js.h"
+
+static OS_Web *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_Web::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 = DisplayServerWeb::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_web_main(int argc, char *argv[]) {
+ os = new OS_Web();
+
+ // 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;
+}