diff options
Diffstat (limited to 'platform/web/web_main.cpp')
-rw-r--r-- | platform/web/web_main.cpp | 110 |
1 files changed, 110 insertions, 0 deletions
diff --git a/platform/web/web_main.cpp b/platform/web/web_main.cpp new file mode 100644 index 0000000000..0f4411727a --- /dev/null +++ b/platform/web/web_main.cpp @@ -0,0 +1,110 @@ +/*************************************************************************/ +/* 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; +} |