summaryrefslogtreecommitdiff
path: root/platform/javascript/js/engine/engine.js
blob: c51955ed3dc92be2edd26de1ae1e1cc95ae23b00 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
/**
 * 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();

	let loadPromise = null;
	let loadPath = '';
	let initPromise = null;

	/**
	 * @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;
	};

	/**
	 * 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;
	};

	/**
	 * 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;
	};

	/**
	 * 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;
					}
					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;
			},

			/**
			 * 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);
			},

			/**
			 * 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();
						});
					});
				});
			},

			/**
			 * 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);
				});
			},

			/**
			 * 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);
			},

			/**
			 * 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;

	return SafeEngine;
}());
if (typeof window !== 'undefined') {
	window['Engine'] = Engine;
}