godot/misc/dist/html/editor.html

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<!DOCTYPE html>
<html xmlns="https://www.w3.org/1999/xhtml" lang="en">
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<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no" />
<meta name="author" content="Godot Engine" />
<meta name="description" content="Use the Godot Engine editor directly in your web browser, without having to install anything." />
<meta name="mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="application-name" content="Godot" />
<meta name="apple-mobile-web-app-title" content="Godot" />
<meta name="theme-color" content="#202531" />
<meta name="msapplication-navbutton-color" content="#202531" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<meta name="msapplication-starturl" content="/latest" />
<meta property="og:site_name" content="Godot Engine Web Editor" />
<meta property="og:url" name="twitter:url" content="https://editor.godotengine.org/releases/latest/" />
<meta property="og:title" name="twitter:title" content="Free and open source 2D and 3D game engine" />
<meta property="og:description" name="twitter:description" content="Use the Godot Engine editor directly in your web browser, without having to install anything." />
<meta property="og:image" name="twitter:image" content="https://godotengine.org/themes/godotengine/assets/og_image.png" />
<meta property="og:type" content="website" />
<meta name="twitter:card" content="summary" />
<link id="-gd-engine-icon" rel="icon" type="image/png" href="favicon.png" />
<link rel="apple-touch-icon" type="image/png" href="favicon.png" />
<link rel="manifest" href="manifest.json" />
<title>Godot Engine Web Editor (@GODOT_VERSION@)</title>
<style>
*:focus {
/* More visible outline for better keyboard navigation. */
outline: 0.125rem solid hsl(220, 100%, 62.5%);
/* Make the outline always appear above other elements. */
/* Otherwise, one of its sides can be hidden by tabs in the Download and More layouts. */
position: relative;
}
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body {
touch-action: none;
font-family: system-ui, -apple-system, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji";
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margin: 0;
border: 0 none;
padding: 0;
text-align: center;
background-color: #333b4f;
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overflow: hidden;
}
a {
color: hsl(205, 100%, 75%);
text-decoration-color: hsla(205, 100%, 75%, 0.3);
text-decoration-thickness: 0.125rem;
}
a:hover {
filter: brightness(117.5%);
}
a:active {
filter: brightness(82.5%);
}
.welcome-modal {
display: none;
position: fixed;
z-index: 1;
left: 0;
top: 0;
width: 100%;
height: 100%;
overflow: auto;
background-color: hsla(0, 0%, 0%, 0.5);
text-align: left;
}
.welcome-modal-title {
text-align: center;
}
.welcome-modal-content {
background-color: #333b4f;
box-shadow: 0 0.25rem 0.25rem hsla(0, 0%, 0%, 0.5);
line-height: 1.5;
max-width: 38rem;
margin: 4rem auto 0 auto;
color: white;
border-radius: 0.5rem;
padding: 1rem 1rem 2rem 1rem;
}
#tabs-buttons {
/* Match the default background color of the editor window for a seamless appearance. */
background-color: #202531;
}
#tab-game {
/* Use a pure black background to better distinguish the running project */
/* from the editor window, and to use a more neutral background color (no tint). */
background-color: black;
/* Make the background span the entire page height. */
min-height: 100vh;
}
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#canvas, #gameCanvas {
display: block;
margin: 0;
color: white;
}
/* Don't show distracting focus outlines for the main tabs' contents. */
#tab-editor canvas:focus,
#tab-game canvas:focus,
#canvas:focus,
#gameCanvas:focus {
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outline: none;
}
.godot {
color: #e0e0e0;
background-color: #3b3943;
background-image: linear-gradient(to bottom, #403e48, #35333c);
border: 1px solid #45434e;
box-shadow: 0 0 1px 1px #2f2d35;
}
.btn {
appearance: none;
color: #e0e0e0;
background-color: #262c3b;
border: 1px solid #202531;
padding: 0.5rem 1rem;
margin: 0 0.5rem;
}
.btn:not(:disabled):hover {
color: #e0e1e5;
border-color: #666c7b;
}
.btn:active {
border-color: #699ce8;
color: #699ce8;
}
.btn:disabled {
color: #aaa;
border-color: #242937;
}
.btn.tab-btn {
padding: 0.3rem 1rem;
}
.btn.close-btn {
padding: 0.3rem 1rem;
margin-left: -0.75rem;
font-weight: 700;
}
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/* Status display
* ============== */
#status {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
display: flex;
justify-content: center;
align-items: center;
/* don't consume click events - make children visible explicitly */
visibility: hidden;
}
#status-progress {
width: 366px;
height: 7px;
background-color: #38363A;
border: 1px solid #444246;
padding: 1px;
box-shadow: 0 0 2px 1px #1B1C22;
border-radius: 2px;
visibility: visible;
}
@media only screen and (orientation:portrait) {
#status-progress {
width: 61.8%;
}
}
#status-progress-inner {
height: 100%;
width: 0;
box-sizing: border-box;
transition: width 0.5s linear;
background-color: #202020;
border: 1px solid #222223;
box-shadow: 0 0 1px 1px #27282E;
border-radius: 3px;
}
#status-indeterminate {
visibility: visible;
position: relative;
}
#status-indeterminate > div {
width: 4.5px;
height: 0;
border-style: solid;
border-width: 9px 3px 0 3px;
border-color: #2b2b2b transparent transparent transparent;
transform-origin: center 21px;
position: absolute;
}
#status-indeterminate > div:nth-child(1) { transform: rotate( 22.5deg); }
#status-indeterminate > div:nth-child(2) { transform: rotate( 67.5deg); }
#status-indeterminate > div:nth-child(3) { transform: rotate(112.5deg); }
#status-indeterminate > div:nth-child(4) { transform: rotate(157.5deg); }
#status-indeterminate > div:nth-child(5) { transform: rotate(202.5deg); }
#status-indeterminate > div:nth-child(6) { transform: rotate(247.5deg); }
#status-indeterminate > div:nth-child(7) { transform: rotate(292.5deg); }
#status-indeterminate > div:nth-child(8) { transform: rotate(337.5deg); }
#status-notice {
margin: 0 100px;
line-height: 1.3;
visibility: visible;
padding: 4px 6px;
visibility: visible;
}
</style>
</head>
<body>
<div
id="welcome-modal"
class="welcome-modal"
role="dialog"
aria-labelledby="welcome-modal-title"
aria-describedby="welcome-modal-description"
onclick="if (event.target === this) closeWelcomeModal(false)"
>
<div class="welcome-modal-content">
<h2 id="welcome-modal-title" class="welcome-modal-title">Important - Please read before continuing</h2>
<div id="welcome-modal-description">
<p>
The Godot Web Editor has some limitations compared to the native version.
Its main focus is education and experimentation;
<strong>it is not recommended for production</strong>.
</p>
<p>
Refer to the
<a
href="https://docs.godotengine.org/en/latest/tutorials/editor/using_the_web_editor.html"
target="_blank"
rel="noopener"
>Web editor documentation</a> for usage instructions and limitations.
</p>
</div>
<div id="welcome-modal-missing-description" style="display: none">
<p>
<strong>The following features required by the Godot Web Editor are missing:</strong>
<ul id="welcome-modal-missing-list">
</ul>
</p>
<p>
If you are self-hosting the web editor,
refer to
<a
href="https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html"
target="_blank"
rel="noopener"
>Exporting for the Web</a> for more information.
</p>
</div>
<div style="text-align: center">
<button id="welcome-modal-dismiss" class="btn" type="button" onclick="closeWelcomeModal(true)" style="margin-top: 1rem">
OK, don't show again
</button>
</div>
</div>
</div>
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<div id="tabs-buttons">
<button id="btn-tab-loader" class="btn tab-btn" onclick="showTab('loader')">Loader</button>
<button id="btn-tab-editor" class="btn tab-btn" disabled="disabled" onclick="showTab('editor')">Editor</button>
<button id="btn-close-editor" class="btn close-btn" disabled="disabled" onclick="closeEditor()">×</button>
<button id="btn-tab-game" class="btn tab-btn" disabled="disabled" onclick="showTab('game')">Game</button>
<button id="btn-close-game" class="btn close-btn" disabled="disabled" onclick="closeGame()">×</button>
<button id="btn-tab-update" class="btn tab-btn" style="display: none;">Update</button>
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</div>
<div id="tabs">
<div id="tab-loader">
<div style="color: #e0e0e0;" id="persistence">
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<br />
<img src="logo.svg" alt="Godot Engine logo" width="1024" height="414" style="width: auto; height: auto; max-width: min(85%, 50vh); max-height: 250px" />
<br />
@GODOT_VERSION@
<br />
<a href="releases/">Need an old version?</a>
<br />
<br />
<br />
<label for="videoMode" style="margin-right: 1rem">Video driver:</label>
<select id="videoMode">
<option value="" selected="selected">Auto</option>
<option value="opengl3">WebGL 2</option>
</select>
<br />
<br />
<label for="zip-file" style="margin-right: 1rem">Preload project ZIP:</label> <input id="zip-file" type="file" name="files" style="margin-bottom: 1rem"/>
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<br />
<a href="demo.zip">(Try this for example)</a>
<br />
<br />
<button id="startButton" class="btn" style="margin-bottom: 4rem; font-weight: 700">Start Godot editor</button>
<br />
<button class="btn" onclick="clearPersistence()" style="margin-bottom: 1.5rem">Clear persistent data</button>
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<br />
<a href="https://docs.godotengine.org/en/latest/tutorials/editor/using_the_web_editor.html">Web editor documentation</a>
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</div>
</div>
<div id="tab-editor" style="display: none;">
<canvas id="editor-canvas" tabindex="1">
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HTML5 canvas appears to be unsupported in the current browser.<br />
Please try updating or use a different browser.
</canvas>
</div>
<div id="tab-game" style="display: none;">
<canvas id="game-canvas" tabindex="2">
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HTML5 canvas appears to be unsupported in the current browser.<br />
Please try updating or use a different browser.
</canvas>
</div>
<div id="tab-status" style="display: none;">
<div id="status-progress" style="display: none;" oncontextmenu="event.preventDefault();"><div id="status-progress-inner"></div></div>
<div id="status-indeterminate" style="display: none;" oncontextmenu="event.preventDefault();">
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<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
</div>
<div id="status-notice" class="godot" style="display: none;"></div>
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</div>
</div>
<script>//<![CDATA[
window.addEventListener("load", () => {
function notifyUpdate(sw) {
const btn = document.getElementById("btn-tab-update");
btn.onclick = function () {
if (!window.confirm("Are you sure you want to update?\nClicking \"OK\" will reload all active instances!")) {
return;
}
sw.postMessage("update");
btn.innerHTML = "Updating...";
btn.disabled = true;
};
btn.style.display = "";
}
if ("serviceWorker" in navigator) {
navigator.serviceWorker.register("service.worker.js").then(function (reg) {
if (reg.waiting) {
notifyUpdate(reg.waiting);
}
reg.addEventListener("updatefound", function () {
const update = reg.installing;
update.addEventListener("statechange", function () {
if (update.state === "installed") {
// It's a new install, claim and perform aggressive caching.
if (!reg.active) {
update.postMessage("claim");
} else {
notifyUpdate(update);
}
}
});
});
});
}
const missing = Engine.getMissingFeatures();
if (missing.length) {
// Display error dialog as threading support is required for the editor.
setButtonEnabled('startButton', false);
document.getElementById("welcome-modal-description").style.display = "none";
document.getElementById("welcome-modal-missing-description").style.display = "block";
document.getElementById("welcome-modal-dismiss").style.display = "none";
const list = document.getElementById("welcome-modal-missing-list");
for (let i = 0; i < missing.length; i++) {
const node = document.createElement("li");
node.innerText = missing[i];
list.appendChild(node);
}
}
if (missing.length || localStorage.getItem("welcomeModalDismissed") !== 'true') {
document.getElementById("welcome-modal").style.display = "block";
document.getElementById("welcome-modal-dismiss").focus();
}
});
function closeWelcomeModal(dontShowAgain) {
document.getElementById("welcome-modal").style.display = "none";
if (dontShowAgain) {
localStorage.setItem("welcomeModalDismissed", 'true');
}
}
//]]></script>
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
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<script src="godot.editor.js"></script>
<script>//<![CDATA[
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var editor = null;
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var game = null;
var setStatusMode;
var setStatusNotice;
var video_driver = "";
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function clearPersistence() {
function deleteDB(path) {
return new Promise(function(resolve, reject) {
var req = indexedDB.deleteDatabase(path);
req.onsuccess = function() {
resolve();
};
req.onerror = function(err) {
reject(err);
};
req.onblocked = function(err) {
reject(err);
}
});
}
if (!window.confirm("Are you sure you want to delete all the locally stored files?\nClicking \"OK\" will permanently remove your projects and editor settings!")) {
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return;
}
Promise.all([
deleteDB("/home/web_user"),
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]).then(function(results) {
alert("Done.");
}).catch(function (err) {
alert("Error deleting local files. Please retry after reloading the page.");
});
}
function selectVideoMode() {
var select = document.getElementById('videoMode');
video_driver = select.selectedOptions[0].value;
}
var tabs = [
document.getElementById('tab-loader'),
document.getElementById('tab-editor'),
document.getElementById('tab-game')
]
function showTab(name) {
tabs.forEach(function (elem) {
if (elem.id == 'tab-' + name) {
elem.style.display = 'block';
if (name == 'editor' || name == 'game') {
const canvas = document.getElementById(name + '-canvas');
canvas.focus();
}
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} else {
elem.style.display = 'none';
}
});
}
function setButtonEnabled(id, enabled) {
if (enabled) {
document.getElementById(id).disabled = "";
} else {
document.getElementById(id).disabled = "disabled";
}
}
function setLoaderEnabled(enabled) {
setButtonEnabled('btn-tab-loader', enabled);
setButtonEnabled('btn-tab-editor', !enabled);
setButtonEnabled('btn-close-editor', !enabled);
}
function setGameTabEnabled(enabled) {
setButtonEnabled('btn-tab-game', enabled);
setButtonEnabled('btn-close-game', enabled);
}
function closeGame() {
if (game) {
game.requestQuit();
}
}
function closeEditor() {
closeGame();
if (editor) {
editor.requestQuit();
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}
}
function startEditor(zip) {
const INDETERMINATE_STATUS_STEP_MS = 100;
const persistentPaths = ['/home/web_user'];
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var editorCanvas = document.getElementById('editor-canvas');
var gameCanvas = document.getElementById('game-canvas');
var statusProgress = document.getElementById('status-progress');
var statusProgressInner = document.getElementById('status-progress-inner');
var statusIndeterminate = document.getElementById('status-indeterminate');
var statusNotice = document.getElementById('status-notice');
var headerDiv = document.getElementById('tabs-buttons');
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var initializing = true;
var statusMode = 'hidden';
showTab('status');
var animationCallbacks = [];
function animate(time) {
animationCallbacks.forEach(callback => callback(time));
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
var lastScale = 0;
var lastWidth = 0;
var lastHeight = 0;
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function adjustCanvasDimensions() {
var scale = window.devicePixelRatio || 1;
var headerHeight = headerDiv.offsetHeight + 1;
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var width = window.innerWidth;
var height = window.innerHeight - headerHeight;
if (lastScale !== scale || lastWidth !== width || lastHeight !== height) {
editorCanvas.width = width * scale;
editorCanvas.height = height * scale;
editorCanvas.style.width = width + "px";
editorCanvas.style.height = height + "px";
lastScale = scale;
lastWidth = width;
lastHeight = height;
}
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}
animationCallbacks.push(adjustCanvasDimensions);
adjustCanvasDimensions();
function replaceCanvas(from) {
const out = document.createElement("canvas");
out.id = from.id;
out.tabIndex = from.tabIndex;
from.parentNode.replaceChild(out, from);
lastScale = 0;
return out;
}
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setStatusMode = function setStatusMode(mode) {
if (statusMode === mode || !initializing)
return;
[statusProgress, statusIndeterminate, statusNotice].forEach(elem => {
elem.style.display = 'none';
});
animationCallbacks = animationCallbacks.filter(function(value) {
return (value != animateStatusIndeterminate);
});
switch (mode) {
case 'progress':
statusProgress.style.display = 'block';
break;
case 'indeterminate':
statusIndeterminate.style.display = 'block';
animationCallbacks.push(animateStatusIndeterminate);
break;
case 'notice':
statusNotice.style.display = 'block';
break;
case 'hidden':
break;
default:
throw new Error('Invalid status mode');
}
statusMode = mode;
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};
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function animateStatusIndeterminate(ms) {
var i = Math.floor(ms / INDETERMINATE_STATUS_STEP_MS % 8);
if (statusIndeterminate.children[i].style.borderTopColor == '') {
Array.prototype.slice.call(statusIndeterminate.children).forEach(child => {
child.style.borderTopColor = '';
});
statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf';
}
}
setStatusNotice = function setStatusNotice(text) {
while (statusNotice.lastChild) {
statusNotice.removeChild(statusNotice.lastChild);
}
var lines = text.split('\n');
lines.forEach((line) => {
statusNotice.appendChild(document.createTextNode(line));
statusNotice.appendChild(document.createElement('br'));
});
};
const gameConfig = {
'persistentPaths': persistentPaths,
'unloadAfterInit': false,
'canvas': gameCanvas,
'canvasResizePolicy': 1,
'onExit': function () {
gameCanvas = replaceCanvas(gameCanvas);
setGameTabEnabled(false);
showTab('editor');
game = null;
},
};
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var OnEditorExit = function () {
showTab('loader');
setLoaderEnabled(true);
};
function Execute(args) {
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const is_editor = args.filter(function(v) { return v == '--editor' || v == '-e' }).length != 0;
const is_project_manager = args.filter(function(v) { return v == '--project-manager' }).length != 0;
const is_game = !is_editor && !is_project_manager;
if (video_driver) {
args.push('--rendering-driver', video_driver);
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}
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if (is_game) {
if (game) {
console.error("A game is already running. Close it first");
return;
}
setGameTabEnabled(true);
game = new Engine(gameConfig);
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showTab('game');
game.init().then(function() {
requestAnimationFrame(function() {
game.start({'args': args, 'canvas': gameCanvas}).then(function() {
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gameCanvas.focus();
});
});
});
} else { // New editor instances will be run in the same canvas. We want to wait for it to exit.
OnEditorExit = function(code) {
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setLoaderEnabled(true);
setTimeout(function() {
editor.init().then(function() {
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setLoaderEnabled(false);
OnEditorExit = function() {
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showTab('loader');
setLoaderEnabled(true);
};
editor.start({'args': args, 'persistentDrops': is_project_manager, 'canvas': editorCanvas});
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});
}, 0);
OnEditorExit = null;
};
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}
}
const editorConfig = {
'unloadAfterInit': false,
'onProgress': function progressFunction (current, total) {
if (total > 0) {
statusProgressInner.style.width = current/total * 100 + '%';
setStatusMode('progress');
if (current === total) {
// wait for progress bar animation
setTimeout(() => {
setStatusMode('indeterminate');
}, 100);
}
} else {
setStatusMode('indeterminate');
}
},
'canvas': editorCanvas,
'canvasResizePolicy': 0,
'onExit': function() {
editorCanvas = replaceCanvas(editorCanvas);
if (OnEditorExit) {
OnEditorExit();
}
},
'onExecute': Execute,
'persistentPaths': persistentPaths,
};
editor = new Engine(editorConfig);
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function displayFailureNotice(err) {
var msg = err.message || err;
console.error(msg);
setStatusNotice(msg);
setStatusMode('notice');
initializing = false;
};
if (!Engine.isWebGLAvailable()) {
displayFailureNotice('WebGL not available');
} else {
setStatusMode('indeterminate');
SCons: Unify tools/target build type configuration Implements https://github.com/godotengine/godot-proposals/issues/3371. New `target` presets ==================== The `tools` option is removed and `target` changes to use three new presets, which match the builds users are familiar with. These targets control the default optimization level and enable editor-specific and debugging code: - `editor`: Replaces `tools=yes target=release_debug`. * Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2` - `template_debug`: Replaces `tools=no target=release_debug`. * Defines: `DEBUG_ENABLED`, `-O2`/`/O2` - `template_release`: Replaces `tools=no target=release`. * Defines: `-O3`/`/O2` New `dev_build` option ====================== The previous `target=debug` is now replaced by a separate `dev_build=yes` option, which can be used in combination with either of the three targets, and changes the following: - `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`), enables generating debug symbols, does not define `NDEBUG` so `assert()` works in thirdparty libraries, adds a `.dev` suffix to the binary name. Note: Unlike previously, `dev_build` defaults to off so that users who compile Godot from source get an optimized and small build by default. Engine contributors should now set `dev_build=yes` in their build scripts or IDE configuration manually. Changed binary names ==================== The name of generated binaries and object files are changed too, to follow this format: `godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]` For example: - `godot.linuxbsd.editor.dev.arm64` - `godot.windows.template_release.double.x86_64.mono.exe` Be sure to update your links/scripts/IDE config accordingly. More flexible `optimize` and `debug_symbols` options ==================================================== The optimization level and whether to generate debug symbols can be further specified with the `optimize` and `debug_symbols` options. So the default values listed above for the various `target` and `dev_build` combinations are indicative and can be replaced when compiling, e.g.: `scons p=linuxbsd target=template_debug dev_build=yes optimize=debug` will make a "debug" export template with dev-only code enabled, `-Og` optimization level for GCC/Clang, and debug symbols. Perfect for debugging complex crashes at runtime in an exported project.
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editor.init('godot.editor').then(function() {
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if (zip) {
editor.copyToFS("/tmp/preload.zip", zip);
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}
try {
// Avoid user creating project in the persistent root folder.
editor.copyToFS("/home/web_user/keep", new Uint8Array());
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} catch(e) {
// File exists
}
selectVideoMode();
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showTab('editor');
setLoaderEnabled(false);
const args = ['--project-manager', '--single-window'];
if (video_driver) {
args.push('--rendering-driver', video_driver);
}
editor.start({'args': args, 'persistentDrops': true}).then(function() {
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setStatusMode('hidden');
initializing = false;
});
}).catch(displayFailureNotice);
}
};
document.getElementById("startButton").onclick = function() {
preloadZip(document.getElementById('zip-file')).then(function(zip) {
startEditor(zip);
});
}
function preloadZip(target) {
return new Promise(function(resolve, reject) {
if (target.files.length > 0) {
target.files[0].arrayBuffer().then(function(data) {
resolve(data);
});
} else {
resolve();
}
});
}
//]]></script>
</body>
</html>