[Web] Add feature detection helpers to JS Engine class.
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@ -5,6 +5,7 @@ module.exports = {
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"globals": {
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"InternalConfig": true,
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"Godot": true,
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"Features": true,
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"Preloader": true,
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},
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};
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@ -66,6 +66,7 @@ sys_env.Depends(build[0], sys_env["JS_PRE"])
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sys_env.Depends(build[0], sys_env["JS_EXTERNS"])
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engine = [
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"js/engine/features.js",
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"js/engine/preloader.js",
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"js/engine/config.js",
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"js/engine/engine.js",
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@ -60,20 +60,6 @@ const Engine = (function () {
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loadPromise = null;
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};
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/**
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* Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.
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*
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* @param {number=} [majorVersion=1] The major WebGL version to check for.
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* @returns {boolean} If the given major version of WebGL is available.
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* @function Engine.isWebGLAvailable
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*/
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Engine.isWebGLAvailable = function (majorVersion = 1) {
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try {
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return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]);
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} catch (e) { /* Not available */ }
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return false;
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};
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/**
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* Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution.
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* @ignore
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@ -265,14 +251,21 @@ const Engine = (function () {
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// Also expose static methods as instance methods
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Engine.prototype['load'] = Engine.load;
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Engine.prototype['unload'] = Engine.unload;
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Engine.prototype['isWebGLAvailable'] = Engine.isWebGLAvailable;
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return new Engine(initConfig);
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}
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// Closure compiler exported static methods.
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SafeEngine['load'] = Engine.load;
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SafeEngine['unload'] = Engine.unload;
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SafeEngine['isWebGLAvailable'] = Engine.isWebGLAvailable;
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// Feature-detection utilities.
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SafeEngine['isWebGLAvailable'] = Features.isWebGLAvailable;
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SafeEngine['isFetchAvailable'] = Features.isFetchAvailable;
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SafeEngine['isSecureContext'] = Features.isSecureContext;
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SafeEngine['isCrossOriginIsolated'] = Features.isCrossOriginIsolated;
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SafeEngine['isSharedArrayBufferAvailable'] = Features.isSharedArrayBufferAvailable;
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SafeEngine['isAudioWorkletAvailable'] = Features.isAudioWorkletAvailable;
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SafeEngine['getMissingFeatures'] = Features.getMissingFeatures;
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return SafeEngine;
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}());
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@ -0,0 +1,96 @@
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const Features = { // eslint-disable-line no-unused-vars
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/**
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* Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.
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*
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* @param {number=} [majorVersion=1] The major WebGL version to check for.
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* @returns {boolean} If the given major version of WebGL is available.
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* @function Engine.isWebGLAvailable
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*/
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isWebGLAvailable: function (majorVersion = 1) {
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try {
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return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]);
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} catch (e) { /* Not available */ }
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return false;
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},
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/**
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* Check whether the Fetch API available and supports streaming responses.
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*
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* @returns {boolean} If the Fetch API is available and supports streaming responses.
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* @function Engine.isFetchAvailable
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*/
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isFetchAvailable: function () {
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return 'fetch' in window && 'Response' in window && 'body' in window.Response.prototype;
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},
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/**
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* Check whether the engine is running in a Secure Context.
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*
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* @returns {boolean} If the engine is running in a Secure Context.
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* @function Engine.isSecureContext
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*/
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isSecureContext: function () {
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return window['isSecureContext'] === true;
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},
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/**
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* Check whether the engine is cross origin isolated.
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* This value is dependent on Cross-Origin-Opener-Policy and Cross-Origin-Embedder-Policy headers sent by the server.
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*
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* @returns {boolean} If the engine is running in a Secure Context.
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* @function Engine.isSecureContext
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*/
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isCrossOriginIsolated: function () {
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return window['crossOriginIsolated'] === true;
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},
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/**
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* Check whether SharedBufferArray is available.
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*
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* Most browsers require the page to be running in a secure context, and the
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* the server to provide specific CORS headers for SharedArrayBuffer to be available.
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*
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* @returns {boolean} If SharedArrayBuffer is available.
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* @function Engine.isSharedArrayBufferAvailable
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*/
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isSharedArrayBufferAvailable: function () {
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return 'SharedArrayBuffer' in window;
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},
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/**
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* Check whether the AudioContext supports AudioWorkletNodes.
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*
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* @returns {boolean} If AudioWorkletNode is available.
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* @function Engine.isAudioWorkletAvailable
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*/
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isAudioWorkletAvailable: function () {
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return 'AudioContext' in window && 'audioWorklet' in AudioContext.prototype;
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},
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/**
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* Return an array of missing required features (as string).
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*
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* @returns {Array<string>} A list of human-readable missing features.
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* @function Engine.getMissingFeatures
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*/
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getMissingFeatures: function () {
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const missing = [];
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if (!Features.isWebGLAvailable(2)) {
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missing.push('WebGL2');
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}
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if (!Features.isFetchAvailable()) {
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missing.push('Fetch');
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}
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if (!Features.isSecureContext()) {
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missing.push('Secure Context');
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}
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if (!Features.isCrossOriginIsolated()) {
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missing.push('Cross Origin Isolation');
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}
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if (!Features.isSharedArrayBufferAvailable()) {
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missing.push('SharedArrayBuffer');
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}
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// Audio is normally optional since we have a dummy fallback.
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return missing;
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},
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};
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@ -4,7 +4,7 @@
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"version": "1.0.0",
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"description": "Development and linting setup for Godot's Web platform code",
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"scripts": {
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"docs": "jsdoc --template js/jsdoc2rst/ js/engine/engine.js js/engine/config.js --destination ''",
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"docs": "jsdoc --template js/jsdoc2rst/ js/engine/engine.js js/engine/config.js js/engine/features.js --destination ''",
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"lint": "npm run lint:engine && npm run lint:libs && npm run lint:modules && npm run lint:tools",
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"lint:engine": "eslint \"js/engine/*.js\" --no-eslintrc -c .eslintrc.engine.js",
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"lint:libs": "eslint \"js/libs/*.js\" --no-eslintrc -c .eslintrc.libs.js",
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