Commit Graph

485 Commits

Author SHA1 Message Date
Marcel Admiraal 5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Arthur Bikmullin f3d931410b
Fixed missed IDHandler dependency in GodotFetch
(cherry picked from commit ee2bea7a86)
2021-06-08 10:20:35 +02:00
Fabio Alessandrelli bf078814cc [HTML5] Add easy to use download API.
New `JavaScript.download_buffer` method to create a prompt that let the
user download a file.
2021-05-21 16:03:38 +02:00
Rémi Verschelde f0fa8a103b
Merge pull request #48691 from Faless/js/3.x_interfaces
[HTML5] [3.x] Implement Godot <-> JavaScript interface.
2021-05-20 17:13:12 +02:00
Fabio Alessandrelli 730a894bcf [HTML5] Implement Godot <-> JavaScript interface. 2021-05-20 14:33:00 +02:00
Rémi Verschelde eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
Fabio Alessandrelli 7d9d795af8
[HTML5] Fix GDNative compilation with emcc 2.0.19+
Add `WARN_ON_UNDEFINED_SYMBOLS=0` for the main module (which defines
`godot_js_main` as extern coming from the "side" module, i.e. the main
Godot binary).

(cherry picked from commit 14c057eab6)
2021-05-19 15:21:41 +02:00
Pedro J. Estébanez 817ffc01e1
Make all file access 64-bit (`uint64_t`)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-16 17:52:31 +02:00
Rémi Verschelde cb438028ee
CI: Update JavaScript linter deps with known security vulnerabilities
jsdoc has no new release so I'm tracking this PR:
https://github.com/jsdoc/jsdoc/pull/1906

(cherry picked from commit e743b6b24c)
2021-05-13 23:21:37 +02:00
Fabio Alessandrelli 6c1c2ed414
[HTML5] Fix target_fps when window loses focus.
We don't get updates when the window is unfocused/minimized, so we must
detect the situation where the counted ticks start drifting away
resulting in more frames drawn than needed.
This commit adds a check to ensure that the target ticks do not drift
away more than one second.

(cherry picked from commit a1fe6d6899)
2021-05-09 17:14:36 +02:00
Fabio Alessandrelli 23ef985bb8
[HTML5] Use 64KiB chunk size in JS HTTPClient.
For consistency with the native one, and the documentation.

(cherry picked from commit 6243835619)
2021-05-09 17:14:35 +02:00
Fabio Alessandrelli 8740e95f15
[HTML5] Add support for `physical_keycode`.
This uses the `event.code` value to retrieve the physical code, while
still using the extra logic to map the unicode value to our keylist,
when computing the `scancode` (supporting ASCII and Latin-1).
2021-05-06 23:19:46 +03:00
bruvzg dab4cf3ed6
Add `physical_scancode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2021-05-06 23:19:45 +03:00
Rémi Verschelde a828398655
Style: Replaces uses of 0/NULL by nullptr (C++11)
Using clang-tidy's `modernize-use-nullptr`.
https://clang.llvm.org/extra/clang-tidy/checks/modernize-use-nullptr.html
2021-05-04 16:30:23 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 64a63e0861
Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine 2021-05-04 14:45:15 +02:00
Fabio Alessandrelli b0f6dec02e [HTML5] Fix build for recent emscripten versions.
Library suffix should be `.a`, the `EXTRA_` in
`EXTRA_EXPORTED_RUNTIME_METHODS` is deprecated.
2021-04-30 08:02:21 +02:00
Rémi Verschelde 70ae90e0e8
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Fabio Alessandrelli 9446be7dad [HTML5] Export as Progressive Web App.
Adds possibility to export as a progressive web app.
Allows customizing base icons, display mode, orientation and offline
page.
2021-04-27 15:09:03 +02:00
Fabio Alessandrelli cb65f9d64b [HTML5] HTTP server uses optional SSL.
Generates a key/cert snakeoil pair or use a custom SSL cert/key.
This is of course false security, and potentially detrimental for it.

But, so long, those are the requirements browser vendors agreed on to
use things like the Gamepad API, and more advanced topics like wasm
threads.

You don't need this if you run on localhost (at least!), but you do
need this (or a much safer nginx proxy) to try those things on your
local network (e.g. when debugging a phone, networking, etc).
2021-04-27 15:09:03 +02:00
Fabio Alessandrelli a7f2b723d6 [HTML5] Optional icon generation, use export name for it.
We used to only generate the favicon if it was specified in the user
project settings, now it's optional, will export it to `NAME.icon.png`,
(falling back to the default project icon if none is set in project
settings), and the `<link>` tag is added using the `$HEAD_INCLUDE`
instead of being hardcoded in the template.
2021-04-27 15:09:03 +02:00
Fabio Alessandrelli ad160c7f46 [HTML5] Debug HttpServer now runs in `web` cache subdir.
Serving all files in that folder and using a known list of mime types.
Makes it easy to add more exported files, while still playing safe.
2021-04-27 15:09:03 +02:00
Fabio Alessandrelli 00f3807a24 [HTML5] Implement WebGL fallback.
According to project settings and when WebGL2 is not available.
2021-04-06 12:56:45 +02:00
Fabio Alessandrelli f90b24a805
[HTML5] Disable body_size in fetch.
We were using `Content-Length` from the server when `Content-Encoding`
was not set (i.e. response was not compressed).

Sadly, in CORS requests accessing headers is restricted, and while
`Content-Length` is enabled by default, `Content-Encoding` is not.

This results in the impossibility of knowing if the content was
compressed, unless the server explicitly enabled the encoding header
via `Access-Control-Expose-Headers`.

To keep maximum compatibility we must disable `body_size` completely.

(cherry picked from commit 737ed0f66e)
2021-04-05 11:59:38 +02:00
Fabio Alessandrelli 74fd9409d5
[HTML5] Fix WM notifications not being called.
Regression from the library refactoring, binding and not calling is
pretty useless 'o_o.

(cherry picked from commit 01658adb30)
2021-03-29 21:09:19 +02:00
Fabio Alessandrelli b402c1cb17
[HTML5] Fix Mono builds (old emcc?)
Promise chaining the emscripten module `then` function breaks it badly,
causing an infinite loop.
I'm unsure about the source of the issue, but most likely at this point
is due to the old emscripten version (I remember very old html5 builds
having issue with promise chaining too).

With this commit, we no longer use the module as a promise, and
instantiate it using `Promise` objects directly for compatibility.

(cherry picked from commit ae3c9345cc)
2021-03-29 19:04:29 +02:00
Fabio Alessandrelli 6181452a54
[HTML5] Fix loading when mime-type is missing.
`WebAssembly.instantiateStreaming` requires the mime-type to be
`application/wasm`, but some servers (including most debug servers) do
not provide the content-type header.

This commit forces it via JavaScript, by creating a `Response` object
with the `wasm` content, and explicitly defined `content-type` header.

(cherry picked from commit 778ef4e217)
2021-03-20 23:10:00 +01:00
Fabio Alessandrelli be9b0e0b73
[HTML5] Fix editor version numbering.
Should not write patch version when it's `0`.

(cherry picked from commit 60f2166c27)
2021-03-20 23:08:28 +01:00
Rafał Mikrut 6b6324441f
Allow to not optimize release build
(cherry picked from commit 0b298d201e)
2021-03-20 23:05:13 +01:00
Fabio Alessandrelli 64feaed39b [HTML5] Drag and drop zip in project manager.
With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.

This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).

(cherry picked from commit f1e810adcb)
2021-03-12 10:43:52 +01:00
Fabio Alessandrelli 82b900bdda [HTML5] Properly set canvas size during setup.
It used to be updated before the first iteration, causing the
window/viewport size values to be incorrect during the initialization
phase (e.g. during the first `_ready` notification).

(cherry picked from commit 3f059b90d6)
2021-03-12 10:13:08 +01:00
Fabio Alessandrelli 4b38aefd33 [HTML5] Opt-in virtual keyboard support.
Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
2021-03-11 20:58:09 +01:00
Fabio Alessandrelli 758daab3ad [HTML5] Respect allow_hidpi option during setup
The option was forced to `true` before, unlike on other platforms.
2021-03-08 23:35:10 +01:00
Fabio Alessandrelli d942d553ef [HTML5] Add PWA support to the editor page.
This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.

The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.

Special thanks to Hugo Locurcio (Calinou) for the initial work.
2021-03-08 17:06:41 +01:00
Fabio Alessandrelli 9028b7a095 [HTML5] Catch audio worklet errors on disconnect.
Which could happen if the worklet was not fully loaded, or the audio
context had already aborted.
2021-03-08 17:06:41 +01:00
Fabio Alessandrelli c01f35de12 [HTML5] Replace XMLHttpRequest with Fetch.
This has some advantages:
- Streaming/chunked response support.
- Broader headers support.
2021-03-06 11:44:43 +01:00
Fabio Alessandrelli 751a6f9a63 [HTML5] Rename heapCopy to heapSlice.
New heapCopy function copies a TypedArray to the heap.
2021-03-05 17:32:17 +01:00
Fabio Alessandrelli 41c64533b0 [HTML5] Export process writes sizes in template.
This allow the loading bar to be much more reliable, even in cases where
realible stream loading status is not detectable (server-side
compression, chunked encoding).
2021-03-05 17:32:17 +01:00
Fabio Alessandrelli f64ec5f1ad [HTML5] Preloader fetch, streaming instantiation. 2021-03-05 17:32:17 +01:00
Fabio Alessandrelli 43e429fa93 [HTML5] Add jsdoc2rst tool.
A template for `jsdoc` that generat the HTML5 public classref.

The script can be run via `npm run docs` to print to stdout.

You can dry run via `npm run docs -- --d dry-run` or write to file via
`npm run docs -- -d /path/to/file.rst`

Also update Makefile in `doc/` and add dry run test to CI.

(cherry picked from commit 472482013e)
2021-02-26 15:35:45 +01:00
Fabio Alessandrelli 681c10af45 [HTML5] Document Engine and EngineConfig (jsdoc).
This commit also removes the utils.js engine file, moving some of it's
content to config.js and some to engine.js .

(cherry picked from commit 018ee5a4dc)
2021-02-26 15:35:38 +01:00
Fabio Alessandrelli e3664e971b [HTML5] Make editor HTML build tag scons4-proof.
We used to have it like `$GODOT_VERSION` which caused inconsistencies
between different scons versions when substituting it.
It's now `@GODOT_VERSION@`, which is safe on both scons3 and scons4.

(cherry picked from commit 4404eb57e4)
2021-02-26 15:22:51 +01:00
Rémi Verschelde 0d94bf707f
Merge pull request #46201 from Faless/js/3.x_canvas_size_pr
[3.2] [HTML5] Easier HTML templates, better canvas size handling.
2021-02-19 15:16:59 +01:00
Fabio Alessandrelli 45a67fab35 [HTML5] Better fullscreen, canvas resizing.
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
  when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.

Use `None` if you want to control the canvas size with custom JavaScript
code.
2021-02-19 05:13:44 +01:00
Fabio Alessandrelli 1eef8a318b [HTML5] Easier HTML templates, better deinit/cleanup. 2021-02-19 05:13:44 +01:00
Pedro J. Estébanez 6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez 4ddcdc031b Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
Quadtree a81f896ec1
Add cwrap to EXTRA_EXPORTED_RUNTIME_METHODS
(cherry picked from commit d2c34e83b5)
2021-02-18 00:35:57 +01:00
Fabio Alessandrelli 03edba4d75 [HTML5] Implement get_processor_count. 2021-02-17 13:42:26 +01:00
Fabio Alessandrelli b3f78687de [HTML5] Detect screen scale and DPI.
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
2021-02-12 12:02:30 +01:00