<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml" lang="en">
<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="#478cbf" />
	<meta name="msapplication-navbutton-color" content="#478cbf" />
	<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;
		}

		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";
			margin: 0;
			border: 0 none;
			padding: 0;
			text-align: center;
			background-color: #333b4f;
			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);
		}

		.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;
		}

		#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 {
			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;
		}


		/* 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">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>
			<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 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>
	</div>
	<div id="tabs">
		<div id="tab-loader">
			<div style="color: #e0e0e0;" id="persistence">
				<label for="videoMode" style="display: none;">Select video driver:</label><br />
				<select id="videoMode" style="display: none;">
					<option value="GLES2" selected="selected">WebGL</option>
					<option value="GLES3">WebGL 2</option>
				</select>
				<br />
				<img src="logo.svg" alt="Godot Engine logo" width="1024" height="414" style="width: auto; height: auto; max-width: 85%; max-height: 250px" />
				<br />
				@GODOT_VERSION@
				<br />
				<a href="releases/">Need an old version?</a>
				<br />
				<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"/>
				<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>
				<br />
				<a href="https://docs.godotengine.org/en/3.3/getting_started/editor/using_the_web_editor.html">Web editor documentation</a>
			</div>
		</div>
		<div id="tab-editor" style="display: none;">
			<canvas id="editor-canvas" tabindex="1">
				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">
				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();">
				<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>
		</div>
	</div>
	<script>
		window.addEventListener("load", () => {
			if ("serviceWorker" in navigator) {
				navigator.serviceWorker.register("service.worker.js");
			}

			if (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>
	<script src="godot.tools.js"></script>
	<script>//<![CDATA[

		var editor = null;
		var game = null;
		var setStatusMode;
		var setStatusNotice;
		var video_driver = "GLES2";

		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!")) {
				return;
			}
			Promise.all([
				deleteDB("/home/web_user"),
			]).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();
					}
				} 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();
			}
		}

		function startEditor(zip) {
			const INDETERMINATE_STATUS_STEP_MS = 100;
			const persistentPaths = ['/home/web_user'];

			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');

			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;
			function adjustCanvasDimensions() {
				var scale = window.devicePixelRatio || 1;
				var headerHeight = headerDiv.offsetHeight + 1;
				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;
				}
			}
			animationCallbacks.push(adjustCanvasDimensions);
			adjustCanvasDimensions();

			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;
			};

			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 () {
					setGameTabEnabled(false);
					showTab('editor');
					game = null;
				},
			};

			var OnEditorExit = function () {
				showTab('loader');
				setLoaderEnabled(true);
			};
			function Execute(args) {
				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 (is_project_manager) {
					args.push('--video-driver', video_driver);
				}
				if (is_game) {
					if (game) {
						console.error("A game is already running. Close it first");
						return;
					}
					setGameTabEnabled(true);
					game = new Engine(gameConfig);
					showTab('game');
					game.init().then(function() {
						requestAnimationFrame(function() {
							game.start({'args': args}).then(function() {
								gameCanvas.focus();
							});
						});
					});
				} else { // New editor instances will be run in the same canvas. We want to wait for it to exit.
					OnEditorExit = function(code) {
						setLoaderEnabled(true);
						setTimeout(function() {
							editor.init().then(function() {
								setLoaderEnabled(false);
								OnEditorExit = function() {
									showTab('loader');
									setLoaderEnabled(true);
								};
								editor.start({'args': args, 'persistentDrops': is_project_manager});
							});
						}, 0);
						OnEditorExit = null;
					};
				}
			}

			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() {
					if (OnEditorExit) {
						OnEditorExit();
					}
				},
				'onExecute': Execute,
				'persistentPaths': persistentPaths,
			};
			editor = new Engine(editorConfig);

			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');
				editor.init('godot.tools').then(function() {
					if (zip) {
						editor.copyToFS("/tmp/preload.zip", zip);
					}
					try {
						// Avoid user creating project in the persistent root folder.
						editor.copyToFS("/home/web_user/keep", new Uint8Array());
					} catch(e) {
						// File exists
					}
					//selectVideoMode();
					showTab('editor');
					setLoaderEnabled(false);
					editor.start({'args': ['--project-manager', '--video-driver', video_driver], 'persistentDrops': true}).then(function() {
						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>