godot/platform/javascript/js/libs/library_godot_runtime.js
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

121 lines
4.4 KiB
JavaScript

/*************************************************************************/
/* library_godot_runtime.js */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
const GodotRuntime = {
$GodotRuntime: {
/*
* Functions
*/
get_func: function (ptr) {
return wasmTable.get(ptr); // eslint-disable-line no-undef
},
/*
* Prints
*/
error: function () {
err.apply(null, Array.from(arguments)); // eslint-disable-line no-undef
},
print: function () {
out.apply(null, Array.from(arguments)); // eslint-disable-line no-undef
},
/*
* Memory
*/
malloc: function (p_size) {
return _malloc(p_size); // eslint-disable-line no-undef
},
free: function (p_ptr) {
_free(p_ptr); // eslint-disable-line no-undef
},
getHeapValue: function (p_ptr, p_type) {
return getValue(p_ptr, p_type); // eslint-disable-line no-undef
},
setHeapValue: function (p_ptr, p_value, p_type) {
setValue(p_ptr, p_value, p_type); // eslint-disable-line no-undef
},
heapSub: function (p_heap, p_ptr, p_len) {
const bytes = p_heap.BYTES_PER_ELEMENT;
return p_heap.subarray(p_ptr / bytes, p_ptr / bytes + p_len);
},
heapCopy: function (p_heap, p_ptr, p_len) {
const bytes = p_heap.BYTES_PER_ELEMENT;
return p_heap.slice(p_ptr / bytes, p_ptr / bytes + p_len);
},
/*
* Strings
*/
parseString: function (p_ptr) {
return UTF8ToString(p_ptr); // eslint-disable-line no-undef
},
strlen: function (p_str) {
return lengthBytesUTF8(p_str); // eslint-disable-line no-undef
},
allocString: function (p_str) {
const length = GodotRuntime.strlen(p_str) + 1;
const c_str = GodotRuntime.malloc(length);
stringToUTF8(p_str, c_str, length); // eslint-disable-line no-undef
return c_str;
},
allocStringArray: function (p_strings) {
const size = p_strings.length;
const c_ptr = GodotRuntime.malloc(size * 4);
for (let i = 0; i < size; i++) {
HEAP32[(c_ptr >> 2) + i] = GodotRuntime.allocString(p_strings[i]);
}
return c_ptr;
},
freeStringArray: function (p_ptr, p_len) {
for (let i = 0; i < p_len; i++) {
GodotRuntime.free(HEAP32[(p_ptr >> 2) + i]);
}
GodotRuntime.free(p_ptr);
},
stringToHeap: function (p_str, p_ptr, p_len) {
return stringToUTF8Array(p_str, HEAP8, p_ptr, p_len); // eslint-disable-line no-undef
},
},
};
autoAddDeps(GodotRuntime, '$GodotRuntime');
mergeInto(LibraryManager.library, GodotRuntime);