godot/platform/javascript/native/library_godot_os.js
Fabio Alessandrelli e52ed6d89e [HTML5] Port JavaScript inline code to libraries.
The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
2020-11-10 10:56:13 +01:00

314 lines
9.0 KiB
JavaScript

/*************************************************************************/
/* library_godot_os.js */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 IDHandler = {
$IDHandler: {
_last_id: 0,
_references: {},
get: function(p_id) {
return IDHandler._references[p_id];
},
add: function(p_data) {
const id = ++IDHandler._last_id;
IDHandler._references[id] = p_data;
return id;
},
remove: function(p_id) {
delete IDHandler._references[p_id];
},
},
};
autoAddDeps(IDHandler, "$IDHandler");
mergeInto(LibraryManager.library, IDHandler);
const GodotConfig = {
$GodotConfig__postset: 'Module["initConfig"] = GodotConfig.init_config;',
$GodotConfig: {
canvas: null,
locale: "en",
resize_on_start: false,
on_execute: null,
init_config: function(p_opts) {
GodotConfig.resize_on_start = p_opts['resizeCanvasOnStart'] ? true : false;
GodotConfig.canvas = p_opts['canvas'];
GodotConfig.locale = p_opts['locale'] || GodotConfig.locale;
GodotConfig.on_execute = p_opts['onExecute'];
// This is called by emscripten, even if undocumented.
Module['onExit'] = p_opts['onExit'];
},
},
godot_js_config_canvas_id_get: function(p_ptr, p_ptr_max) {
stringToUTF8('#' + GodotConfig.canvas.id, p_ptr, p_ptr_max);
},
godot_js_config_locale_get: function(p_ptr, p_ptr_max) {
stringToUTF8(GodotConfig.locale, p_ptr, p_ptr_max);
},
godot_js_config_is_resize_on_start: function() {
return GodotConfig.resize_on_start ? 1 : 0;
},
};
autoAddDeps(GodotConfig, '$GodotConfig');
mergeInto(LibraryManager.library, GodotConfig);
const GodotFS = {
$GodotFS__deps: ['$FS', '$IDBFS'],
$GodotFS__postset: [
'Module["initFS"] = GodotFS.init;',
'Module["deinitFS"] = GodotFS.deinit;',
'Module["copyToFS"] = GodotFS.copy_to_fs;',
].join(''),
$GodotFS: {
_idbfs: false,
_syncing: false,
_mount_points: [],
is_persistent: function() {
return GodotFS._idbfs ? 1 : 0;
},
// Initialize godot file system, setting up persistent paths.
// Returns a promise that resolves when the FS is ready.
// We keep track of mount_points, so that we can properly close the IDBFS
// since emscripten is not doing it by itself. (emscripten GH#12516).
init: function(persistentPaths) {
GodotFS._idbfs = false;
if (!Array.isArray(persistentPaths)) {
return Promise.reject(new Error('Persistent paths must be an array'));
}
if (!persistentPaths.length) {
return Promise.resolve();
}
GodotFS._mount_points = persistentPaths.slice();
function createRecursive(dir) {
try {
FS.stat(dir);
} catch (e) {
if (e.errno !== ERRNO_CODES.ENOENT) {
throw e;
}
FS.mkdirTree(dir);
}
}
GodotFS._mount_points.forEach(function(path) {
createRecursive(path);
FS.mount(IDBFS, {}, path);
});
return new Promise(function(resolve, reject) {
FS.syncfs(true, function(err) {
if (err) {
GodotFS._mount_points = [];
GodotFS._idbfs = false;
console.log("IndexedDB not available: " + err.message);
} else {
GodotFS._idbfs = true;
}
resolve(err);
});
});
},
// Deinit godot file system, making sure to unmount file systems, and close IDBFS(s).
deinit: function() {
GodotFS._mount_points.forEach(function(path) {
try {
FS.unmount(path);
} catch (e) {
console.log("Already unmounted", e);
}
if (GodotFS._idbfs && IDBFS.dbs[path]) {
IDBFS.dbs[path].close();
delete IDBFS.dbs[path];
}
});
GodotFS._mount_points = [];
GodotFS._idbfs = false;
GodotFS._syncing = false;
},
sync: function() {
if (GodotFS._syncing) {
err('Already syncing!');
return Promise.resolve();
}
GodotFS._syncing = true;
return new Promise(function (resolve, reject) {
FS.syncfs(false, function(error) {
if (error) {
err('Failed to save IDB file system: ' + error.message);
}
GodotFS._syncing = false;
resolve(error);
});
});
},
// Copies a buffer to the internal file system. Creating directories recursively.
copy_to_fs: function(path, buffer) {
const idx = path.lastIndexOf("/");
let dir = "/";
if (idx > 0) {
dir = path.slice(0, idx);
}
try {
FS.stat(dir);
} catch (e) {
if (e.errno !== ERRNO_CODES.ENOENT) {
throw e;
}
FS.mkdirTree(dir);
}
FS.writeFile(path, new Uint8Array(buffer), {'flags': 'wx+'});
},
},
};
mergeInto(LibraryManager.library, GodotFS);
const GodotOS = {
$GodotOS__deps: ['$GodotFS'],
$GodotOS__postset: [
'Module["request_quit"] = function() { GodotOS.request_quit() };',
'GodotOS._fs_sync_promise = Promise.resolve();',
].join(''),
$GodotOS: {
request_quit: function() {},
_async_cbs: [],
_fs_sync_promise: null,
get_func: function(ptr) {
return wasmTable.get(ptr);
},
atexit: function(p_promise_cb) {
GodotOS._async_cbs.push(p_promise_cb);
},
finish_async: function(callback) {
GodotOS._fs_sync_promise.then(function(err) {
const promises = [];
GodotOS._async_cbs.forEach(function(cb) {
promises.push(new Promise(cb));
});
return Promise.all(promises);
}).then(function() {
return GodotFS.sync(); // Final FS sync.
}).then(function(err) {
// Always deferred.
setTimeout(function() {
callback();
}, 0);
});
},
allocString: function(p_str) {
const length = lengthBytesUTF8(p_str)+1;
const c_str = _malloc(length);
stringToUTF8(p_str, c_str, length);
return c_str;
},
allocStringArray: function(strings) {
const size = strings.length;
const c_ptr = _malloc(size * 4);
for (let i = 0; i < size; i++) {
HEAP32[(c_ptr >> 2) + i] = GodotOS.allocString(strings[i]);
}
return c_ptr;
},
freeStringArray: function(c_ptr, size) {
for (let i = 0; i < size; i++) {
_free(HEAP32[(c_ptr >> 2) + i]);
}
_free(c_ptr);
},
heapSub: function(heap, ptr, size) {
const bytes = heap.BYTES_PER_ELEMENT;
return heap.subarray(ptr / bytes, ptr / bytes + size);
},
heapCopy: function(heap, ptr, size) {
const bytes = heap.BYTES_PER_ELEMENT;
return heap.slice(ptr / bytes, ptr / bytes + size);
},
},
godot_js_os_finish_async: function(p_callback) {
const func = GodotOS.get_func(p_callback);
GodotOS.finish_async(func);
},
godot_js_os_request_quit_cb: function(p_callback) {
GodotOS.request_quit = GodotOS.get_func(p_callback);
},
godot_js_os_fs_is_persistent: function() {
return GodotFS.is_persistent();
},
godot_js_os_fs_sync: function(callback) {
const func = GodotOS.get_func(callback);
GodotOS._fs_sync_promise = GodotFS.sync();
GodotOS._fs_sync_promise.then(function(err) {
func();
});
},
godot_js_os_execute: function(p_json) {
const json_args = UTF8ToString(p_json);
const args = JSON.parse(json_args);
if (GodotConfig.on_execute) {
GodotConfig.on_execute(args);
return 0;
}
return 1;
},
godot_js_os_shell_open: function(p_uri) {
window.open(UTF8ToString(p_uri), '_blank');
},
};
autoAddDeps(GodotOS, '$GodotOS');
mergeInto(LibraryManager.library, GodotOS);