d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
215 lines
6.1 KiB
C++
215 lines
6.1 KiB
C++
/*************************************************************************/
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/* javascript_main.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include <GL/glut.h>
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#include "os_javascript.h"
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#include "main/main.h"
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#include "io/resource_loader.h"
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#include "emscripten.h"
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#include <string.h>
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OS_JavaScript *os=NULL;
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static void _gfx_init(void *ud,bool gl2,int w, int h,bool fs) {
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glutInitWindowSize(w, h);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glutCreateWindow("godot");
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}
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static uint32_t _mouse_button_mask=0;
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static void _glut_mouse_button(int button, int state, int x, int y) {
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InputEvent ev;
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ev.type=InputEvent::MOUSE_BUTTON;
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switch(button) {
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case GLUT_LEFT_BUTTON: ev.mouse_button.button_index=BUTTON_LEFT; break;
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case GLUT_MIDDLE_BUTTON: ev.mouse_button.button_index=BUTTON_MIDDLE; break;
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case GLUT_RIGHT_BUTTON: ev.mouse_button.button_index=BUTTON_RIGHT; break;
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case 3: ev.mouse_button.button_index=BUTTON_WHEEL_UP; break;
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case 4: ev.mouse_button.button_index=BUTTON_WHEEL_DOWN; break;
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}
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ev.mouse_button.pressed=state==GLUT_DOWN;
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ev.mouse_button.x=x;
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ev.mouse_button.y=y;
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ev.mouse_button.global_x=x;
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ev.mouse_button.global_y=y;
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if (ev.mouse_button.button_index<4) {
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if (ev.mouse_button.pressed) {
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_mouse_button_mask |= 1 << (ev.mouse_button.button_index-1);
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} else {
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_mouse_button_mask &= ~(1 << (ev.mouse_button.button_index-1));
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}
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}
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ev.mouse_button.button_mask=_mouse_button_mask;
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uint32_t m = glutGetModifiers();
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ev.mouse_button.mod.alt=(m&GLUT_ACTIVE_ALT)!=0;
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ev.mouse_button.mod.shift=(m&GLUT_ACTIVE_SHIFT)!=0;
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ev.mouse_button.mod.control=(m&GLUT_ACTIVE_CTRL)!=0;
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os->push_input(ev);
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if (ev.mouse_button.button_index==BUTTON_WHEEL_UP || ev.mouse_button.button_index==BUTTON_WHEEL_DOWN) {
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// GLUT doesn't send release events for mouse wheel, so send manually
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ev.mouse_button.pressed=false;
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os->push_input(ev);
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}
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}
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static int _glut_prev_x=0;
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static int _glut_prev_y=0;
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static void _glut_mouse_motion(int x, int y) {
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InputEvent ev;
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ev.type=InputEvent::MOUSE_MOTION;
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ev.mouse_motion.button_mask=_mouse_button_mask;
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ev.mouse_motion.x=x;
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ev.mouse_motion.y=y;
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ev.mouse_motion.global_x=x;
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ev.mouse_motion.global_y=y;
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ev.mouse_motion.relative_x=x-_glut_prev_x;
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ev.mouse_motion.relative_y=y-_glut_prev_y;
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_glut_prev_x=x;
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_glut_prev_y=y;
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uint32_t m = glutGetModifiers();
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ev.mouse_motion.mod.alt=(m&GLUT_ACTIVE_ALT)!=0;
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ev.mouse_motion.mod.shift=(m&GLUT_ACTIVE_SHIFT)!=0;
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ev.mouse_motion.mod.control=(m&GLUT_ACTIVE_CTRL)!=0;
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os->push_input(ev);
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}
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static void _gfx_idle() {
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glutPostRedisplay();
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}
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int start_step=0;
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static void _godot_draw(void) {
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if (start_step==1) {
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start_step=2;
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Main::start();
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os->main_loop_begin();
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}
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if (start_step==2) {
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os->main_loop_iterate();
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}
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glutSwapBuffers();
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}
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extern "C" {
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void main_after_fs_sync(int value) {
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start_step=1;
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printf("FS SYNCHED!\n");
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}
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}
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int main(int argc, char *argv[]) {
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/* Initialize the window */
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printf("let it go!\n");
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glutInit(&argc, argv);
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os = new OS_JavaScript(_gfx_init,NULL,NULL);
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#if 0
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char *args[]={"-test","gui","-v",NULL};
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Error err = Main::setup("apk",3,args);
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#else
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// char *args[]={"-v",NULL};//
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// Error err = Main::setup("",1,args);
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Error err = Main::setup("",0,NULL);
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#endif
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ResourceLoader::set_abort_on_missing_resources(false); //ease up compatibility
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glutMouseFunc(_glut_mouse_button);
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glutMotionFunc(_glut_mouse_motion);
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glutPassiveMotionFunc(_glut_mouse_motion);
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/* Set up glut callback functions */
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glutIdleFunc (_gfx_idle);
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// glutReshapeFunc(gears_reshape);
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glutDisplayFunc(_godot_draw);
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//glutSpecialFunc(gears_special);
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//mount persistent filesystem
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EM_ASM(
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FS.mkdir('/userfs');
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FS.mount(IDBFS, {}, '/userfs');
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// sync from persisted state into memory and then
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// run the 'test' function
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FS.syncfs(true, function (err) {
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assert(!err);
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console.log("done syncinc!");
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_after_sync_cb = Module.cwrap('main_after_fs_sync', 'void',['number']);
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_after_sync_cb(0);
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});
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);
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glutMainLoop();
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return 0;
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}
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/*
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*
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*09] <azakai|2__> reduz: yes, define TOTAL_MEMORY on Module. for example var Module = { TOTAL_MEMORY: 12345.. }; before the main
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*
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*/
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