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
)
183 lines
6.4 KiB
C++
183 lines
6.4 KiB
C++
/*************************************************************************/
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/* os_javascript.h */
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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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#ifndef OS_JAVASCRIPT_H
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#define OS_JAVASCRIPT_H
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#include "os/input.h"
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#include "drivers/unix/os_unix.h"
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#include "os/main_loop.h"
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#include "servers/physics/physics_server_sw.h"
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#include "servers/spatial_sound/spatial_sound_server_sw.h"
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#include "servers/spatial_sound_2d/spatial_sound_2d_server_sw.h"
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#include "servers/audio/audio_server_sw.h"
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#include "servers/physics_2d/physics_2d_server_sw.h"
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#include "servers/visual/rasterizer.h"
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#include "audio_server_javascript.h"
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#include "audio_driver_javascript.h"
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#include "main/input_default.h"
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#include "emscripten/html5.h"
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typedef void (*GFXInitFunc)(void *ud,bool gl2,int w, int h, bool fs);
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typedef String (*GetDataDirFunc)();
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class OS_JavaScript : public OS_Unix {
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public:
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struct TouchPos {
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int id;
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Point2 pos;
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};
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private:
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Vector<TouchPos> touch;
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Point2 last_mouse;
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int last_button_mask;
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unsigned int last_id;
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GFXInitFunc gfx_init_func;
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void*gfx_init_ud;
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bool use_gl2;
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int64_t time_to_save_sync;
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int64_t last_sync_time;
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Rasterizer *rasterizer;
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VisualServer *visual_server;
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AudioServerJavascript *audio_server;
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//SampleManagerMallocSW *sample_manager;
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SpatialSoundServerSW *spatial_sound_server;
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SpatialSound2DServerSW *spatial_sound_2d_server;
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PhysicsServer *physics_server;
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Physics2DServer *physics_2d_server;
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AudioDriverJavaScript audio_driver_javascript;
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const char* gl_extensions;
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InputDefault *input;
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VideoMode video_mode;
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MainLoop * main_loop;
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GetDataDirFunc get_data_dir_func;
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static void _close_notification_funcs(const String& p_file,int p_flags);
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void process_joysticks();
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public:
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// functions used by main to initialize/deintialize the OS
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virtual int get_video_driver_count() const;
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virtual const char * get_video_driver_name(int p_driver) const;
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virtual VideoMode get_default_video_mode() const;
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virtual int get_audio_driver_count() const;
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virtual const char * get_audio_driver_name(int p_driver) const;
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virtual void initialize_core();
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virtual void initialize(const VideoMode& p_desired,int p_video_driver,int p_audio_driver);
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virtual void set_main_loop( MainLoop * p_main_loop );
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virtual void delete_main_loop();
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virtual void finalize();
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typedef int64_t ProcessID;
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//static OS* get_singleton();
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virtual void print_error(const char* p_function, const char* p_file, int p_line, const char *p_code, const char* p_rationale, ErrorType p_type) {
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OS::print_error(p_function, p_file, p_line, p_code, p_rationale, p_type);
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}
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virtual void alert(const String& p_alert,const String& p_title="ALERT!");
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virtual void set_mouse_show(bool p_show);
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virtual void set_mouse_grab(bool p_grab);
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virtual bool is_mouse_grab_enabled() const;
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virtual Point2 get_mouse_pos() const;
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virtual int get_mouse_button_state() const;
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virtual void set_window_title(const String& p_title);
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//virtual void set_clipboard(const String& p_text);
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//virtual String get_clipboard() const;
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virtual void set_video_mode(const VideoMode& p_video_mode,int p_screen=0);
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virtual VideoMode get_video_mode(int p_screen=0) const;
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virtual void get_fullscreen_mode_list(List<VideoMode> *p_list,int p_screen=0) const;
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virtual Size2 get_screen_size(int p_screen=0) const;
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virtual Size2 get_window_size() const;
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virtual void set_window_fullscreen(bool p_enable);
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virtual bool is_window_fullscreen() const;
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virtual String get_name();
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virtual MainLoop *get_main_loop() const;
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virtual bool can_draw() const;
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virtual void set_cursor_shape(CursorShape p_shape);
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void main_loop_begin();
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bool main_loop_iterate();
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void main_loop_request_quit();
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void main_loop_end();
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void main_loop_focusout();
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void main_loop_focusin();
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virtual bool has_touchscreen_ui_hint() const;
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void set_opengl_extensions(const char* p_gl_extensions);
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void reload_gfx();
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virtual Error shell_open(String p_uri);
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virtual String get_data_dir() const;
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String get_executable_path() const;
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virtual String get_resource_dir() const;
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void process_accelerometer(const Vector3& p_accelerometer);
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void process_touch(int p_what,int p_pointer, const Vector<TouchPos>& p_points);
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void push_input(const InputEvent& p_ev);
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virtual bool is_joy_known(int p_device);
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virtual String get_joy_guid(int p_device) const;
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bool joy_connection_changed(int p_type, const EmscriptenGamepadEvent *p_event);
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OS_JavaScript(GFXInitFunc p_gfx_init_func,void*p_gfx_init_ud, GetDataDirFunc p_get_data_dir_func);
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~OS_JavaScript();
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};
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#endif
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