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								/**************************************************************************/
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								/*  library_godot_runtime.js                                              */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 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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								const GodotRuntime = {
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									$GodotRuntime: {
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										/*
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										 * Functions
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										 */
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										get_func: function (ptr) {
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											return wasmTable.get(ptr);
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										},
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										/*
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										 * Prints
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										 */
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										error: function () {
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											err.apply(null, Array.from(arguments)); // eslint-disable-line no-undef
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										},
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										print: function () {
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											out.apply(null, Array.from(arguments)); // eslint-disable-line no-undef
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										},
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										/*
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										 * Memory
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										 */
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										malloc: function (p_size) {
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											return _malloc(p_size);
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										},
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										free: function (p_ptr) {
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											_free(p_ptr);
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										},
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										getHeapValue: function (p_ptr, p_type) {
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											return getValue(p_ptr, p_type);
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										},
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										setHeapValue: function (p_ptr, p_value, p_type) {
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											setValue(p_ptr, p_value, p_type);
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										},
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										heapSub: function (p_heap, p_ptr, p_len) {
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											const bytes = p_heap.BYTES_PER_ELEMENT;
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											return p_heap.subarray(p_ptr / bytes, p_ptr / bytes + p_len);
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										},
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										heapSlice: function (p_heap, p_ptr, p_len) {
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											const bytes = p_heap.BYTES_PER_ELEMENT;
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											return p_heap.slice(p_ptr / bytes, p_ptr / bytes + p_len);
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										},
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										heapCopy: function (p_dst, p_src, p_ptr) {
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											const bytes = p_src.BYTES_PER_ELEMENT;
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											return p_dst.set(p_src, p_ptr / bytes);
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										},
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										/*
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										 * Strings
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										 */
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										parseString: function (p_ptr) {
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											return UTF8ToString(p_ptr);
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										},
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										parseStringArray: function (p_ptr, p_size) {
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											const strings = [];
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											const ptrs = GodotRuntime.heapSub(HEAP32, p_ptr, p_size); // TODO wasm64
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											ptrs.forEach(function (ptr) {
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												strings.push(GodotRuntime.parseString(ptr));
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											});
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											return strings;
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										},
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										strlen: function (p_str) {
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											return lengthBytesUTF8(p_str);
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										},
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										allocString: function (p_str) {
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											const length = GodotRuntime.strlen(p_str) + 1;
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											const c_str = GodotRuntime.malloc(length);
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											stringToUTF8(p_str, c_str, length);
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											return c_str;
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										},
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										allocStringArray: function (p_strings) {
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											const size = p_strings.length;
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											const c_ptr = GodotRuntime.malloc(size * 4);
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											for (let i = 0; i < size; i++) {
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												HEAP32[(c_ptr >> 2) + i] = GodotRuntime.allocString(p_strings[i]);
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											}
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											return c_ptr;
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										},
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										freeStringArray: function (p_ptr, p_len) {
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											for (let i = 0; i < p_len; i++) {
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												GodotRuntime.free(HEAP32[(p_ptr >> 2) + i]);
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											}
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											GodotRuntime.free(p_ptr);
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										},
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										stringToHeap: function (p_str, p_ptr, p_len) {
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											return stringToUTF8Array(p_str, HEAP8, p_ptr, p_len);
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										},
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									},
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							 | 
							
								
							 | 
							
								
							 | 
							
							
								};
							 | 
						
					
						
							
								
									
										
										
										
											2020-11-23 12:13:52 +01:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								autoAddDeps(GodotRuntime, '$GodotRuntime');
							 | 
						
					
						
							
								
									
										
										
										
											2020-11-19 16:54:07 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								mergeInto(LibraryManager.library, GodotRuntime);
							 |