[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).
This commit is contained in:
Fabio Alessandrelli 2020-10-23 18:33:20 +02:00
parent 54cda5c3b8
commit e2083871eb
33 changed files with 1995 additions and 1461 deletions

View file

@ -55,33 +55,33 @@ void AudioDriverJavaScript::_audio_thread_func(void *p_data) {
OS::get_singleton()->delay_usec(1000); // Give the browser some slack.
continue;
}
obj->_js_driver_process();
obj->_audio_driver_process();
obj->needs_process = false;
obj->unlock();
}
}
#endif
extern "C" EMSCRIPTEN_KEEPALIVE void audio_driver_process_start() {
void AudioDriverJavaScript::_audio_driver_process_start() {
#ifndef NO_THREADS
AudioDriverJavaScript::singleton->lock();
singleton->lock();
#else
AudioDriverJavaScript::singleton->_js_driver_process();
singleton->_audio_driver_process();
#endif
}
extern "C" EMSCRIPTEN_KEEPALIVE void audio_driver_process_end() {
void AudioDriverJavaScript::_audio_driver_process_end() {
#ifndef NO_THREADS
AudioDriverJavaScript::singleton->needs_process = true;
AudioDriverJavaScript::singleton->unlock();
singleton->needs_process = true;
singleton->unlock();
#endif
}
extern "C" EMSCRIPTEN_KEEPALIVE void audio_driver_process_capture(float sample) {
AudioDriverJavaScript::singleton->process_capture(sample);
void AudioDriverJavaScript::_audio_driver_process_capture(float p_sample) {
singleton->process_capture(p_sample);
}
void AudioDriverJavaScript::_js_driver_process() {
void AudioDriverJavaScript::_audio_driver_process() {
int sample_count = memarr_len(internal_buffer) / channel_count;
int32_t *stream_buffer = reinterpret_cast<int32_t *>(internal_buffer);
audio_server_process(sample_count, stream_buffer);
@ -122,7 +122,7 @@ void AudioDriverJavaScript::start() {
#ifndef NO_THREADS
thread = Thread::create(_audio_thread_func, this);
#endif
godot_audio_start(internal_buffer);
godot_audio_start(internal_buffer, &_audio_driver_process_start, &_audio_driver_process_end, &_audio_driver_process_capture);
}
void AudioDriverJavaScript::resume() {
@ -153,18 +153,12 @@ void AudioDriverJavaScript::unlock() {
#endif
}
void AudioDriverJavaScript::finish_async() {
#ifndef NO_THREADS
quit = true; // Ask thread to quit.
#endif
godot_audio_finish_async();
}
void AudioDriverJavaScript::finish() {
#ifndef NO_THREADS
quit = true; // Ask thread to quit.
Thread::wait_to_finish(thread);
memdelete(thread);
thread = NULL;
thread = nullptr;
#endif
if (internal_buffer) {
memdelete_arr(internal_buffer);
@ -173,13 +167,13 @@ void AudioDriverJavaScript::finish() {
}
Error AudioDriverJavaScript::capture_start() {
godot_audio_capture_stop();
input_buffer_init(buffer_length);
godot_audio_capture_start();
return OK;
}
Error AudioDriverJavaScript::capture_stop() {
godot_audio_capture_stop();
input_buffer.clear();
return OK;
}