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[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).
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31 changed files with 2016 additions and 1502 deletions
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@ -33,108 +33,41 @@
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#include "api/javascript_eval.h"
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#include "emscripten.h"
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extern "C" EMSCRIPTEN_KEEPALIVE uint8_t *resize_poolbytearray_and_open_write(PoolByteArray *p_arr, PoolByteArray::Write *r_write, int p_len) {
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extern "C" {
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union js_eval_ret {
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uint32_t b;
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double d;
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char *s;
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};
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p_arr->resize(p_len);
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*r_write = p_arr->write();
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return r_write->ptr();
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extern int godot_js_eval(const char *p_js, int p_use_global_ctx, union js_eval_ret *p_union_ptr, void *p_byte_arr, void *p_byte_arr_write, void *(*p_callback)(void *p_ptr, void *p_ptr2, int p_len));
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}
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void *resize_poolbytearray_and_open_write(void *p_arr, void *r_write, int p_len) {
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PoolByteArray *arr = (PoolByteArray *)p_arr;
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PoolByteArray::Write *write = (PoolByteArray::Write *)r_write;
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arr->resize(p_len);
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*write = arr->write();
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return write->ptr();
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}
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Variant JavaScript::eval(const String &p_code, bool p_use_global_exec_context) {
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union {
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bool b;
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double d;
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char *s;
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} js_data;
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PoolByteArray arr;
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PoolByteArray::Write arr_write;
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/* clang-format off */
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Variant::Type return_type = static_cast<Variant::Type>(EM_ASM_INT({
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const CODE = $0;
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const USE_GLOBAL_EXEC_CONTEXT = $1;
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const PTR = $2;
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const BYTEARRAY_PTR = $3;
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const BYTEARRAY_WRITE_PTR = $4;
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var eval_ret;
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try {
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if (USE_GLOBAL_EXEC_CONTEXT) {
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// indirect eval call grants global execution context
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var global_eval = eval;
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eval_ret = global_eval(UTF8ToString(CODE));
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} else {
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eval_ret = eval(UTF8ToString(CODE));
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}
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} catch (e) {
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err(e);
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eval_ret = null;
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}
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switch (typeof eval_ret) {
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case 'boolean':
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setValue(PTR, eval_ret, 'i32');
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return 1; // BOOL
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case 'number':
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setValue(PTR, eval_ret, 'double');
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return 3; // REAL
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case 'string':
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var array_len = lengthBytesUTF8(eval_ret)+1;
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var array_ptr = _malloc(array_len);
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try {
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if (array_ptr===0) {
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throw new Error('String allocation failed (probably out of memory)');
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}
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setValue(PTR, array_ptr , '*');
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stringToUTF8(eval_ret, array_ptr, array_len);
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return 4; // STRING
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} catch (e) {
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if (array_ptr!==0) {
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_free(array_ptr)
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}
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err(e);
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// fall through
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}
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break;
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case 'object':
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if (eval_ret === null) {
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break;
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}
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if (ArrayBuffer.isView(eval_ret) && !(eval_ret instanceof Uint8Array)) {
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eval_ret = new Uint8Array(eval_ret.buffer);
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}
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else if (eval_ret instanceof ArrayBuffer) {
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eval_ret = new Uint8Array(eval_ret);
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}
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if (eval_ret instanceof Uint8Array) {
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var bytes_ptr = ccall('resize_poolbytearray_and_open_write', 'number', ['number', 'number' ,'number'], [BYTEARRAY_PTR, BYTEARRAY_WRITE_PTR, eval_ret.length]);
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HEAPU8.set(eval_ret, bytes_ptr);
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return 20; // POOL_BYTE_ARRAY
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}
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break;
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}
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return 0; // NIL
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}, p_code.utf8().get_data(), p_use_global_exec_context, &js_data, &arr, &arr_write));
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/* clang-format on */
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union js_eval_ret js_data;
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memset(&js_data, 0, sizeof(js_data));
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Variant::Type return_type = static_cast<Variant::Type>(godot_js_eval(p_code.utf8().get_data(), p_use_global_exec_context, &js_data, &arr, &arr_write, resize_poolbytearray_and_open_write));
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switch (return_type) {
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case Variant::BOOL:
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return js_data.b;
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return js_data.b == 1;
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case Variant::REAL:
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return js_data.d;
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case Variant::STRING: {
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String str = String::utf8(js_data.s);
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/* clang-format off */
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EM_ASM_({ _free($0); }, js_data.s);
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/* clang-format on */
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free(js_data.s); // Must free the string allocated in JS.
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return str;
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}
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case Variant::POOL_BYTE_ARRAY:
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