[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 2020-10-17 23:31:30 +02:00
parent a7ecb3c048
commit e52ed6d89e
31 changed files with 2016 additions and 1502 deletions

View file

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