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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
87
platform/javascript/native/library_godot_eval.js
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87
platform/javascript/native/library_godot_eval.js
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/*************************************************************************/
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/* library_godot_eval.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 GodotEval = {
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godot_js_eval__deps: ['$GodotOS'],
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godot_js_eval: function(p_js, p_use_global_ctx, p_union_ptr, p_byte_arr, p_byte_arr_write, p_callback) {
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const js_code = UTF8ToString(p_js);
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let eval_ret = null;
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try {
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if (p_use_global_ctx) {
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// indirect eval call grants global execution context
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const global_eval = eval;
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eval_ret = global_eval(js_code);
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} else {
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eval_ret = eval(js_code);
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}
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} catch (e) {
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err(e);
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}
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switch (typeof eval_ret) {
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case 'boolean':
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setValue(p_union_ptr, eval_ret, 'i32');
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return 1; // BOOL
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case 'number':
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setValue(p_union_ptr, eval_ret, 'double');
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return 3; // REAL
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case 'string':
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let array_ptr = GodotOS.allocString(eval_ret);
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setValue(p_union_ptr, array_ptr , '*');
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return 4; // STRING
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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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const func = GodotOS.get_func(p_callback);
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const bytes_ptr = func(p_byte_arr, p_byte_arr_write, 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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},
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}
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mergeInto(LibraryManager.library, GodotEval);
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