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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
		
	
			
		
			
				
	
	
		
			86 lines
		
	
	
	
		
			3.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
	
		
			3.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/*************************************************************************/
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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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 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: ['$GodotRuntime'],
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	godot_js_eval__sig: 'iiiiiii',
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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 = GodotRuntime.parseString(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; // eslint-disable-line no-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); // eslint-disable-line no-eval
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			}
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		} catch (e) {
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			GodotRuntime.error(e);
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		}
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		switch (typeof eval_ret) {
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		case 'boolean':
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			GodotRuntime.setHeapValue(p_union_ptr, eval_ret, 'i32');
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			return 1; // BOOL
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		case 'number':
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			GodotRuntime.setHeapValue(p_union_ptr, eval_ret, 'double');
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			return 3; // REAL
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		case 'string':
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			GodotRuntime.setHeapValue(p_union_ptr, GodotRuntime.allocString(eval_ret), '*');
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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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			} 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 = GodotRuntime.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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			// no default
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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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