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			108 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			108 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  javascript_main.cpp                                                  */
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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) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2022 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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#include "core/io/resource_loader.h"
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#include "main/main.h"
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#include "platform/javascript/os_javascript.h"
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#include "godot_js.h"
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#include <emscripten/emscripten.h>
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#include <stdlib.h>
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static OS_JavaScript *os = NULL;
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static uint64_t target_ticks = 0;
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void exit_callback() {
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	emscripten_cancel_main_loop(); // After this, we can exit!
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	Main::cleanup();
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	int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
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	memdelete(os);
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	os = NULL;
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	emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
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}
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void cleanup_after_sync() {
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	emscripten_set_main_loop(exit_callback, -1, false);
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}
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void main_loop_callback() {
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	uint64_t current_ticks = os->get_ticks_usec();
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	bool force_draw = os->check_size_force_redraw();
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	if (force_draw) {
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		Main::force_redraw();
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	} else if (current_ticks < target_ticks && !force_draw) {
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		return; // Skip frame.
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	}
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	int target_fps = Engine::get_singleton()->get_target_fps();
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	if (target_fps > 0) {
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		if (current_ticks - target_ticks > 1000000) {
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			// When the window loses focus, we stop getting updates and accumulate delay.
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			// For this reason, if the difference is too big, we reset target ticks to the current ticks.
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			target_ticks = current_ticks;
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		}
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		target_ticks += (uint64_t)(1000000 / target_fps);
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	}
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	if (os->main_loop_iterate()) {
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		emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async.
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		os->get_main_loop()->finish();
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		godot_js_os_finish_async(cleanup_after_sync);
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	}
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}
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extern EMSCRIPTEN_KEEPALIVE int godot_js_main(int argc, char *argv[]) {
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	// Set locale
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	char locale_ptr[16];
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	godot_js_config_locale_get(locale_ptr, sizeof(locale_ptr));
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	setenv("LANG", locale_ptr, true);
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	os = new OS_JavaScript();
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	Main::setup(argv[0], argc - 1, &argv[1]);
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	// Ease up compatibility.
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	ResourceLoader::set_abort_on_missing_resources(false);
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	Main::start();
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	os->get_main_loop()->init();
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#ifdef TOOLS_ENABLED
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	if (Main::is_project_manager() && FileAccess::exists("/tmp/preload.zip")) {
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		PoolStringArray ps;
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		ps.push_back("/tmp/preload.zip");
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		os->get_main_loop()->emit_signal("files_dropped", ps, -1);
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	}
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#endif
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	emscripten_set_main_loop(main_loop_callback, -1, false);
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	// Immediately run the first iteration.
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	// We are inside an animation frame, we want to immediately draw on the newly setup canvas.
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	main_loop_callback();
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	return 0;
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}
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