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- .. _doc_customizing_html5_shell:
- Custom HTML page for Web export
- ====================================
- While Web export templates provide a default HTML page fully capable of launching
- the project without any further customization, it may be beneficial to create a custom
- HTML page. While the game itself cannot easily be directly controlled from the outside yet,
- such page allows to customize the initialization process for the engine.
- Some use-cases where customizing the default page is useful include:
- - Loading files from a different directory than the page;
- - Loading a ``.zip`` file instead of a ``.pck`` file as the main pack;
- - Loading the engine from a different directory than the main pack file;
- - Adding a click-to-play button so that games can be started in the fullscreen mode;
- - Loading some extra files before the engine starts, making them available in
- the project file system as soon as possible;
- - Passing custom command line arguments, e.g. ``-s`` to start a ``MainLoop`` script.
- The default HTML page is available in the Godot Engine repository at
- `/misc/dist/html/full-size.html <https://github.com/godotengine/godot/blob/master/misc/dist/html/full-size.html>`__
- but the following template can be used as a much simpler example:
- .. code-block:: html
- <!DOCTYPE html>
- <html>
- <head>
- <title>My Template</title>
- <meta charset="UTF-8">
- </head>
- <body>
- <canvas id="canvas"></canvas>
- <script src="$GODOT_URL"></script>
- <script>
- var engine = new Engine($GODOT_CONFIG);
- engine.startGame();
- </script>
- </body>
- </html>
- Setup
- -----
- As shown by the example above, it is mostly a regular HTML document, with few placeholders
- which needs to be replaced during export, an html ``<canvas>`` element, and some simple
- JavaScript code that calls the :js:class:`Engine` class.
- The only required placeholders are:
- - ``$GODOT_URL``:
- The name of the main JavaScript file, which provides the :js:class:`Engine` class required
- to start the engine and that must be included in the HTML as a ``<script>``.
- The name is generated from the *Export Path* during the export process.
- - ``$GODOT_CONFIG``:
- A JavaScript object, containing the export options and can be later overridden.
- See :js:attr:`EngineConfig` for the full list of overrides.
- The following optional placeholders will enable some extra features in your custom HTML template.
- - ``$GODOT_PROJECT_NAME``:
- The project name as defined in the Project Settings. It is a good idea to use it as a ``<title>``
- in your template.
- - ``$GODOT_HEAD_INCLUDE``:
- A custom string to include in the HTML document just before the end of the ``<head>`` tag. It
- is customized in the export options under the *Html / Head Include* section. While you fully
- control the HTML page you create, this variable can be useful for configuring parts of the
- HTML ``head`` element from the Godot Editor, e.g. for different Web export presets.
- When the custom page is ready, it can be selected in the export options under the *Html / Custom Html Shell*
- section.
- .. image:: img/html5_export_options.png
- Starting the project
- --------------------
- To be able to start the game, you need to write a script that initializes the engine — the control
- code. This process consists of three steps, though as shown most of them can be skipped depending on
- how much customization is needed (or be left to a default behavior).
- See the :ref:`HTML5 shell class reference <doc_html5_shell_classref>`, for the full list of methods and options available.
- First, the engine must be loaded, then it needs to be initialized, and after this the project
- can finally be started. You can perform every of these steps manually and with great control.
- However, in the simplest case all you need to do is to create an instance of the :js:class:`Engine`
- class with the exported configuration, and then call the :js:meth:`engine.startGame <Engine.prototype.startGame>` method
- optionally overriding any :js:attr:`EngineConfig` parameters.
- .. code-block:: js
- const engine = new Engine($GODOT_CONFIG);
- engine.startGame({
- /* optional override configuration, eg. */
- // unloadAfterInit: false,
- // canvasResizePolicy: 0,
- // ...
- });
- This snippet of code automatically loads and initializes the engine before starting the game.
- It uses the given configuration to to load the engine. The :js:meth:`engine.startGame <Engine.prototype.startGame>`
- method is asynchronous and returns a ``Promise``. This allows your control code to track if
- the game was loaded correctly without blocking execution or relying on polling.
- In case your project needs to have special control over the start arguments and dependency files,
- the :js:meth:`engine.start <Engine.prototype.start>` method can be used instead. Note, that this method do not
- automatically preload the ``pck`` file, so you will probably want to manually preload it
- (and any other extra file) via the :js:meth:`engine.preloadFile <Engine.prototype.preloadFile>` method.
- Optionally, you can also manually :js:meth:`engine.init <Engine.prototype.init>` to perform specific actions after
- the module initialization, but before the engine starts.
- This process is a bit more complex, but gives you full control over the engine startup process.
- .. code-block:: js
- const myWasm = 'mygame.wasm';
- const myPck = 'mygame.pck';
- const engine = new Engine();
- Promise.all([
- // Load and init the engine
- engine.init(myWasm),
- // And the pck concurrently
- engine.preloadFile(myPck),
- ]).then(() => {
- // Now start the engine.
- return engine.start({ args: ['--main-pack', myPck] });
- }).then(() => {
- console.log('Engine has started!');
- });
- To load the engine manually the :js:meth:`Engine.load` static method must be called. As
- this method is static, multiple engine instances can be spawned if the share the same ``wasm``.
- .. note:: Multiple instances cannot be spawned by default, as the engine is immediately unloaded after it is initialized.
- To prevent this from happening see the :js:attr:`unloadAfterInit` override option. It is still possible
- to unload the engine manually afterwards by calling the :js:meth:`Engine.unload` static method. Unloading the engine
- frees browser memory by unloading files that are no longer needed once the instance is initialized.
- Customizing the behavior
- ------------------------
- In the Web environment several methods can be used to guarantee that the game will work as intended.
- If you target a specific version of WebGL, or just want to check if WebGL is available at all,
- you can call the :js:meth:`Engine.isWebGLAvailable` method. It optionally takes an argument that
- allows to test for a specific major version of WebGL.
- As the real executable file does not exist in the Web environment, the engine only stores a virtual
- filename formed from the base name of loaded engine files. This value affects the output of the
- :ref:`OS.get_executable_path() <class_OS_method_get_executable_path>` method and defines the name of
- the automatically started main pack. The :js:attr:`executable` override option can be
- used to override this value.
- Customizing the presentation
- ----------------------------
- Several configuration options can be used to further customize the look and behavior of the game on your page.
- By default, the first canvas element on the page is used for rendering. To use a different canvas
- element the :js:attr:`canvas` override option can be used. It requires a reference to the DOM
- element itself.
- .. code-block:: js
- const canvasElement = document.querySelector("#my-canvas-element");
- engine.startGame({ canvas: canvasElement });
- The way the engine resize the canvas can be configured via the :js:attr:`canvasResizePolicy`
- override option.
- If your game takes some time to load, it may be useful to display a custom loading UI which tracks
- the progress. This can be achieved with the :js:attr:`onProgress` callback option, which
- allows to set up a callback function that will be called regularly as the engine loads new bytes.
- .. code-block:: js
- function printProgress(current, total) {
- console.log("Loaded " + current + " of " + total + " bytes");
- }
- engine.startGame({ onProgress: printProgress });
- Be aware that in some cases ``total`` can be ``0``. This means that it cannot be calculated.
- If your game supports multiple languages, the :js:attr:`locale` override option can be used to
- force a specific locale, provided you have a valid language code string. It may be good to use server-side
- logic to determine which languages a user may prefer. This way the language code can be taken from the
- ``Accept-Language`` HTTP header, or determined by a GeoIP service.
- Debugging
- ---------
- To debug exported projects, it may be useful to read the standard output and error streams generated
- by the engine. This is similar to the output shown in the editor console window. By default, standard
- ``console.log`` and ``console.warn`` are used for the output and error streams respectively. This
- behavior can be customized by setting your own functions to handle messages.
- Use the :js:attr:`onPrint` override option to set a callback function for the output stream,
- and the :js:attr:`onPrintError` override option to set a callback function for the error stream.
- .. code-block:: js
- function print(text) {
- console.log(text);
- }
- function printError(text) {
- console.warn(text);
- }
- engine.startGame({ onPrint: print, onPrintError: printError });
- When handling the engine output keep in mind, that it may not be desirable to print it out in the
- finished product.
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