config.js 11 KB

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  1. /**
  2. * An object used to configure the Engine instance based on godot export options, and to override those in custom HTML
  3. * templates if needed.
  4. *
  5. * @header Engine configuration
  6. * @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
  7. *
  8. * ``const MyConfig = { executable: 'godot', unloadAfterInit: false }``
  9. *
  10. * @typedef {Object} EngineConfig
  11. */
  12. const EngineConfig = {}; // eslint-disable-line no-unused-vars
  13. /**
  14. * @struct
  15. * @constructor
  16. * @ignore
  17. */
  18. const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars
  19. const cfg = /** @lends {InternalConfig.prototype} */ {
  20. /**
  21. * Whether to unload the engine automatically after the instance is initialized.
  22. *
  23. * @memberof EngineConfig
  24. * @default
  25. * @type {boolean}
  26. */
  27. unloadAfterInit: true,
  28. /**
  29. * The HTML DOM Canvas object to use.
  30. *
  31. * By default, the first canvas element in the document will be used is none is specified.
  32. *
  33. * @memberof EngineConfig
  34. * @default
  35. * @type {?HTMLCanvasElement}
  36. */
  37. canvas: null,
  38. /**
  39. * The name of the WASM file without the extension. (Set by Godot Editor export process).
  40. *
  41. * @memberof EngineConfig
  42. * @default
  43. * @type {string}
  44. */
  45. executable: '',
  46. /**
  47. * An alternative name for the game pck to load. The executable name is used otherwise.
  48. *
  49. * @memberof EngineConfig
  50. * @default
  51. * @type {?string}
  52. */
  53. mainPack: null,
  54. /**
  55. * Specify a language code to select the proper localization for the game.
  56. *
  57. * The browser locale will be used if none is specified. See complete list of
  58. * :ref:`supported locales <doc_locales>`.
  59. *
  60. * @memberof EngineConfig
  61. * @type {?string}
  62. * @default
  63. */
  64. locale: null,
  65. /**
  66. * The canvas resize policy determines how the canvas should be resized by Godot.
  67. *
  68. * ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from
  69. * javascript code in your template.
  70. *
  71. * ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions.
  72. *
  73. * ``2`` means Godot will adapt the canvas size to match the whole browser window.
  74. *
  75. * @memberof EngineConfig
  76. * @type {number}
  77. * @default
  78. */
  79. canvasResizePolicy: 2,
  80. /**
  81. * The arguments to be passed as command line arguments on startup.
  82. *
  83. * See :ref:`command line tutorial <doc_command_line_tutorial>`.
  84. *
  85. * **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument.
  86. *
  87. * @memberof EngineConfig
  88. * @type {Array<string>}
  89. * @default
  90. */
  91. args: [],
  92. /**
  93. * When enabled, the game canvas will automatically grab the focus when the engine starts.
  94. *
  95. * @memberof EngineConfig
  96. * @type {boolean}
  97. * @default
  98. */
  99. focusCanvas: true,
  100. /**
  101. * When enabled, this will turn on experimental virtual keyboard support on mobile.
  102. *
  103. * @memberof EngineConfig
  104. * @type {boolean}
  105. * @default
  106. */
  107. experimentalVK: false,
  108. /**
  109. * The progressive web app service worker to install.
  110. * @memberof EngineConfig
  111. * @default
  112. * @type {string}
  113. */
  114. serviceWorker: '',
  115. /**
  116. * @ignore
  117. * @type {Array.<string>}
  118. */
  119. persistentPaths: ['/userfs'],
  120. /**
  121. * @ignore
  122. * @type {boolean}
  123. */
  124. persistentDrops: false,
  125. /**
  126. * @ignore
  127. * @type {Array.<string>}
  128. */
  129. gdextensionLibs: [],
  130. /**
  131. * @ignore
  132. * @type {Array.<string>}
  133. */
  134. fileSizes: [],
  135. /**
  136. * A callback function for handling Godot's ``OS.execute`` calls.
  137. *
  138. * This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
  139. *
  140. * @callback EngineConfig.onExecute
  141. * @param {string} path The path that Godot's wants executed.
  142. * @param {Array.<string>} args The arguments of the "command" to execute.
  143. */
  144. /**
  145. * @ignore
  146. * @type {?function(string, Array.<string>)}
  147. */
  148. onExecute: null,
  149. /**
  150. * A callback function for being notified when the Godot instance quits.
  151. *
  152. * **Note**: This function will not be called if the engine crashes or become unresponsive.
  153. *
  154. * @callback EngineConfig.onExit
  155. * @param {number} status_code The status code returned by Godot on exit.
  156. */
  157. /**
  158. * @ignore
  159. * @type {?function(number)}
  160. */
  161. onExit: null,
  162. /**
  163. * A callback function for displaying download progress.
  164. *
  165. * The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()``
  166. * is not necessary.
  167. *
  168. * If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate.
  169. * Possible reasons include:
  170. *
  171. * - Files are delivered with server-side chunked compression
  172. * - Files are delivered with server-side compression on Chromium
  173. * - Not all file downloads have started yet (usually on servers without multi-threading)
  174. *
  175. * @callback EngineConfig.onProgress
  176. * @param {number} current The current amount of downloaded bytes so far.
  177. * @param {number} total The total amount of bytes to be downloaded.
  178. */
  179. /**
  180. * @ignore
  181. * @type {?function(number, number)}
  182. */
  183. onProgress: null,
  184. /**
  185. * A callback function for handling the standard output stream. This method should usually only be used in debug pages.
  186. *
  187. * By default, ``console.log()`` is used.
  188. *
  189. * @callback EngineConfig.onPrint
  190. * @param {...*} [var_args] A variadic number of arguments to be printed.
  191. */
  192. /**
  193. * @ignore
  194. * @type {?function(...*)}
  195. */
  196. onPrint: function () {
  197. console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
  198. },
  199. /**
  200. * A callback function for handling the standard error stream. This method should usually only be used in debug pages.
  201. *
  202. * By default, ``console.error()`` is used.
  203. *
  204. * @callback EngineConfig.onPrintError
  205. * @param {...*} [var_args] A variadic number of arguments to be printed as errors.
  206. */
  207. /**
  208. * @ignore
  209. * @type {?function(...*)}
  210. */
  211. onPrintError: function (var_args) {
  212. console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
  213. },
  214. };
  215. /**
  216. * @ignore
  217. * @struct
  218. * @constructor
  219. * @param {EngineConfig} opts
  220. */
  221. function Config(opts) {
  222. this.update(opts);
  223. }
  224. Config.prototype = cfg;
  225. /**
  226. * @ignore
  227. * @param {EngineConfig} opts
  228. */
  229. Config.prototype.update = function (opts) {
  230. const config = opts || {};
  231. // NOTE: We must explicitly pass the default, accessing it via
  232. // the key will fail due to closure compiler renames.
  233. function parse(key, def) {
  234. if (typeof (config[key]) === 'undefined') {
  235. return def;
  236. }
  237. return config[key];
  238. }
  239. // Module config
  240. this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
  241. this.onPrintError = parse('onPrintError', this.onPrintError);
  242. this.onPrint = parse('onPrint', this.onPrint);
  243. this.onProgress = parse('onProgress', this.onProgress);
  244. // Godot config
  245. this.canvas = parse('canvas', this.canvas);
  246. this.executable = parse('executable', this.executable);
  247. this.mainPack = parse('mainPack', this.mainPack);
  248. this.locale = parse('locale', this.locale);
  249. this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
  250. this.persistentPaths = parse('persistentPaths', this.persistentPaths);
  251. this.persistentDrops = parse('persistentDrops', this.persistentDrops);
  252. this.experimentalVK = parse('experimentalVK', this.experimentalVK);
  253. this.focusCanvas = parse('focusCanvas', this.focusCanvas);
  254. this.serviceWorker = parse('serviceWorker', this.serviceWorker);
  255. this.gdextensionLibs = parse('gdextensionLibs', this.gdextensionLibs);
  256. this.fileSizes = parse('fileSizes', this.fileSizes);
  257. this.args = parse('args', this.args);
  258. this.onExecute = parse('onExecute', this.onExecute);
  259. this.onExit = parse('onExit', this.onExit);
  260. };
  261. /**
  262. * @ignore
  263. * @param {string} loadPath
  264. * @param {Response} response
  265. */
  266. Config.prototype.getModuleConfig = function (loadPath, response) {
  267. let r = response;
  268. const gdext = this.gdextensionLibs;
  269. return {
  270. 'print': this.onPrint,
  271. 'printErr': this.onPrintError,
  272. 'thisProgram': this.executable,
  273. 'noExitRuntime': false,
  274. 'dynamicLibraries': [`${loadPath}.side.wasm`].concat(this.gdextensionLibs),
  275. 'instantiateWasm': function (imports, onSuccess) {
  276. function done(result) {
  277. onSuccess(result['instance'], result['module']);
  278. }
  279. if (typeof (WebAssembly.instantiateStreaming) !== 'undefined') {
  280. WebAssembly.instantiateStreaming(Promise.resolve(r), imports).then(done);
  281. } else {
  282. r.arrayBuffer().then(function (buffer) {
  283. WebAssembly.instantiate(buffer, imports).then(done);
  284. });
  285. }
  286. r = null;
  287. return {};
  288. },
  289. 'locateFile': function (path) {
  290. if (!path.startsWith('godot.')) {
  291. return path;
  292. } else if (path.endsWith('.audio.worklet.js')) {
  293. return `${loadPath}.audio.worklet.js`;
  294. } else if (path.endsWith('.audio.position.worklet.js')) {
  295. return `${loadPath}.audio.position.worklet.js`;
  296. } else if (path.endsWith('.js')) {
  297. return `${loadPath}.js`;
  298. } else if (path in gdext) {
  299. return path;
  300. } else if (path.endsWith('.side.wasm')) {
  301. return `${loadPath}.side.wasm`;
  302. } else if (path.endsWith('.wasm')) {
  303. return `${loadPath}.wasm`;
  304. }
  305. return path;
  306. },
  307. };
  308. };
  309. /**
  310. * @ignore
  311. * @param {function()} cleanup
  312. */
  313. Config.prototype.getGodotConfig = function (cleanup) {
  314. // Try to find a canvas
  315. if (!(this.canvas instanceof HTMLCanvasElement)) {
  316. const nodes = document.getElementsByTagName('canvas');
  317. if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
  318. const first = nodes[0];
  319. this.canvas = /** @type {!HTMLCanvasElement} */ (first);
  320. }
  321. if (!this.canvas) {
  322. throw new Error('No canvas found in page');
  323. }
  324. }
  325. // Canvas can grab focus on click, or key events won't work.
  326. if (this.canvas.tabIndex < 0) {
  327. this.canvas.tabIndex = 0;
  328. }
  329. // Browser locale, or custom one if defined.
  330. let locale = this.locale;
  331. if (!locale) {
  332. locale = navigator.languages ? navigator.languages[0] : navigator.language;
  333. locale = locale.split('.')[0];
  334. }
  335. locale = locale.replace('-', '_');
  336. const onExit = this.onExit;
  337. // Godot configuration.
  338. return {
  339. 'canvas': this.canvas,
  340. 'canvasResizePolicy': this.canvasResizePolicy,
  341. 'locale': locale,
  342. 'persistentDrops': this.persistentDrops,
  343. 'virtualKeyboard': this.experimentalVK,
  344. 'focusCanvas': this.focusCanvas,
  345. 'onExecute': this.onExecute,
  346. 'onExit': function (p_code) {
  347. cleanup(); // We always need to call the cleanup callback to free memory.
  348. if (typeof (onExit) === 'function') {
  349. onExit(p_code);
  350. }
  351. },
  352. };
  353. };
  354. return new Config(initConfig);
  355. };