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- /**************************************************************************/
- /* web_main.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "display_server_web.h"
- #include "godot_js.h"
- #include "os_web.h"
- #include "core/config/engine.h"
- #include "core/io/resource_loader.h"
- #include "main/main.h"
- #include "scene/main/scene_tree.h"
- #include "scene/main/window.h" // SceneTree only forward declares it.
- #ifdef TOOLS_ENABLED
- #include "editor/web_tools_editor_plugin.h"
- #endif
- #include <emscripten/emscripten.h>
- #include <stdlib.h>
- static OS_Web *os = nullptr;
- #ifndef PROXY_TO_PTHREAD_ENABLED
- static uint64_t target_ticks = 0;
- #endif
- static bool main_started = false;
- static bool shutdown_complete = false;
- void exit_callback() {
- if (!shutdown_complete) {
- return; // Still waiting.
- }
- if (main_started) {
- Main::cleanup();
- main_started = false;
- }
- int exit_code = OS_Web::get_singleton()->get_exit_code();
- memdelete(os);
- os = nullptr;
- emscripten_force_exit(exit_code); // Exit runtime.
- }
- void cleanup_after_sync() {
- shutdown_complete = true;
- }
- void main_loop_callback() {
- #ifndef PROXY_TO_PTHREAD_ENABLED
- uint64_t current_ticks = os->get_ticks_usec();
- #endif
- bool force_draw = DisplayServerWeb::get_singleton()->check_size_force_redraw();
- if (force_draw) {
- Main::force_redraw();
- #ifndef PROXY_TO_PTHREAD_ENABLED
- } else if (current_ticks < target_ticks) {
- return; // Skip frame.
- #endif
- }
- #ifndef PROXY_TO_PTHREAD_ENABLED
- int max_fps = Engine::get_singleton()->get_max_fps();
- if (max_fps > 0) {
- if (current_ticks - target_ticks > 1000000) {
- // When the window loses focus, we stop getting updates and accumulate delay.
- // For this reason, if the difference is too big, we reset target ticks to the current ticks.
- target_ticks = current_ticks;
- }
- target_ticks += (uint64_t)(1000000 / max_fps);
- }
- #endif
- if (os->main_loop_iterate()) {
- emscripten_cancel_main_loop(); // Cancel current loop and set the cleanup one.
- emscripten_set_main_loop(exit_callback, -1, false);
- godot_js_os_finish_async(cleanup_after_sync);
- }
- }
- /// When calling main, it is assumed FS is setup and synced.
- extern EMSCRIPTEN_KEEPALIVE int godot_web_main(int argc, char *argv[]) {
- os = new OS_Web();
- #ifdef TOOLS_ENABLED
- WebToolsEditorPlugin::initialize();
- #endif
- // We must override main when testing is enabled
- TEST_MAIN_OVERRIDE
- Error err = Main::setup(argv[0], argc - 1, &argv[1]);
- // Proper shutdown in case of setup failure.
- if (err != OK) {
- // Will only exit after sync.
- emscripten_set_main_loop(exit_callback, -1, false);
- godot_js_os_finish_async(cleanup_after_sync);
- if (err == ERR_HELP) { // Returned by --help and --version, so success.
- return EXIT_SUCCESS;
- }
- return EXIT_FAILURE;
- }
- main_started = true;
- // Ease up compatibility.
- ResourceLoader::set_abort_on_missing_resources(false);
- int ret = Main::start();
- os->set_exit_code(ret);
- os->get_main_loop()->initialize();
- #ifdef TOOLS_ENABLED
- if (Engine::get_singleton()->is_project_manager_hint() && FileAccess::exists("/tmp/preload.zip")) {
- PackedStringArray ps;
- ps.push_back("/tmp/preload.zip");
- SceneTree::get_singleton()->get_root()->emit_signal(SNAME("files_dropped"), ps);
- }
- #endif
- emscripten_set_main_loop(main_loop_callback, -1, false);
- // Immediately run the first iteration.
- // We are inside an animation frame, we want to immediately draw on the newly setup canvas.
- main_loop_callback();
- return os->get_exit_code();
- }
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