godot/platform/javascript/javascript_main.cpp
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00

110 lines
4.6 KiB
C++

/*************************************************************************/
/* javascript_main.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "core/io/resource_loader.h"
#include "main/main.h"
#include "platform/javascript/display_server_javascript.h"
#include "platform/javascript/os_javascript.h"
#include <emscripten/emscripten.h>
#include <stdlib.h>
#include "godot_js.h"
static OS_JavaScript *os = nullptr;
static uint64_t target_ticks = 0;
void exit_callback() {
emscripten_cancel_main_loop(); // After this, we can exit!
Main::cleanup();
int exit_code = OS_JavaScript::get_singleton()->get_exit_code();
memdelete(os);
os = nullptr;
emscripten_force_exit(exit_code); // No matter that we call cancel_main_loop, regular "exit" will not work, forcing.
}
void cleanup_after_sync() {
emscripten_set_main_loop(exit_callback, -1, false);
}
void main_loop_callback() {
uint64_t current_ticks = os->get_ticks_usec();
bool force_draw = DisplayServerJavaScript::get_singleton()->check_size_force_redraw();
if (force_draw) {
Main::force_redraw();
} else if (current_ticks < target_ticks) {
return; // Skip frame.
}
int target_fps = Engine::get_singleton()->get_target_fps();
if (target_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 / target_fps);
}
if (os->main_loop_iterate()) {
emscripten_cancel_main_loop(); // Cancel current loop and wait for cleanup_after_sync.
godot_js_os_finish_async(cleanup_after_sync);
}
}
/// When calling main, it is assumed FS is setup and synced.
extern EMSCRIPTEN_KEEPALIVE int godot_js_main(int argc, char *argv[]) {
os = new OS_JavaScript();
// We must override main when testing is enabled
TEST_MAIN_OVERRIDE
Main::setup(argv[0], argc - 1, &argv[1]);
// Ease up compatibility.
ResourceLoader::set_abort_on_missing_resources(false);
Main::start();
os->get_main_loop()->initialize();
#ifdef TOOLS_ENABLED
if (Main::is_project_manager() && FileAccess::exists("/tmp/preload.zip")) {
PackedStringArray ps;
ps.push_back("/tmp/preload.zip");
os->get_main_loop()->emit_signal(SNAME("files_dropped"), ps, -1);
}
#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 0;
}