godot/platform/web/web_main.cpp
Fabio Alessandrelli b4f8135d46 [Web] Fix Web Editor plugin being added to SCons multiple times
Move the Web Editor plugin files to an editor sub-folder inside the
platform folder.
2024-11-18 18:34:29 +01:00

153 lines
5.4 KiB
C++

/**************************************************************************/
/* 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();
}