Commit Graph

48 Commits

Author SHA1 Message Date
57927ff097 Fix files_dropped in HTML5 export.
(Ignore trailing slash when creating the temporary directory)

(cherry picked from commit 40f26cb260)
2021-12-09 12:06:14 +01:00
4ce01a35be [HTML5] Fix multi-touch input handling.
The code to populate the input data for WebAssembly was incorrectly
overriding values when multiple touches were present due to wrong
indexing.

(cherry picked from commit 470496d8d4)
2021-11-30 12:21:28 +01:00
35b7e86e6e [HTML5] Use compatibility function for glGetBufferSubData.
The "webgl/webgl2.h" include provides that function, but it's not
available in emscripten versions < 2.0.17 .

Since we need to support emscripten 1.39.9 (mono builds), this commit
adds a JS function in library_godot_display.js as a compatibility layer
for it, and implement glGetBufferSubData by funneling the call to that
function (so we don't have name collisions JS-side with recent emcc).

All those hacks are now moved to the platform directory instead of being
ifdefs inside the drivers implementations.

(cherry picked from commit bbfe054175)
2021-11-29 16:42:26 +01:00
8f0208af65 [HTML5] Fix focus (again) in Firefox's iframes.
This actually makes sense(?), when running inside an iframe the active
element might be our canvas, while the iframe itself is not active in
the parent window. Since we consume the event, the iframe does not get
focused in Firefox (but does in Chromium-based browsers), so we must
always call focus to handle such occasions.

(cherry picked from commit 63e2db2499)
2021-11-26 10:43:32 +01:00
2a4efa3bcd [HTML5] Add checks to Gamepad API events.
In some conditions the events might be generated even when the `gamepad`
object is not accessible due to Security Context requirements.
This commit adds a check to avoid firing the handler in those cases.

(cherry picked from commit 91dbc288cc)
2021-11-25 23:13:13 +01:00
d70461b27e [HTML5] Fix input not focusing canvas.
mousedown and touchstart should focus the canvas to ensure correct
application lifecycle.

(cherry picked from commit f13c7fc83e)
2021-11-25 23:13:13 +01:00
d61fc468a2 [HTML5] Refactor JS library listeners to OS. 2021-10-05 15:13:41 +02:00
5e2e54a4b4 [HTML5] Refactor display/input JS library code. 2021-10-05 15:13:41 +02:00
c54f5b90e6 [HTML5] Implement Pointer Lock API in JS library.
Removes more emscripten HTML5 library dependencies.
2021-10-05 15:13:41 +02:00
89c6aaa96d [HTML5] Implement window blur in JS library.
Removes more emscripten HTML5 library dependencies.
2021-10-05 15:13:41 +02:00
ac78e7f940 [HTML5] Implement fullscreenchange in JS library.
Removes more emscripten HTML5 library dependencies.
2021-10-05 15:13:41 +02:00
b7ac3c1aeb [HTML5] Implement mouse/touch/key events in JS library.
This makes us more independent from emscripten libraries, giving us more
control on the application lifecycle.
2021-10-05 15:13:41 +02:00
bf65c0e479 HTML5: Fix minification error with Emscripten 1.39.9
It used an old vendored version of acorn.js which seems to choke on this
trailing comma. This is not a problem for more recent Emscripten versions.

We disable the `comma-dangle` check in ESLint to prevent this issue.

(cherry picked from commit 23b51a1708)
2021-09-29 10:54:01 +02:00
2024200182 [HTML5] Refactor audio drivers. Implement AudioWorklet w/o threads.
Performances are not great in general, bad on Firefox, on Chrome, well,
it's an improvement compared to the way they broke ScriptProcessorNode.

I'm actually surprised this works, it involves so many allocations, but
there's no way around it when SharedArrayBuffer is not available :(.
2021-09-20 14:53:27 +02:00
b7f466012c [HTML5] Fix bug in AudioWorklet when reading output buffer.
Would attempt an out of bounds read, causing an exception.

(cherry picked from commit ba08f39e47)
2021-09-19 11:30:21 +02:00
b800438efb [HTML5] Use browser mix rate by default on the Web.
Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
2021-09-15 20:36:19 +02:00
b7b9b902e5 Update Godot Javascript FS library to manually depend on ERRNO_CODES.
Fixes compatibility with Emscripten 2.0.26+.

(cherry picked from commit 71fb2429a0)
2021-08-18 23:20:34 +02:00
69645b0e44 [HTML5] Add option to focus canvas on start.
Enabled by default.

(cherry picked from commit c12fca57f4)
2021-06-29 14:02:23 +02:00
0f5fbf5fbf [HTML5] Fix some JS library signature.
(cherry picked from commit 9b7b0a28b9)
2021-06-17 12:47:54 +02:00
f3d931410b Fixed missed IDHandler dependency in GodotFetch
(cherry picked from commit ee2bea7a86)
2021-06-08 10:20:35 +02:00
bf078814cc [HTML5] Add easy to use download API.
New `JavaScript.download_buffer` method to create a prompt that let the
user download a file.
2021-05-21 16:03:38 +02:00
f0fa8a103b Merge pull request #48691 from Faless/js/3.x_interfaces
[HTML5] [3.x] Implement Godot <-> JavaScript interface.
2021-05-20 17:13:12 +02:00
730a894bcf [HTML5] Implement Godot <-> JavaScript interface. 2021-05-20 14:33:00 +02:00
eb78f80f03 Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
00f3807a24 [HTML5] Implement WebGL fallback.
According to project settings and when WebGL2 is not available.
2021-04-06 12:56:45 +02:00
f90b24a805 [HTML5] Disable body_size in fetch.
We were using `Content-Length` from the server when `Content-Encoding`
was not set (i.e. response was not compressed).

Sadly, in CORS requests accessing headers is restricted, and while
`Content-Length` is enabled by default, `Content-Encoding` is not.

This results in the impossibility of knowing if the content was
compressed, unless the server explicitly enabled the encoding header
via `Access-Control-Expose-Headers`.

To keep maximum compatibility we must disable `body_size` completely.

(cherry picked from commit 737ed0f66e)
2021-04-05 11:59:38 +02:00
74fd9409d5 [HTML5] Fix WM notifications not being called.
Regression from the library refactoring, binding and not calling is
pretty useless 'o_o.

(cherry picked from commit 01658adb30)
2021-03-29 21:09:19 +02:00
64feaed39b [HTML5] Drag and drop zip in project manager.
With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.

This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).

(cherry picked from commit f1e810adcb)
2021-03-12 10:43:52 +01:00
82b900bdda [HTML5] Properly set canvas size during setup.
It used to be updated before the first iteration, causing the
window/viewport size values to be incorrect during the initialization
phase (e.g. during the first `_ready` notification).

(cherry picked from commit 3f059b90d6)
2021-03-12 10:13:08 +01:00
4b38aefd33 [HTML5] Opt-in virtual keyboard support.
Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
2021-03-11 20:58:09 +01:00
758daab3ad [HTML5] Respect allow_hidpi option during setup
The option was forced to `true` before, unlike on other platforms.
2021-03-08 23:35:10 +01:00
9028b7a095 [HTML5] Catch audio worklet errors on disconnect.
Which could happen if the worklet was not fully loaded, or the audio
context had already aborted.
2021-03-08 17:06:41 +01:00
c01f35de12 [HTML5] Replace XMLHttpRequest with Fetch.
This has some advantages:
- Streaming/chunked response support.
- Broader headers support.
2021-03-06 11:44:43 +01:00
751a6f9a63 [HTML5] Rename heapCopy to heapSlice.
New heapCopy function copies a TypedArray to the heap.
2021-03-05 17:32:17 +01:00
45a67fab35 [HTML5] Better fullscreen, canvas resizing.
Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
  when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.

Use `None` if you want to control the canvas size with custom JavaScript
code.
2021-02-19 05:13:44 +01:00
1eef8a318b [HTML5] Easier HTML templates, better deinit/cleanup. 2021-02-19 05:13:44 +01:00
03edba4d75 [HTML5] Implement get_processor_count. 2021-02-17 13:42:26 +01:00
b3f78687de [HTML5] Detect screen scale and DPI.
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
2021-02-12 12:02:30 +01:00
b2f925ea42 Merge pull request #45889 from Faless/js/3.x_xhr_fix
[3.2] [HTML5] Fix HTTPClient request_raw.
2021-02-11 11:08:14 +01:00
4086a123b9 [HTML5] Fix HTTPClient request_raw.
Now send data according to the spec, properly handle null data.
Simplify JS code since we are at it.
2021-02-11 09:32:17 +01:00
8c9a503bde [HTML5] Handle contextmenu, webglcontextlost internally.
This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
2021-02-11 08:00:53 +01:00
31b5c5ee03 [HTML5] Custom Gamepad library to allow remapping.
No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
2021-01-18 13:07:37 +01:00
49646383f1 Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
0a67b23913 [HTML5] Fix errors when Mic is not allowed. 2020-12-10 09:27:53 +01:00
8ebb52fad6 [HTML5] Add function signatures to JS libraries. 2020-12-04 23:37:41 +01:00
8d93c723f1 [HTML5] Remove file flags from writeFile in setup.
Flags where deprecated and partly in removed in emscripten 2.0.9.
2020-11-30 11:29:32 +01:00
f316a1719d [HTML5] Run eslint --fix.
Should I write a poem about this whole new world? ;)
2020-11-23 13:27:13 +01:00
e4cdae3624 [HTML5] Libraries refactor for linting.
Initial work to make liniting easier.

This includes:
- Rename http_request.js to library_godot_http_request.js.
- Rename externs.js to engine.externs.js.
- New library_godot_runtime.js (GodotRuntime) wraps around emscripten
  functions.
- Refactor of XMLHttpRequest handler in engine/preloader.js.
- Few fixes to bugs spotted by early stage linting.
2020-11-21 14:23:32 +01:00