mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-18 17:19:50 +00:00
909 lines
324 KiB
JavaScript
909 lines
324 KiB
JavaScript
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var Godot = (() => {
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var _scriptName = typeof document != 'undefined' ? document.currentScript?.src : undefined;
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return (
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function(moduleArg = {}) {
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var moduleRtn;
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var Module=moduleArg;var readyPromiseResolve,readyPromiseReject;var readyPromise=new Promise((resolve,reject)=>{readyPromiseResolve=resolve;readyPromiseReject=reject});["_memory","__Z14godot_web_mainiPPc","__emwebxr_on_input_event","__emwebxr_on_simple_event","___indirect_function_table","_main","onRuntimeInitialized"].forEach(prop=>{if(!Object.getOwnPropertyDescriptor(readyPromise,prop)){Object.defineProperty(readyPromise,prop,{get:()=>abort("You are getting "+prop+" on the Promise object, instead of the instance. Use .then() to get called back with the instance, see the MODULARIZE docs in src/settings.js"),set:()=>abort("You are setting "+prop+" on the Promise object, instead of the instance. Use .then() to get called back with the instance, see the MODULARIZE docs in src/settings.js")})}});var ENVIRONMENT_IS_WEB=typeof window=="object";var ENVIRONMENT_IS_WORKER=typeof importScripts=="function";var ENVIRONMENT_IS_NODE=typeof process=="object"&&typeof process.versions=="object"&&typeof process.versions.node=="string";var ENVIRONMENT_IS_SHELL=!ENVIRONMENT_IS_WEB&&!ENVIRONMENT_IS_NODE&&!ENVIRONMENT_IS_WORKER;if(Module["ENVIRONMENT"]){throw new Error("Module.ENVIRONMENT has been deprecated. To force the environment, use the ENVIRONMENT compile-time option (for example, -sENVIRONMENT=web or -sENVIRONMENT=node)")}var moduleOverrides=Object.assign({},Module);var arguments_=[];var thisProgram="./this.program";var quit_=(status,toThrow)=>{throw toThrow};var scriptDirectory="";function locateFile(path){if(Module["locateFile"]){return Module["locateFile"](path,scriptDirectory)}return scriptDirectory+path}var readAsync,readBinary;if(ENVIRONMENT_IS_SHELL){if(typeof process=="object"&&typeof require==="function"||typeof window=="object"||typeof importScripts=="function")throw new Error("not compiled for this environment (did you build to HTML and try to run it not on the web, or set ENVIRONMENT to something - like node - and run it someplace else - like on the web?)")}else if(ENVIRONMENT_IS_WEB||ENVIRONMENT_IS_WORKER){if(ENVIRONMENT_IS_WORKER){scriptDirectory=self.location.href}else if(typeof document!="undefined"&&document.currentScript){scriptDirectory=document.currentScript.src}if(_scriptName){scriptDirectory=_scriptName}if(scriptDirectory.startsWith("blob:")){scriptDirectory=""}else{scriptDirectory=scriptDirectory.substr(0,scriptDirectory.replace(/[?#].*/,"").lastIndexOf("/")+1)}if(!(typeof window=="object"||typeof importScripts=="function"))throw new Error("not compiled for this environment (did you build to HTML and try to run it not on the web, or set ENVIRONMENT to something - like node - and run it someplace else - like on the web?)");{if(ENVIRONMENT_IS_WORKER){readBinary=url=>{var xhr=new XMLHttpRequest;xhr.open("GET",url,false);xhr.responseType="arraybuffer";xhr.send(null);return new Uint8Array(xhr.response)}}readAsync=url=>{assert(!isFileURI(url),"readAsync does not work with file:// URLs");return fetch(url,{credentials:"same-origin"}).then(response=>{if(response.ok){return response.arrayBuffer()}return Promise.reject(new Error(response.status+" : "+response.url))})}}}else{throw new Error("environment detection error")}var out=Module["print"]||console.log.bind(console);var err=Module["printErr"]||console.error.bind(console);Object.assign(Module,moduleOverrides);moduleOverrides=null;checkIncomingModuleAPI();if(Module["arguments"])arguments_=Module["arguments"];legacyModuleProp("arguments","arguments_");if(Module["thisProgram"])thisProgram=Module["thisProgram"];legacyModuleProp("thisProgram","thisProgram");if(Module["quit"])quit_=Module["quit"];legacyModuleProp("quit","quit_");assert(typeof Module["memoryInitializerPrefixURL"]=="undefined","Module.memoryInitializerPrefixURL option was removed, use Module.locateFile instead");assert(typeof Module["pthreadMainPrefixURL"]=="undefined","Module.pthreadMainPrefixURL option was removed, use Module.locateFile instead");assert(typeof Module["cdInitializerPrefixURL"]=="undefined","Module.cdInitializerPrefixURL option was removed, use Module.locateFile instead");assert(typeof Module
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return moduleRtn;
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}
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);
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})();
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if (typeof exports === 'object' && typeof module === 'object')
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module.exports = Godot;
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else if (typeof define === 'function' && define['amd'])
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define([], () => Godot);
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const Features = {
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/**
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* Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.
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*
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* @param {number=} [majorVersion=1] The major WebGL version to check for.
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* @returns {boolean} If the given major version of WebGL is available.
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* @function Engine.isWebGLAvailable
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*/
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isWebGLAvailable: function (majorVersion = 1) {
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try {
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return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]);
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} catch (e) { /* Not available */ }
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return false;
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},
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/**
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* Check whether the Fetch API available and supports streaming responses.
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*
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* @returns {boolean} If the Fetch API is available and supports streaming responses.
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* @function Engine.isFetchAvailable
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*/
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isFetchAvailable: function () {
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return 'fetch' in window && 'Response' in window && 'body' in window.Response.prototype;
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},
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/**
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* Check whether the engine is running in a Secure Context.
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*
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* @returns {boolean} If the engine is running in a Secure Context.
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* @function Engine.isSecureContext
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*/
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isSecureContext: function () {
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return window['isSecureContext'] === true;
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},
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/**
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* Check whether the engine is cross origin isolated.
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* This value is dependent on Cross-Origin-Opener-Policy and Cross-Origin-Embedder-Policy headers sent by the server.
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*
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* @returns {boolean} If the engine is running in a Secure Context.
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* @function Engine.isSecureContext
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*/
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isCrossOriginIsolated: function () {
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return window['crossOriginIsolated'] === true;
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},
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/**
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* Check whether SharedBufferArray is available.
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*
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* Most browsers require the page to be running in a secure context, and the
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* the server to provide specific CORS headers for SharedArrayBuffer to be available.
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*
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* @returns {boolean} If SharedArrayBuffer is available.
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* @function Engine.isSharedArrayBufferAvailable
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*/
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isSharedArrayBufferAvailable: function () {
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return 'SharedArrayBuffer' in window;
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},
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/**
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* Check whether the AudioContext supports AudioWorkletNodes.
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*
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* @returns {boolean} If AudioWorkletNode is available.
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* @function Engine.isAudioWorkletAvailable
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*/
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isAudioWorkletAvailable: function () {
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return 'AudioContext' in window && 'audioWorklet' in AudioContext.prototype;
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},
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/**
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* Return an array of missing required features (as string).
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*
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* @returns {Array<string>} A list of human-readable missing features.
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* @function Engine.getMissingFeatures
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* @param {{threads: (boolean|undefined)}} supportedFeatures
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*/
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getMissingFeatures: function (supportedFeatures = {}) {
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const {
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// Quotes are needed for the Closure compiler.
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'threads': supportsThreads = true,
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} = supportedFeatures;
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const missing = [];
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if (!Features.isWebGLAvailable(2)) {
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missing.push('WebGL2 - Check web browser configuration and hardware support');
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}
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if (!Features.isFetchAvailable()) {
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missing.push('Fetch - Check web browser version');
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}
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if (!Features.isSecureContext()) {
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missing.push('Secure Context - Check web server configuration (use HTTPS)');
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}
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if (supportsThreads) {
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if (!Features.isCrossOriginIsolated()) {
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missing.push('Cross-Origin Isolation - Check that the web server configuration sends the correct headers.');
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}
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if (!Features.isSharedArrayBufferAvailable()) {
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missing.push('SharedArrayBuffer - Check that the web server configuration sends the correct headers.');
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}
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}
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// Audio is normally optional since we have a dummy fallback.
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return missing;
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},
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};
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const Preloader = /** @constructor */ function () { // eslint-disable-line no-unused-vars
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function getTrackedResponse(response, load_status) {
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function onloadprogress(reader, controller) {
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return reader.read().then(function (result) {
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if (load_status.done) {
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return Promise.resolve();
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}
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if (result.value) {
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controller.enqueue(result.value);
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load_status.loaded += result.value.length;
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}
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if (!result.done) {
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return onloadprogress(reader, controller);
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}
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load_status.done = true;
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return Promise.resolve();
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});
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}
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const reader = response.body.getReader();
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return new Response(new ReadableStream({
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start: function (controller) {
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onloadprogress(reader, controller).then(function () {
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controller.close();
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});
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},
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}), { headers: response.headers });
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}
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function loadFetch(file, tracker, fileSize, raw) {
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tracker[file] = {
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total: fileSize || 0,
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loaded: 0,
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done: false,
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};
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return fetch(file).then(function (response) {
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if (!response.ok) {
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return Promise.reject(new Error(`Failed loading file '${file}'`));
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}
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const tr = getTrackedResponse(response, tracker[file]);
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if (raw) {
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return Promise.resolve(tr);
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}
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return tr.arrayBuffer();
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});
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}
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function retry(func, attempts = 1) {
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function onerror(err) {
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if (attempts <= 1) {
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return Promise.reject(err);
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}
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return new Promise(function (resolve, reject) {
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setTimeout(function () {
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retry(func, attempts - 1).then(resolve).catch(reject);
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}, 1000);
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});
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}
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return func().catch(onerror);
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}
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const DOWNLOAD_ATTEMPTS_MAX = 4;
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const loadingFiles = {};
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const lastProgress = { loaded: 0, total: 0 };
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let progressFunc = null;
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const animateProgress = function () {
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let loaded = 0;
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let total = 0;
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let totalIsValid = true;
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let progressIsFinal = true;
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Object.keys(loadingFiles).forEach(function (file) {
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const stat = loadingFiles[file];
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if (!stat.done) {
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progressIsFinal = false;
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}
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if (!totalIsValid || stat.total === 0) {
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totalIsValid = false;
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total = 0;
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} else {
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total += stat.total;
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}
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loaded += stat.loaded;
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});
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if (loaded !== lastProgress.loaded || total !== lastProgress.total) {
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lastProgress.loaded = loaded;
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lastProgress.total = total;
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if (typeof progressFunc === 'function') {
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progressFunc(loaded, total);
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}
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}
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if (!progressIsFinal) {
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requestAnimationFrame(animateProgress);
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}
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};
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this.animateProgress = animateProgress;
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this.setProgressFunc = function (callback) {
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progressFunc = callback;
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};
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this.loadPromise = function (file, fileSize, raw = false) {
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return retry(loadFetch.bind(null, file, loadingFiles, fileSize, raw), DOWNLOAD_ATTEMPTS_MAX);
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};
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this.preloadedFiles = [];
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this.preload = function (pathOrBuffer, destPath, fileSize) {
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let buffer = null;
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if (typeof pathOrBuffer === 'string') {
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const me = this;
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return this.loadPromise(pathOrBuffer, fileSize).then(function (buf) {
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me.preloadedFiles.push({
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path: destPath || pathOrBuffer,
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buffer: buf,
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});
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return Promise.resolve();
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});
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} else if (pathOrBuffer instanceof ArrayBuffer) {
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buffer = new Uint8Array(pathOrBuffer);
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} else if (ArrayBuffer.isView(pathOrBuffer)) {
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buffer = new Uint8Array(pathOrBuffer.buffer);
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}
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if (buffer) {
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this.preloadedFiles.push({
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path: destPath,
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buffer: pathOrBuffer,
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});
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return Promise.resolve();
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}
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return Promise.reject(new Error('Invalid object for preloading'));
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};
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};
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/**
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* An object used to configure the Engine instance based on godot export options, and to override those in custom HTML
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* templates if needed.
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*
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* @header Engine configuration
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* @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
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*
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* ``const MyConfig = { executable: 'godot', unloadAfterInit: false }``
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*
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* @typedef {Object} EngineConfig
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*/
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const EngineConfig = {}; // eslint-disable-line no-unused-vars
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/**
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* @struct
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* @constructor
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* @ignore
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*/
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const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars
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const cfg = /** @lends {InternalConfig.prototype} */ {
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/**
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* Whether to unload the engine automatically after the instance is initialized.
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*
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* @memberof EngineConfig
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* @default
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* @type {boolean}
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*/
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unloadAfterInit: true,
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/**
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* The HTML DOM Canvas object to use.
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*
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* By default, the first canvas element in the document will be used is none is specified.
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*
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* @memberof EngineConfig
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* @default
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* @type {?HTMLCanvasElement}
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*/
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canvas: null,
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/**
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* The name of the WASM file without the extension. (Set by Godot Editor export process).
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*
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* @memberof EngineConfig
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* @default
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* @type {string}
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*/
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executable: '',
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/**
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* An alternative name for the game pck to load. The executable name is used otherwise.
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*
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* @memberof EngineConfig
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* @default
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* @type {?string}
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*/
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mainPack: null,
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/**
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* Specify a language code to select the proper localization for the game.
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*
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* The browser locale will be used if none is specified. See complete list of
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* :ref:`supported locales <doc_locales>`.
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*
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* @memberof EngineConfig
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* @type {?string}
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* @default
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*/
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locale: null,
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/**
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* The canvas resize policy determines how the canvas should be resized by Godot.
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*
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* ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from
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* javascript code in your template.
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*
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* ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions.
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*
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* ``2`` means Godot will adapt the canvas size to match the whole browser window.
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*
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* @memberof EngineConfig
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* @type {number}
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* @default
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*/
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canvasResizePolicy: 2,
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/**
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* The arguments to be passed as command line arguments on startup.
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*
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* See :ref:`command line tutorial <doc_command_line_tutorial>`.
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*
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* **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument.
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*
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* @memberof EngineConfig
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* @type {Array<string>}
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* @default
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*/
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args: [],
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/**
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* When enabled, the game canvas will automatically grab the focus when the engine starts.
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*
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* @memberof EngineConfig
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* @type {boolean}
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* @default
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*/
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focusCanvas: true,
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/**
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* When enabled, this will turn on experimental virtual keyboard support on mobile.
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*
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* @memberof EngineConfig
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* @type {boolean}
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* @default
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*/
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experimentalVK: false,
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/**
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* The progressive web app service worker to install.
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* @memberof EngineConfig
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* @default
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* @type {string}
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*/
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serviceWorker: '',
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/**
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* @ignore
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* @type {Array.<string>}
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*/
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persistentPaths: ['/userfs'],
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/**
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* @ignore
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* @type {boolean}
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*/
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persistentDrops: false,
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/**
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* @ignore
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* @type {Array.<string>}
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*/
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gdextensionLibs: [],
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/**
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* @ignore
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* @type {Array.<string>}
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*/
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fileSizes: [],
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/**
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* A callback function for handling Godot's ``OS.execute`` calls.
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*
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* This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
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||
|
*
|
||
|
* @callback EngineConfig.onExecute
|
||
|
* @param {string} path The path that Godot's wants executed.
|
||
|
* @param {Array.<string>} args The arguments of the "command" to execute.
|
||
|
*/
|
||
|
/**
|
||
|
* @ignore
|
||
|
* @type {?function(string, Array.<string>)}
|
||
|
*/
|
||
|
onExecute: null,
|
||
|
/**
|
||
|
* A callback function for being notified when the Godot instance quits.
|
||
|
*
|
||
|
* **Note**: This function will not be called if the engine crashes or become unresponsive.
|
||
|
*
|
||
|
* @callback EngineConfig.onExit
|
||
|
* @param {number} status_code The status code returned by Godot on exit.
|
||
|
*/
|
||
|
/**
|
||
|
* @ignore
|
||
|
* @type {?function(number)}
|
||
|
*/
|
||
|
onExit: null,
|
||
|
/**
|
||
|
* A callback function for displaying download progress.
|
||
|
*
|
||
|
* The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()``
|
||
|
* is not necessary.
|
||
|
*
|
||
|
* If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate.
|
||
|
* Possible reasons include:
|
||
|
*
|
||
|
* - Files are delivered with server-side chunked compression
|
||
|
* - Files are delivered with server-side compression on Chromium
|
||
|
* - Not all file downloads have started yet (usually on servers without multi-threading)
|
||
|
*
|
||
|
* @callback EngineConfig.onProgress
|
||
|
* @param {number} current The current amount of downloaded bytes so far.
|
||
|
* @param {number} total The total amount of bytes to be downloaded.
|
||
|
*/
|
||
|
/**
|
||
|
* @ignore
|
||
|
* @type {?function(number, number)}
|
||
|
*/
|
||
|
onProgress: null,
|
||
|
/**
|
||
|
* A callback function for handling the standard output stream. This method should usually only be used in debug pages.
|
||
|
*
|
||
|
* By default, ``console.log()`` is used.
|
||
|
*
|
||
|
* @callback EngineConfig.onPrint
|
||
|
* @param {...*} [var_args] A variadic number of arguments to be printed.
|
||
|
*/
|
||
|
/**
|
||
|
* @ignore
|
||
|
* @type {?function(...*)}
|
||
|
*/
|
||
|
onPrint: function () {
|
||
|
console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
|
||
|
},
|
||
|
/**
|
||
|
* A callback function for handling the standard error stream. This method should usually only be used in debug pages.
|
||
|
*
|
||
|
* By default, ``console.error()`` is used.
|
||
|
*
|
||
|
* @callback EngineConfig.onPrintError
|
||
|
* @param {...*} [var_args] A variadic number of arguments to be printed as errors.
|
||
|
*/
|
||
|
/**
|
||
|
* @ignore
|
||
|
* @type {?function(...*)}
|
||
|
*/
|
||
|
onPrintError: function (var_args) {
|
||
|
console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
|
||
|
},
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* @ignore
|
||
|
* @struct
|
||
|
* @constructor
|
||
|
* @param {EngineConfig} opts
|
||
|
*/
|
||
|
function Config(opts) {
|
||
|
this.update(opts);
|
||
|
}
|
||
|
|
||
|
Config.prototype = cfg;
|
||
|
|
||
|
/**
|
||
|
* @ignore
|
||
|
* @param {EngineConfig} opts
|
||
|
*/
|
||
|
Config.prototype.update = function (opts) {
|
||
|
const config = opts || {};
|
||
|
// NOTE: We must explicitly pass the default, accessing it via
|
||
|
// the key will fail due to closure compiler renames.
|
||
|
function parse(key, def) {
|
||
|
if (typeof (config[key]) === 'undefined') {
|
||
|
return def;
|
||
|
}
|
||
|
return config[key];
|
||
|
}
|
||
|
// Module config
|
||
|
this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
|
||
|
this.onPrintError = parse('onPrintError', this.onPrintError);
|
||
|
this.onPrint = parse('onPrint', this.onPrint);
|
||
|
this.onProgress = parse('onProgress', this.onProgress);
|
||
|
|
||
|
// Godot config
|
||
|
this.canvas = parse('canvas', this.canvas);
|
||
|
this.executable = parse('executable', this.executable);
|
||
|
this.mainPack = parse('mainPack', this.mainPack);
|
||
|
this.locale = parse('locale', this.locale);
|
||
|
this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
|
||
|
this.persistentPaths = parse('persistentPaths', this.persistentPaths);
|
||
|
this.persistentDrops = parse('persistentDrops', this.persistentDrops);
|
||
|
this.experimentalVK = parse('experimentalVK', this.experimentalVK);
|
||
|
this.focusCanvas = parse('focusCanvas', this.focusCanvas);
|
||
|
this.serviceWorker = parse('serviceWorker', this.serviceWorker);
|
||
|
this.gdextensionLibs = parse('gdextensionLibs', this.gdextensionLibs);
|
||
|
this.fileSizes = parse('fileSizes', this.fileSizes);
|
||
|
this.args = parse('args', this.args);
|
||
|
this.onExecute = parse('onExecute', this.onExecute);
|
||
|
this.onExit = parse('onExit', this.onExit);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* @ignore
|
||
|
* @param {string} loadPath
|
||
|
* @param {Response} response
|
||
|
*/
|
||
|
Config.prototype.getModuleConfig = function (loadPath, response) {
|
||
|
let r = response;
|
||
|
const gdext = this.gdextensionLibs;
|
||
|
return {
|
||
|
'print': this.onPrint,
|
||
|
'printErr': this.onPrintError,
|
||
|
'thisProgram': this.executable,
|
||
|
'noExitRuntime': false,
|
||
|
'dynamicLibraries': [`${loadPath}.side.wasm`].concat(this.gdextensionLibs),
|
||
|
'instantiateWasm': function (imports, onSuccess) {
|
||
|
function done(result) {
|
||
|
onSuccess(result['instance'], result['module']);
|
||
|
}
|
||
|
if (typeof (WebAssembly.instantiateStreaming) !== 'undefined') {
|
||
|
WebAssembly.instantiateStreaming(Promise.resolve(r), imports).then(done);
|
||
|
} else {
|
||
|
r.arrayBuffer().then(function (buffer) {
|
||
|
WebAssembly.instantiate(buffer, imports).then(done);
|
||
|
});
|
||
|
}
|
||
|
r = null;
|
||
|
return {};
|
||
|
},
|
||
|
'locateFile': function (path) {
|
||
|
if (!path.startsWith('godot.')) {
|
||
|
return path;
|
||
|
} else if (path.endsWith('.worker.js')) {
|
||
|
return `${loadPath}.worker.js`;
|
||
|
} else if (path.endsWith('.audio.worklet.js')) {
|
||
|
return `${loadPath}.audio.worklet.js`;
|
||
|
} else if (path.endsWith('.js')) {
|
||
|
return `${loadPath}.js`;
|
||
|
} else if (path in gdext) {
|
||
|
return path;
|
||
|
} else if (path.endsWith('.side.wasm')) {
|
||
|
return `${loadPath}.side.wasm`;
|
||
|
} else if (path.endsWith('.wasm')) {
|
||
|
return `${loadPath}.wasm`;
|
||
|
}
|
||
|
return path;
|
||
|
},
|
||
|
};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* @ignore
|
||
|
* @param {function()} cleanup
|
||
|
*/
|
||
|
Config.prototype.getGodotConfig = function (cleanup) {
|
||
|
// Try to find a canvas
|
||
|
if (!(this.canvas instanceof HTMLCanvasElement)) {
|
||
|
const nodes = document.getElementsByTagName('canvas');
|
||
|
if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
|
||
|
const first = nodes[0];
|
||
|
this.canvas = /** @type {!HTMLCanvasElement} */ (first);
|
||
|
}
|
||
|
if (!this.canvas) {
|
||
|
throw new Error('No canvas found in page');
|
||
|
}
|
||
|
}
|
||
|
// Canvas can grab focus on click, or key events won't work.
|
||
|
if (this.canvas.tabIndex < 0) {
|
||
|
this.canvas.tabIndex = 0;
|
||
|
}
|
||
|
|
||
|
// Browser locale, or custom one if defined.
|
||
|
let locale = this.locale;
|
||
|
if (!locale) {
|
||
|
locale = navigator.languages ? navigator.languages[0] : navigator.language;
|
||
|
locale = locale.split('.')[0];
|
||
|
}
|
||
|
locale = locale.replace('-', '_');
|
||
|
const onExit = this.onExit;
|
||
|
|
||
|
// Godot configuration.
|
||
|
return {
|
||
|
'canvas': this.canvas,
|
||
|
'canvasResizePolicy': this.canvasResizePolicy,
|
||
|
'locale': locale,
|
||
|
'persistentDrops': this.persistentDrops,
|
||
|
'virtualKeyboard': this.experimentalVK,
|
||
|
'focusCanvas': this.focusCanvas,
|
||
|
'onExecute': this.onExecute,
|
||
|
'onExit': function (p_code) {
|
||
|
cleanup(); // We always need to call the cleanup callback to free memory.
|
||
|
if (typeof (onExit) === 'function') {
|
||
|
onExit(p_code);
|
||
|
}
|
||
|
},
|
||
|
};
|
||
|
};
|
||
|
return new Config(initConfig);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Projects exported for the Web expose the :js:class:`Engine` class to the JavaScript environment, that allows
|
||
|
* fine control over the engine's start-up process.
|
||
|
*
|
||
|
* This API is built in an asynchronous manner and requires basic understanding
|
||
|
* of `Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises>`__.
|
||
|
*
|
||
|
* @module Engine
|
||
|
* @header Web export JavaScript reference
|
||
|
*/
|
||
|
const Engine = (function () {
|
||
|
const preloader = new Preloader();
|
||
|
|
||
|
let loadPromise = null;
|
||
|
let loadPath = '';
|
||
|
let initPromise = null;
|
||
|
|
||
|
/**
|
||
|
* @classdesc The ``Engine`` class provides methods for loading and starting exported projects on the Web. For default export
|
||
|
* settings, this is already part of the exported HTML page. To understand practical use of the ``Engine`` class,
|
||
|
* see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`.
|
||
|
*
|
||
|
* @description Create a new Engine instance with the given configuration.
|
||
|
*
|
||
|
* @global
|
||
|
* @constructor
|
||
|
* @param {EngineConfig} initConfig The initial config for this instance.
|
||
|
*/
|
||
|
function Engine(initConfig) { // eslint-disable-line no-shadow
|
||
|
this.config = new InternalConfig(initConfig);
|
||
|
this.rtenv = null;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Load the engine from the specified base path.
|
||
|
*
|
||
|
* @param {string} basePath Base path of the engine to load.
|
||
|
* @param {number=} [size=0] The file size if known.
|
||
|
* @returns {Promise} A Promise that resolves once the engine is loaded.
|
||
|
*
|
||
|
* @function Engine.load
|
||
|
*/
|
||
|
Engine.load = function (basePath, size) {
|
||
|
if (loadPromise == null) {
|
||
|
loadPath = basePath;
|
||
|
loadPromise = preloader.loadPromise(`${loadPath}.wasm`, size, true);
|
||
|
requestAnimationFrame(preloader.animateProgress);
|
||
|
}
|
||
|
return loadPromise;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Unload the engine to free memory.
|
||
|
*
|
||
|
* This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`.
|
||
|
*
|
||
|
* @function Engine.unload
|
||
|
*/
|
||
|
Engine.unload = function () {
|
||
|
loadPromise = null;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution.
|
||
|
* @ignore
|
||
|
* @constructor
|
||
|
*/
|
||
|
function SafeEngine(initConfig) {
|
||
|
const proto = /** @lends Engine.prototype */ {
|
||
|
/**
|
||
|
* Initialize the engine instance. Optionally, pass the base path to the engine to load it,
|
||
|
* if it hasn't been loaded yet. See :js:meth:`Engine.load`.
|
||
|
*
|
||
|
* @param {string=} basePath Base path of the engine to load.
|
||
|
* @return {Promise} A ``Promise`` that resolves once the engine is loaded and initialized.
|
||
|
*/
|
||
|
init: function (basePath) {
|
||
|
if (initPromise) {
|
||
|
return initPromise;
|
||
|
}
|
||
|
if (loadPromise == null) {
|
||
|
if (!basePath) {
|
||
|
initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.'));
|
||
|
return initPromise;
|
||
|
}
|
||
|
Engine.load(basePath, this.config.fileSizes[`${basePath}.wasm`]);
|
||
|
}
|
||
|
const me = this;
|
||
|
function doInit(promise) {
|
||
|
// Care! Promise chaining is bogus with old emscripten versions.
|
||
|
// This caused a regression with the Mono build (which uses an older emscripten version).
|
||
|
// Make sure to test that when refactoring.
|
||
|
return new Promise(function (resolve, reject) {
|
||
|
promise.then(function (response) {
|
||
|
const cloned = new Response(response.clone().body, { 'headers': [['content-type', 'application/wasm']] });
|
||
|
Godot(me.config.getModuleConfig(loadPath, cloned)).then(function (module) {
|
||
|
const paths = me.config.persistentPaths;
|
||
|
module['initFS'](paths).then(function (err) {
|
||
|
me.rtenv = module;
|
||
|
if (me.config.unloadAfterInit) {
|
||
|
Engine.unload();
|
||
|
}
|
||
|
resolve();
|
||
|
});
|
||
|
});
|
||
|
});
|
||
|
});
|
||
|
}
|
||
|
preloader.setProgressFunc(this.config.onProgress);
|
||
|
initPromise = doInit(loadPromise);
|
||
|
return initPromise;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Load a file so it is available in the instance's file system once it runs. Must be called **before** starting the
|
||
|
* instance.
|
||
|
*
|
||
|
* If not provided, the ``path`` is derived from the URL of the loaded file.
|
||
|
*
|
||
|
* @param {string|ArrayBuffer} file The file to preload.
|
||
|
*
|
||
|
* If a ``string`` the file will be loaded from that path.
|
||
|
*
|
||
|
* If an ``ArrayBuffer`` or a view on one, the buffer will used as the content of the file.
|
||
|
*
|
||
|
* @param {string=} path Path by which the file will be accessible. Required, if ``file`` is not a string.
|
||
|
*
|
||
|
* @returns {Promise} A Promise that resolves once the file is loaded.
|
||
|
*/
|
||
|
preloadFile: function (file, path) {
|
||
|
return preloader.preload(file, path, this.config.fileSizes[file]);
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Start the engine instance using the given override configuration (if any).
|
||
|
* :js:meth:`startGame <Engine.prototype.startGame>` can be used in typical cases instead.
|
||
|
*
|
||
|
* This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
|
||
|
* The engine must be loaded beforehand.
|
||
|
*
|
||
|
* Fails if a canvas cannot be found on the page, or not specified in the configuration.
|
||
|
*
|
||
|
* @param {EngineConfig} override An optional configuration override.
|
||
|
* @return {Promise} Promise that resolves once the engine started.
|
||
|
*/
|
||
|
start: function (override) {
|
||
|
this.config.update(override);
|
||
|
const me = this;
|
||
|
return me.init().then(function () {
|
||
|
if (!me.rtenv) {
|
||
|
return Promise.reject(new Error('The engine must be initialized before it can be started'));
|
||
|
}
|
||
|
|
||
|
let config = {};
|
||
|
try {
|
||
|
config = me.config.getGodotConfig(function () {
|
||
|
me.rtenv = null;
|
||
|
});
|
||
|
} catch (e) {
|
||
|
return Promise.reject(e);
|
||
|
}
|
||
|
// Godot configuration.
|
||
|
me.rtenv['initConfig'](config);
|
||
|
|
||
|
// Preload GDExtension libraries.
|
||
|
if (me.config.gdextensionLibs.length > 0 && !me.rtenv['loadDynamicLibrary']) {
|
||
|
return Promise.reject(new Error('GDExtension libraries are not supported by this engine version. '
|
||
|
+ 'Enable "Extensions Support" for your export preset and/or build your custom template with "dlink_enabled=yes".'));
|
||
|
}
|
||
|
return new Promise(function (resolve, reject) {
|
||
|
for (const file of preloader.preloadedFiles) {
|
||
|
me.rtenv['copyToFS'](file.path, file.buffer);
|
||
|
}
|
||
|
preloader.preloadedFiles.length = 0; // Clear memory
|
||
|
me.rtenv['callMain'](me.config.args);
|
||
|
initPromise = null;
|
||
|
me.installServiceWorker();
|
||
|
resolve();
|
||
|
});
|
||
|
});
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Start the game instance using the given configuration override (if any).
|
||
|
*
|
||
|
* This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
|
||
|
*
|
||
|
* This will load the engine if it is not loaded, and preload the main pck.
|
||
|
*
|
||
|
* This method expects the initial config (or the override) to have both the :js:attr:`executable` and :js:attr:`mainPack`
|
||
|
* properties set (normally done by the editor during export).
|
||
|
*
|
||
|
* @param {EngineConfig} override An optional configuration override.
|
||
|
* @return {Promise} Promise that resolves once the game started.
|
||
|
*/
|
||
|
startGame: function (override) {
|
||
|
this.config.update(override);
|
||
|
// Add main-pack argument.
|
||
|
const exe = this.config.executable;
|
||
|
const pack = this.config.mainPack || `${exe}.pck`;
|
||
|
this.config.args = ['--main-pack', pack].concat(this.config.args);
|
||
|
// Start and init with execName as loadPath if not inited.
|
||
|
const me = this;
|
||
|
return Promise.all([
|
||
|
this.init(exe),
|
||
|
this.preloadFile(pack, pack),
|
||
|
]).then(function () {
|
||
|
return me.start.apply(me);
|
||
|
});
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Create a file at the specified ``path`` with the passed as ``buffer`` in the instance's file system.
|
||
|
*
|
||
|
* @param {string} path The location where the file will be created.
|
||
|
* @param {ArrayBuffer} buffer The content of the file.
|
||
|
*/
|
||
|
copyToFS: function (path, buffer) {
|
||
|
if (this.rtenv == null) {
|
||
|
throw new Error('Engine must be inited before copying files');
|
||
|
}
|
||
|
this.rtenv['copyToFS'](path, buffer);
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Request that the current instance quit.
|
||
|
*
|
||
|
* This is akin the user pressing the close button in the window manager, and will
|
||
|
* have no effect if the engine has crashed, or is stuck in a loop.
|
||
|
*
|
||
|
*/
|
||
|
requestQuit: function () {
|
||
|
if (this.rtenv) {
|
||
|
this.rtenv['request_quit']();
|
||
|
}
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Install the progressive-web app service worker.
|
||
|
* @returns {Promise} The service worker registration promise.
|
||
|
*/
|
||
|
installServiceWorker: function () {
|
||
|
if (this.config.serviceWorker && 'serviceWorker' in navigator) {
|
||
|
return navigator.serviceWorker.register(this.config.serviceWorker);
|
||
|
}
|
||
|
return Promise.resolve();
|
||
|
},
|
||
|
};
|
||
|
|
||
|
Engine.prototype = proto;
|
||
|
// Closure compiler exported instance methods.
|
||
|
Engine.prototype['init'] = Engine.prototype.init;
|
||
|
Engine.prototype['preloadFile'] = Engine.prototype.preloadFile;
|
||
|
Engine.prototype['start'] = Engine.prototype.start;
|
||
|
Engine.prototype['startGame'] = Engine.prototype.startGame;
|
||
|
Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;
|
||
|
Engine.prototype['requestQuit'] = Engine.prototype.requestQuit;
|
||
|
Engine.prototype['installServiceWorker'] = Engine.prototype.installServiceWorker;
|
||
|
// Also expose static methods as instance methods
|
||
|
Engine.prototype['load'] = Engine.load;
|
||
|
Engine.prototype['unload'] = Engine.unload;
|
||
|
return new Engine(initConfig);
|
||
|
}
|
||
|
|
||
|
// Closure compiler exported static methods.
|
||
|
SafeEngine['load'] = Engine.load;
|
||
|
SafeEngine['unload'] = Engine.unload;
|
||
|
|
||
|
// Feature-detection utilities.
|
||
|
SafeEngine['isWebGLAvailable'] = Features.isWebGLAvailable;
|
||
|
SafeEngine['isFetchAvailable'] = Features.isFetchAvailable;
|
||
|
SafeEngine['isSecureContext'] = Features.isSecureContext;
|
||
|
SafeEngine['isCrossOriginIsolated'] = Features.isCrossOriginIsolated;
|
||
|
SafeEngine['isSharedArrayBufferAvailable'] = Features.isSharedArrayBufferAvailable;
|
||
|
SafeEngine['isAudioWorkletAvailable'] = Features.isAudioWorkletAvailable;
|
||
|
SafeEngine['getMissingFeatures'] = Features.getMissingFeatures;
|
||
|
|
||
|
return SafeEngine;
|
||
|
}());
|
||
|
if (typeof window !== 'undefined') {
|
||
|
window['Engine'] = Engine;
|
||
|
}
|