/**************************************************************************** Copyright (c) 2011 Laschweinski Copyright (c) 2013-2016 Chukong Technologies Inc. Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org 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 "platform/PlatformConfig.h" #if AX_TARGET_PLATFORM == AX_PLATFORM_WASM #include "platform/wasm/Application-wasm.h" #include #include #include #include "base/Director.h" #include "base/Utils.h" #include "platform/FileUtils.h" #include NS_AX_BEGIN // sharedApplication pointer Application * Application::sm_pSharedApplication = nullptr; static long getCurrentMillSecond() { long lLastTime; struct timeval stCurrentTime; gettimeofday(&stCurrentTime,NULL); lLastTime = stCurrentTime.tv_sec*1000+stCurrentTime.tv_usec*0.001; // milliseconds return lLastTime; } Application::Application() : _animationInterval(1.0f/60.0f*1000.0f) { AX_ASSERT(! sm_pSharedApplication); sm_pSharedApplication = this; } Application::~Application() { AX_ASSERT(this == sm_pSharedApplication); sm_pSharedApplication = nullptr; } extern "C" void mainLoopIter(void) { auto director = Director::getInstance(); auto glview = director->getOpenGLView(); director->mainLoop(); glview->pollEvents(); } int Application::run() { initGLContextAttrs(); // Initialize instance and cocos2d. if (! applicationDidFinishLaunching()) { return 1; } auto director = Director::getInstance(); auto glview = director->getOpenGLView(); // Retain glview to avoid glview being released in the while loop glview->retain(); emscripten_set_main_loop(&mainLoopIter, 0, 1); // TODO: ? does these cleanup really run? /* Only work on Desktop * Director::mainLoop is really one frame logic * when we want to close the window, we should call Director::end(); * then call Director::mainLoop to do release of internal resources */ if (glview->isOpenGLReady()) { director->end(); director->mainLoop(); director = nullptr; } glview->release(); return 0; } void Application::setAnimationInterval(float interval) { _animationInterval = interval*1000.0f; } void Application::setResourceRootPath(const std::string& rootResDir) { _resourceRootPath = rootResDir; if (_resourceRootPath[_resourceRootPath.length() - 1] != '/') { _resourceRootPath += '/'; } FileUtils* pFileUtils = FileUtils::getInstance(); std::vector searchPaths = pFileUtils->getSearchPaths(); searchPaths.insert(searchPaths.begin(), _resourceRootPath); pFileUtils->setSearchPaths(searchPaths); } const std::string& Application::getResourceRootPath() { return _resourceRootPath; } Application::Platform Application::getTargetPlatform() { return Platform::Wasm; } std::string Application::getVersion() { return ""; } bool Application::openURL(std::string_view url) { EM_ASM_ARGS({ window.open(UTF8ToString($0)); }, url.data()); return true; } ////////////////////////////////////////////////////////////////////////// // static member function ////////////////////////////////////////////////////////////////////////// Application* Application::getInstance() { AX_ASSERT(sm_pSharedApplication); return sm_pSharedApplication; } // @deprecated Use getInstance() instead Application* Application::sharedApplication() { return Application::getInstance(); } const char * Application::getCurrentLanguageCode() { static char code[3]={0}; char pLanguageName[16]; EM_ASM_ARGS({ var lang = localStorage.getItem('localization_language'); if (lang == null) { stringToUTF8(window.navigator.language.replace(/-.*/, ""), $0, 16); } else { stringToUTF8(lang, $0, 16); } }, pLanguageName); strncpy(code,pLanguageName,2); code[2]='\0'; return code; } LanguageType Application::getCurrentLanguage() { char pLanguageName[16]; EM_ASM_ARGS({ var lang = localStorage.getItem('localization_language'); if (lang == null) { stringToUTF8(window.navigator.language.replace(/-.*/, ""), $0, 16); } else { stringToUTF8(lang, $0, 16); } }, pLanguageName); return utils::getLanguageTypeByISO2(pLanguageName); } NS_AX_END #endif // AX_TARGET_PLATFORM == AX_PLATFORM_WASM