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const Preloader = /** @constructor */ function () { // eslint-disable-line no-unused-vars | |
function getTrackedResponse(response, load_status) { | |
function onloadprogress(reader, controller) { | |
return reader.read().then(function (result) { | |
if (load_status.done) { | |
return Promise.resolve(); | |
} | |
if (result.value) { | |
controller.enqueue(result.value); | |
load_status.loaded += result.value.length; | |
} | |
if (!result.done) { | |
return onloadprogress(reader, controller); | |
} | |
load_status.done = true; | |
return Promise.resolve(); | |
}); | |
} | |
const reader = response.body.getReader(); | |
return new Response(new ReadableStream({ | |
start: function (controller) { | |
onloadprogress(reader, controller).then(function () { | |
controller.close(); | |
}); | |
}, | |
}), { headers: response.headers }); | |
} | |
function loadFetch(file, tracker, fileSize, raw) { | |
tracker[file] = { | |
total: fileSize || 0, | |
loaded: 0, | |
done: false, | |
}; | |
return fetch(file).then(function (response) { | |
if (!response.ok) { | |
return Promise.reject(new Error(`Failed loading file '${file}'`)); | |
} | |
const tr = getTrackedResponse(response, tracker[file]); | |
if (raw) { | |
return Promise.resolve(tr); | |
} | |
return tr.arrayBuffer(); | |
}); | |
} | |
function retry(func, attempts = 1) { | |
function onerror(err) { | |
if (attempts <= 1) { | |
return Promise.reject(err); | |
} | |
return new Promise(function (resolve, reject) { | |
setTimeout(function () { | |
retry(func, attempts - 1).then(resolve).catch(reject); | |
}, 1000); | |
}); | |
} | |
return func().catch(onerror); | |
} | |
const DOWNLOAD_ATTEMPTS_MAX = 4; | |
const loadingFiles = {}; | |
const lastProgress = { loaded: 0, total: 0 }; | |
let progressFunc = null; | |
const animateProgress = function () { | |
let loaded = 0; | |
let total = 0; | |
let totalIsValid = true; | |
let progressIsFinal = true; | |
Object.keys(loadingFiles).forEach(function (file) { | |
const stat = loadingFiles[file]; | |
if (!stat.done) { | |
progressIsFinal = false; | |
} | |
if (!totalIsValid || stat.total === 0) { | |
totalIsValid = false; | |
total = 0; | |
} else { | |
total += stat.total; | |
} | |
loaded += stat.loaded; | |
}); | |
if (loaded !== lastProgress.loaded || total !== lastProgress.total) { | |
lastProgress.loaded = loaded; | |
lastProgress.total = total; | |
if (typeof progressFunc === 'function') { | |
progressFunc(loaded, total); | |
} | |
} | |
if (!progressIsFinal) { | |
requestAnimationFrame(animateProgress); | |
} | |
}; | |
this.animateProgress = animateProgress; | |
this.setProgressFunc = function (callback) { | |
progressFunc = callback; | |
}; | |
this.loadPromise = function (file, fileSize, raw = false) { | |
return retry(loadFetch.bind(null, file, loadingFiles, fileSize, raw), DOWNLOAD_ATTEMPTS_MAX); | |
}; | |
this.preloadedFiles = []; | |
this.preload = function (pathOrBuffer, destPath, fileSize) { | |
let buffer = null; | |
if (typeof pathOrBuffer === 'string') { | |
const me = this; | |
return this.loadPromise(pathOrBuffer, fileSize).then(function (buf) { | |
me.preloadedFiles.push({ | |
path: destPath || pathOrBuffer, | |
buffer: buf, | |
}); | |
return Promise.resolve(); | |
}); | |
} else if (pathOrBuffer instanceof ArrayBuffer) { | |
buffer = new Uint8Array(pathOrBuffer); | |
} else if (ArrayBuffer.isView(pathOrBuffer)) { | |
buffer = new Uint8Array(pathOrBuffer.buffer); | |
} | |
if (buffer) { | |
this.preloadedFiles.push({ | |
path: destPath, | |
buffer: pathOrBuffer, | |
}); | |
return Promise.resolve(); | |
} | |
return Promise.reject(new Error('Invalid object for preloading')); | |
}; | |
}; | |
/** | |
* An object used to configure the Engine instance based on godot export options, and to override those in custom HTML | |
* templates if needed. | |
* | |
* @header Engine configuration | |
* @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.: | |
* | |
* ``const MyConfig = { executable: 'godot', unloadAfterInit: false }`` | |
* | |
* @typedef {Object} EngineConfig | |
*/ | |
const EngineConfig = {}; // eslint-disable-line no-unused-vars | |
/** | |
* @struct | |
* @constructor | |
* @ignore | |
*/ | |
const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars | |
const cfg = /** @lends {InternalConfig.prototype} */ { | |
/** | |
* Whether the unload the engine automatically after the instance is initialized. | |
* | |
* @memberof EngineConfig | |
* @default | |
* @type {boolean} | |
*/ | |
unloadAfterInit: true, | |
/** | |
* The HTML DOM Canvas object to use. | |
* | |
* By default, the first canvas element in the document will be used is none is specified. | |
* | |
* @memberof EngineConfig | |
* @default | |
* @type {?HTMLCanvasElement} | |
*/ | |
canvas: null, | |
/** | |
* The name of the WASM file without the extension. (Set by Godot Editor export process). | |
* | |
* @memberof EngineConfig | |
* @default | |
* @type {string} | |
*/ | |
executable: '', | |
/** | |
* An alternative name for the game pck to load. The executable name is used otherwise. | |
* | |
* @memberof EngineConfig | |
* @default | |
* @type {?string} | |
*/ | |
mainPack: null, | |
/** | |
* Specify a language code to select the proper localization for the game. | |
* | |
* The browser locale will be used if none is specified. See complete list of | |
* :ref:`supported locales <doc_locales>`. | |
* | |
* @memberof EngineConfig | |
* @type {?string} | |
* @default | |
*/ | |
locale: null, | |
/** | |
* The canvas resize policy determines how the canvas should be resized by Godot. | |
* | |
* ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from | |
* javascript code in your template. | |
* | |
* ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions. | |
* | |
* ``2`` means Godot will adapt the canvas size to match the whole browser window. | |
* | |
* @memberof EngineConfig | |
* @type {number} | |
* @default | |
*/ | |
canvasResizePolicy: 2, | |
/** | |
* The arguments to be passed as command line arguments on startup. | |
* | |
* See :ref:`command line tutorial <doc_command_line_tutorial>`. | |
* | |
* **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument. | |
* | |
* @memberof EngineConfig | |
* @type {Array<string>} | |
* @default | |
*/ | |
args: [], | |
/** | |
* When enabled, the game canvas will automatically grab the focus when the engine starts. | |
* | |
* @memberof EngineConfig | |
* @type {boolean} | |
* @default | |
*/ | |
focusCanvas: true, | |
/** | |
* When enabled, this will turn on experimental virtual keyboard support on mobile. | |
* | |
* @memberof EngineConfig | |
* @type {boolean} | |
* @default | |
*/ | |
experimentalVK: false, | |
/** | |
* @ignore | |
* @type {Array.<string>} | |
*/ | |
persistentPaths: ['/userfs'], | |
/** | |
* @ignore | |
* @type {boolean} | |
*/ | |
persistentDrops: false, | |
/** | |
* @ignore | |
* @type {Array.<string>} | |
*/ | |
gdnativeLibs: [], | |
/** | |
* @ignore | |
* @type {Array.<string>} | |
*/ | |
fileSizes: [], | |
/** | |
* A callback function for handling Godot's ``OS.execute`` calls. | |
* | |
* This is for example used in the Web Editor template to switch between project manager and editor, and for running the game. | |
* | |
* @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.gdnativeLibs = parse('gdnativeLibs', this.gdnativeLibs); | |
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; | |
return { | |
'print': this.onPrint, | |
'printErr': this.onPrintError, | |
'thisProgram': this.executable, | |
'noExitRuntime': true, | |
'dynamicLibraries': [`${loadPath}.side.wasm`], | |
'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.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 `${loadPath}.js`; | |
} else if (path.endsWith('.side.wasm')) { | |
return `${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) { | |
this.canvas = nodes[0]; | |
} | |
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]; | |
} | |
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 HTML5 shell class 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; | |
}; | |
/** | |
* Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for. | |
* | |
* @param {number=} [majorVersion=1] The major WebGL version to check for. | |
* @returns {boolean} If the given major version of WebGL is available. | |
* @function Engine.isWebGLAvailable | |
*/ | |
Engine.isWebGLAvailable = function (majorVersion = 1) { | |
try { | |
return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]); | |
} catch (e) { /* Not available */ } | |
return false; | |
}; | |
/** | |
* 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 GDNative libraries. | |
const libs = []; | |
me.config.gdnativeLibs.forEach(function (lib) { | |
libs.push(me.rtenv['loadDynamicLibrary'](lib, { 'loadAsync': true })); | |
}); | |
return Promise.all(libs).then(function () { | |
return new Promise(function (resolve, reject) { | |
preloader.preloadedFiles.forEach(function (file) { | |
me.rtenv['copyToFS'](file.path, file.buffer); | |
}); | |
preloader.preloadedFiles.length = 0; // Clear memory | |
me.rtenv['callMain'](me.config.args); | |
initPromise = null; | |
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'](); | |
} | |
}, | |
}; | |
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; | |
// Also expose static methods as instance methods | |
Engine.prototype['load'] = Engine.load; | |
Engine.prototype['unload'] = Engine.unload; | |
Engine.prototype['isWebGLAvailable'] = Engine.isWebGLAvailable; | |
return new Engine(initConfig); | |
} | |
// Closure compiler exported static methods. | |
SafeEngine['load'] = Engine.load; | |
SafeEngine['unload'] = Engine.unload; | |
SafeEngine['isWebGLAvailable'] = Engine.isWebGLAvailable; | |
return SafeEngine; | |
}()); | |
if (typeof window !== 'undefined') { | |
window['Engine'] = Engine; | |
} | |