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Update the "Customizing the HTML5 Shell" page (#4748)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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@@ -5,7 +5,7 @@ Custom HTML page for Web export
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While Web export templates provide a default HTML page fully capable of launching
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the project without any further customization, it may be beneficial to create a custom
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HTML page. While the game itself cannot be directly controlled from the outside,
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HTML page. While the game itself cannot easily be directly controlled from the outside yet,
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such page allows to customize the initialization process for the engine.
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Some use-cases where customizing the default page is useful include:
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@@ -20,32 +20,48 @@ Some use-cases where customizing the default page is useful include:
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The default HTML page is available in the Godot Engine repository at
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`/misc/dist/html/full-size.html <https://github.com/godotengine/godot/blob/master/misc/dist/html/full-size.html>`__
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and can be used as a reference implementation. Another sample HTML page is available at
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`/misc/dist/html/fixed-size.html <https://github.com/godotengine/godot/blob/master/misc/dist/html/fixed-size.html>`__.
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It differs from the default one by having a fixed size canvas area and an output widget below it.
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but the following template can be used as a much simpler example:
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.. note:: It is recommended to use developer tools provided by browser vendors to debug
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exported projects. Output generated by the engine may be limited and does not
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include WebGL errors.
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.. code-block:: html
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<!DOCTYPE html>
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<html>
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<head>
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<title>My Template</title>
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<meta charset="UTF-8">
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<script src="$GODOT_URL"></script>
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<script>
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var engine = new Engine($GODOT_CONFIG);
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engine.startGame();
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</script>
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</body>
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</html>
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Setup
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-----
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As evident by the default HTML page, it is mostly a regular HTML document. To work with
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Godot projects it needs to be fully realized, to have a control code that calls
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the :js:class:`Engine` class, and to provide places for several placeholders, which are
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replaced with their actual values during export.
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As shown by the example above, it is mostly a regular HTML document, with few placeholders
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which needs to be replaced during export, an html ``<canvas>`` element, and some simple
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JavaScript code that calls the :js:class:`Engine` class.
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.. image:: img/html5_export_options.png
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The only required placeholders are:
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- ``$GODOT_BASENAME``:
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The base name from the *Export Path*, as set up in the export options; suffixes are omitted
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(e.g. ``game.html`` becomes ``game``). This variable can be used to generate a path
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to the main JavaScript file ``$GODOT_BASENAME.js``, which provides the :js:class:`Engine`
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class. A splash image shown during the booting process can be accessed using this variable
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as well: ``$GODOT_BASENAME.png``.
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- ``$GODOT_URL``:
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The name of the main JavaScript file, which provides the :js:class:`Engine` class required
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to start the engine and that must be included in the HTML as a ``<script>``.
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The name is generated from the *Export Path* during the export process.
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- ``$GODOT_CONFIG``:
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A JavaScript object, containing the export options and can be later overridden.
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See :js:attr:`EngineConfig` for the full list of overrides.
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The following optional placeholders will enable some extra features in your cusstom HTML template.
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- ``$GODOT_PROJECT_NAME``:
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The project name as defined in the Project Settings.
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The project name as defined in the Project Settings. It is a good idea to use it as a ``<title>``
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in your template.
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- ``$GODOT_HEAD_INCLUDE``:
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A custom string to include in the HTML document just before the end of the ``<head>`` tag. It
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@@ -53,66 +69,74 @@ replaced with their actual values during export.
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control the HTML page you create, this variable can be useful for configuring parts of the
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HTML ``head`` element from the Godot Editor, e.g. for different Web export presets.
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- ``$GODOT_DEBUG_ENABLED``:
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A flag that tells if this is a debug build, or not. This variable is substituted by strings
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``true`` and ``false``, and can be used to disable debug branches within your control code.
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When the custom page is ready, it can be selected in the export options under the *Html / Custom Html Shell*
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section.
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.. image:: img/html5_export_options.png
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Starting the project
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--------------------
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To be able to start the game, you need to write a script that initializes the engine — the control
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code. This process consists of three steps, though some of them can be skipped and left for
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a default behavior.
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code. This process consists of three steps, but as shown here, most of them can be skipped depending on
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how much customization is needed.
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See the :ref:`HTML5 shell class reference <doc_html5_shell_classref>`, for the full list of methods and options available.
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First, the engine must be loaded, then it needs to be initialized, and after this the project
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can finally be started. You can perform every of these steps manually and with great control.
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However, in the simplest case all you need to do is to create an instance of the :js:class:`Engine`
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class and then call the :js:meth:`engine.startGame` method.
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class with the exported configuration, and then call the :js:meth:`engine.startGame <Engine.prototype.startGame>` method
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optionally overriding any :js:attr:`EngineConfig` parameters.
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.. code-block:: js
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const execName = "path://to/executable"
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const mainPack = "path://to/main_pack"
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const engine = new Engine();
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engine.startGame(execName, mainPack)
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const engine = new Engine($GODOT_CONFIG);
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engine.startGame({
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/* optional override configuration, eg. */
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// unloadAfterInit: false,
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// canvasResizePolicy: 0,
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// ...
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});
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This snippet of code automatically loads and initializes the engine before starting the game.
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It uses the given path to the executable to deduce the path to load the engine. The :js:meth:`engine.startGame`
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It uses the given configuration to to load the engine. The :js:meth:`engine.startGame <Engine.prototype.startGame>`
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method is asynchronous and returns a ``Promise``. This allows your control code to track if
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the game was loaded correctly without blocking execution or relying on polling.
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In case your project needs to have special arguments passed to it by the start-up script,
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:js:meth:`engine.startGame` can be replaced by :js:meth:`engine.start`. This method takes an
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arbitrary list of string arguments. As it does not have a defined list of arguments, :js:meth:`engine.start`
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cannot automatically load the engine.
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In case your project needs to have special control over the start arguments and dependency files,
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the :js:meth:`engine.start <Engine.prototype.start>` method can be used instead. Note, that this method do not
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automatically preload the ``pck`` file, so you will probably want to manually preload it
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(and any other extra file) via the :js:meth:`engine.preloadFile <Engine.prototype.preloadFile>` method.
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To load the engine manually the :js:meth:`Engine.load` static method must be called. As
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this method is static, multiple engine instances can be spawned with the exact same ``basePath``.
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If an instance requires a different ``basePath``, you can call the :js:meth:`engine.init`
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method with that path before starting the game.
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Optionally, you can also manually :js:meth:`engine.init <Engine.prototype.init>` to perform specific actions after
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the module initialization, but before the engine starts.
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.. note:: Multiple instances cannot be spawned by default, as the engine is immediately unloaded after it is initialized.
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To prevent this from happening the :js:meth:`engine.setUnloadAfterInit` method can be called. It is still possible
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to unload the engine manually afterwards by calling the :js:meth:`Engine.unload` static method. Unloading the engine
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frees browser memory by unloading files that are no longer needed once the instance is initialized.
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To correctly load the engine on some hosting providers and network configurations you may
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need to change the default filename extension by using :js:meth:`Engine.setWebAssemblyFilenameExtension`.
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By default, the extension is assumed to be ``wasm``. If your hosting provider blocks this
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extension, this static method can be used to change it to something that is supported.
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This process is a bit more complex, but gives you full control over the engine startup process.
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.. code-block:: js
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Engine.setWebAssemblyFilenameExtension("dat");
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// Load mygame.dat as WebAssembly module.
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Engine.load("mygame");
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const myWasm = 'mygame.wasm';
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const myPck = 'mygame.pck';
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const engine = new Engine();
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Promise.all([
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// Load and init the engine
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engine.init(myWasm),
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// And the pck concurrently
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engine.preloadFile(myPck),
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]).then(() => {
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// Now start the engine.
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return engine.start({ args: ['--main-pack', myPck] });
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}).then(() => {
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console.log('Engine has started!');
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});
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.. warning:: If a different filename extension is used, some web servers may automatically
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set the MIME-type of the file to something other than :mimetype:`application/wasm`.
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In that case some start-up optimizations may be skipped.
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To load the engine manually the :js:meth:`Engine.load` static method must be called. As
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this method is static, multiple engine instances can be spawned if the share the same ``wasm``.
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.. note:: Multiple instances cannot be spawned by default, as the engine is immediately unloaded after it is initialized.
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To prevent this from happening see the :js:attr:`unloadAfterInit` override option. It is still possible
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to unload the engine manually afterwards by calling the :js:meth:`Engine.unload` static method. Unloading the engine
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frees browser memory by unloading files that are no longer needed once the instance is initialized.
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Customizing the behavior
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------------------------
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@@ -125,46 +149,40 @@ allows to test for a specific major version of WebGL.
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As the real executable file does not exist in the Web environment, the engine only stores a virtual
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filename formed from the base name of loaded engine files. This value affects the output of the
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:ref:`OS.get_executable_path() <class_OS_method_get_executable_path>` method and defines the name of
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the automatically started main pack. The :js:meth:`engine.setExecutableName` method can be used
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to override this value.
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If your project requires some files to be available the moment it is loaded, you can preload
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them by calling the :js:meth:`engine.preloadFile` method with a path to a file or by providing it
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with an ``ArrayBuffer`` object. In case of the ``ArrayBuffer``, or one of its views, a second argument
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must be specified to define an internal path for the loaded resource.
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the automatically started main pack. The :js:attr:`executable` override option can be
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used to override this value.
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Customizing the presentation
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----------------------------
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Several methods can be used to further customize the look and behavior of the game on your page.
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Several configuration options can be used to further customize the look and behavior of the game on your page.
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By default, the first canvas element on the page is used for rendering. To use a different canvas
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element the :js:meth:`engine.setCanvas` method can be used. It requires a reference to the DOM
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element the :js:attr:`canvas` override option can be used. It requires a reference to the DOM
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element itself.
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.. code-block:: js
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const canvasElement = document.querySelector("#my-canvas-element");
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engine.setCanvas(canvasElement);
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engine.startGame({ canvas: canvasElement });
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If the width and height of this canvas element differ from values set in the project settings, it
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will be resized on the project start. This behavior can be disabled by calling the :js:meth:`engine.setCanvasResizedOnStart`
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method.
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The way the engine resize the canvas can be configured via the :js:attr:`canvasResizePolicy`
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override option.
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If your game takes some time to load, it may be useful to display a custom loading UI which tracks
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the progress. This can be achieved with the :js:meth:`engine.setProgressFunc` method which allows
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to set up a callback function to be called regularly as the engine loads new bytes.
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the progress. This can be achieved with the :js:attr:`onProgress` callback option, which
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allows to set up a callback function that will be called regularly as the engine loads new bytes.
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.. code-block:: js
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function printProgress(current, total) {
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console.log("Loaded " + current + " of " + total + " bytes");
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}
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engine.setProgressFunc(printProgress);
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engine.startGame({ onProgress: printProgress });
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Be aware that in some cases ``total`` can be ``0``. This means that it cannot be calculated.
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If your game supports multiple languages, the :js:meth:`engine.setLocale` method can be used to set
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a specific locale, provided you have a valid language code string. It may be good to use server-side
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If your game supports multiple languages, the :js:attr:`locale` override option can be used to
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force a specific locale, provided you have a valid language code string. It may be good to use server-side
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logic to determine which languages a user may prefer. This way the language code can be taken from the
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``Accept-Language`` HTTP header, or determined by a GeoIP service.
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@@ -175,30 +193,18 @@ by the engine. This is similar to the output shown in the editor console window.
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``console.log`` and ``console.warn`` are used for the output and error streams respectively. This
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behavior can be customized by setting your own functions to handle messages.
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Use the :js:meth:`engine.setStdoutFunc` method to set a callback function for the output stream. Default
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behavior is similar to this:
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Use the :js:attr:`onPrint` override option to set a callback function for the output stream,
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and the :js:attr:`onPrintError` override option to set a callback function for the error stream.
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.. code-block:: js
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function printStdout(text) {
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function print(text) {
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console.log(text);
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}
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engine.setStdoutFunc(printStdout);
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Use the :js:meth:`engine.setStderrFunc` method to set a callback function for the error stream. Default
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behavior is similar to this:
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.. code-block:: js
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function printStderr(text) {
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console.warn("Error: " + text);
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function printError(text) {
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console.warn(text);
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}
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engine.setStderrFunc(printStderr);
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engine.startGame({ onPrint: print, onPrintError: printError });
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When handling the engine output keep in mind, that it may not be desirable to print it out in the
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finished product. To control whether or not the current execution is actually a debug build you can
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use ``$GODOT_DEBUG_ENABLED`` placeholder.
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Further debugging options and a low level access to the execution environment are available in a form
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of Emscripten's ``Module`` object. It can be accessed using the :js:attr:`engine.rtenv` property on the
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engine instance.
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When handling the engine output, keep in mind that it may not be desirable to print it out in the
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finished product.
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