8dadfb4878
Cmake: Add FTE_WERROR option, defaults to true in debug builds and off in release builds (in case future compilers have issues). Cmake: Pull in libXscreensaver so we don't get interrupted by screensavers when playing demos. Make: Added `make webcl-rel` for a web build without server bloat (eg for sites focused on demo playback. Yes, this means you XantoM). fteqcc: Include the decompiler in fteqcc (non-gui) builds ('-d' arg). fteqcc: Decompiler can now mostly handle hexen2 mods without any unknown opcodes. Allow ezHud and OpenSSL to be compiled as in-engine plugins, potentially for web and windows ports respectively. Web: Fix support for ogg vorbis. Add support for voip. Web: Added basic support for WebXR. QTV: Don't try seeking on unseekable qtv streams. Don't spam when developer 1 is set. QTV: add support for some eztv extensions. MVD: added hack to use ktx's vweps in mvd where mvdsv doesn't bother to record the info. qwfwd: hack around a hack in qwfwd, allowing it to work again. recording: favour qwd in single player, instead of mvd. Protocol: reduce client memory used for precache names. Bump maximum precache counts - some people are just abusive, yes you Orl. hexen2: add enough clientside protocol compat to play the demo included with h2mp. lacks effects. in_xflip: restored this setting. fs_hidesyspaths: new cvar, defaults to enabled so you won't find your username or whatever turning up in screenshots or the like. change it to 0 before debuging stuff eg via 'path'. gl_overbright_models: Added cvar to match QS. netchan: Added MTU determination, we'll no longer fail to connect when routers stupidly drop icmp packets. Win: try a few other versions of xinput too. CSQC: Added a CSQC_GenerateMaterial function, to give the csqc a chance to generate custom materials. MenuQC: Added support for the skeletal objects API.
210 lines
8.1 KiB
HTML
210 lines
8.1 KiB
HTML
<!doctype html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8">
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<link rel="manifest" href="fte_pwa.json" />
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<meta name=viewport content="width=device-width, initial-scale=1">
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<title>FTE Engine</title>
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<style>
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html,body { background-color:#000000; color:#808080; height:100%;width:100%;margin:0;padding:0;}
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.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
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div.emscripten { text-align: center; padding:0; margin: 0;}
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/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
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canvas.emscripten { border: 0px none; width:100%; height:100%; padding:0; margin: 0;}
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</style>
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</head>
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<body ondrop="gotdrop(event);" ondragover="event.preventDefault()">
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<div class="emscripten" id="status">Please allow/unblock our javascript to play.</div>
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<div id="dropzone" ondrop="gotdrop(event);" ondragover="event.preventDefault()" hidden=1>Drop Zone</div>
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<button type="button" onclick="addfile()" id="addfile" hidden=1>Add File(s)</button>
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<button type="button" onclick="begin()" id="begin" hidden=1>Click To Begin!</button>
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<div class="emscripten">
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<progress value="0" max="100" id="progress" hidden=1></progress>
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</div>
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<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" hidden=1></canvas>
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<script type='text/javascript'>
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//set up a service worker, so that we can actually be installed if so, instead of living in the more general browser cache. Yay for running an online game offline...
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if ("serviceWorker" in navigator)
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navigator.serviceWorker.register("fte_pwa_sw.js", { scope: "./" }).catch((error) => {console.error(`Service worker registration failed: ${error}`);});
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function str2ab(str)
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{ //helper function. Not utf-8, so stick to ascii chars
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var buf = new ArrayBuffer(str.length);
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var bufView = new Uint8Array(buf);
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for (var i=0, strLen=str.length; i < strLen; i++)
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bufView[i] = str.charCodeAt(i);
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return buf;
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}
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// connect to canvas
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var Module = {
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files:
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{ //these can be arraybuffers(you'll need a helper to define those) or promises(fte will block till they complete), or strings (which will be interpretted as urls and downloaded before any C code is run)
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//note that the code below will skip the file-drop prompt if there's any files specified here (or there's a #foo.fmf file specified)
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//string values are deemed to be URLs, so use the str2ab("") helper if you want to embed raw file data instead.
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// "default.fmf": "default.fmf",
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// "id1/pak0.pak": "pak0.pak",
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},
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print: function(msg)
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{ //stdout...
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console.log(msg);
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},
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printErr: function(text)
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{ //stderr...
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console.log(text);
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},
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// arguments:["wss://theservertojoin", "-manifest", "default.fmf"], //beware the scheme registration stuff (pwa+js methods).
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canvas: document.getElementById('canvas'), //for webgl to attach to
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setStatus: function(text)
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{ //gets spammed some prints during startup. blame emscripten.
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if (Module.setStatus.interval)
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clearInterval(Module.setStatus.interval);
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var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
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var statusElement = document.getElementById('status');
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var progressElement = document.getElementById('progress');
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if (m) {
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text = m[1];
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progressElement.value = parseInt(m[2])*100;
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progressElement.max = parseInt(m[4])*100;
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progressElement.hidden = false;
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} else {
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progressElement.value = null;
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progressElement.max = null;
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progressElement.hidden = true;
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}
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statusElement.innerHTML = text;
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statusElement.hidden = text.length==0;
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},
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// preRun: [],
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totalDependencies: 0,
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monitorRunDependencies: function(left)
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{ //progress is progress...
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this.totalDependencies = Math.max(this.totalDependencies, left);
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Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
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},
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// onRuntimeInitialized: function(){},
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postRun:
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[ //each of these are called after main was run. we should have our mainloop set up now
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function()
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{
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if (Module["sched"] === undefined)
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{ //our main function failed to set up the main loop. ie: main didn't get called. panic.
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alert("Unable to initialise. You may need to restart your browser. If you get this often and inconsistently, consider using a 64bit browser instead.");
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Module.setStatus("Initialisation Failure");
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}
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}
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],
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};
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function begin()
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{
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if (Module.began)
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return;
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Module.began = true;
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document.getElementById('dropzone').hidden = true;
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document.getElementById('addfile').hidden = true;
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document.getElementById('begin').hidden = true;
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Module.setStatus('Downloading...');
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// make a script. do it the hard way for the error.
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var s = document.createElement('script');
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// set it up
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s.setAttribute('src',"ftewebgl.js");
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s.setAttribute('type',"text/javascript");
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s.setAttribute('charset',"utf-8");
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s.addEventListener('error', function() {alert("Oh noes! we got an error!"); Module.setStatus("Unable to download engine javascript");}, false);
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// add to DOM
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document.head.appendChild(s);
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}
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//stuff to facilitate our drag+drop filesystem support
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function fixupfilepath(fname, path)
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{ //we just have a filename, try to guess where to put it.
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if (path != "")
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return path+fname; //already has a path. use it. this allows people to drag+drop gamedirs.
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var ext = fname.substr(fname.lastIndexOf('.') + 1);
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if (ext == 'fmf' || ext == 'kpf') //these are the only files that really make sense in the root.
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return fname;
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if (ext == 'bsp' || ext == 'map' || ext == 'lit' || ext == 'lux')
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return "id1/maps/" + fname; //bsps get their own extra subdir
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return "id1/" + fname; //probably a pak. maybe a cfg, no idea really.
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}
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function showfiles()
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{ //print the pending file list in some pretty way
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if (Module.began)
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return;
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Module.setStatus('');
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document.getElementById('dropzone').hidden = false;
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document.getElementById('begin').hidden = false;
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var nt = "Drag gamedirs or individual package files here to make them available!<br/>Active Files:<br/><pre>";
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var keys = Object.keys(Module.files);
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for(var i = 0; i < keys.length; i++)
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{
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if (Module.files[keys[i]] instanceof ArrayBuffer)
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{
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var sz = Module.files[keys[i]].byteLength;
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if (sz > 512*1024)
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sz = (sz / (1024*1024)) + "mb";
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else if (sz > 512)
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sz = (sz / 1024) + "kb";
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else
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sz = (sz) + " bytes";
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nt += " " + keys[i] + " ("+sz+")<br/>";
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}
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else
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nt += " " + keys[i] + "<br/>";
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}
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nt += "</pre>("+keys.length+" files)";
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document.getElementById('dropzone').innerHTML = nt;
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}
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function scanfiles(item,path)
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{ //for directory drops
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if (item.isFile)
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{
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item.file(function(f)
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{
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let n = fixupfilepath(f.name, path);
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Module.files[n]=f.arrayBuffer(); //actually a promise...
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Module.files[n].then(buf=>{Module.files[n]=buf;showfiles();}); //try and resolve it now.
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});
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}
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else if (item.isDirectory)
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{
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// Get folder contents
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var dirReader = item.createReader();
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dirReader.readEntries(function(entries)
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{
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for (var i=0; i<entries.length; i++)
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scanfiles(entries[i], path + item.name + "/");
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});
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}
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}
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function gotdrop(ev)
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{ //user drag+dropped something.
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ev.preventDefault();
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for (var i = 0; i < ev.dataTransfer.items.length; i++)
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if (ev.dataTransfer.items[i].webkitGetAsEntry)
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{
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var d = ev.dataTransfer.items[i].webkitGetAsEntry();
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if (d)
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scanfiles(d, "");
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}
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else if (ev.dataTransfer.items[i].kind === 'file')
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{
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var f = ev.dataTransfer.items[i].getAsFile();
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var n = fixupfilepath(f.name);
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Module.files[n]=f.arrayBuffer(); //actually a promise...
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Module.files[n].then(buf=>{Module.files[n]=buf;showfiles();}); //try and resolve it now.
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}
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showfiles();
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}
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if (window.showOpenFilePicker)
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addfile.hidden = false;
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if (window.location.hash != "" || Object.keys(Module.files).length)
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begin(); //if the url has a #foo.fmf then just begin instantly,
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else
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showfiles(); //otherwise show our lame file dropper and wait for the user to click 'go'.
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</script>
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</body>
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</html>
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