358 lines
13 KiB
HTML
358 lines
13 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="adduserfile()" 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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// "id1/default.cfg": "webdefaults.cfg", //autoexec.cfg is evil.
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/* "id1/touch.cfg": str2ab("showpic_removeall\n"
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"showpic touch_moveforward.tga fwd -128 -112 bm 32 32 +forward 5\n"
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"showpic touch_moveback.tga back -128 -80 bm 32 32 +back 5\n"
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"showpic touch_moveleft.tga left -160 -88 bm 32 32 +moveleft 5\n"
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"showpic touch_moveright.tga rght -96 -88 bm 32 32 +moveright 5\n"
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"showpic touch_attack.tga fire -160 -160 bm 32 32 +attack 5\n"
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"showpic touch_jump.tga jump 128 -80 bm 32 32 +jump 5\n"
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"showpic touch_weapons.tga weap 80 -80 bm 32 32 +weaponwheel 5\n"
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"showpic touch_menu.tga menu -32 0 tr 32 32 togglemenu 10\n"),
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*/ },
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// quiturl: "/", //url to jump to when 'quitting' (otherwise uses history.back).
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// arguments:["+alias","f_startup","connect","wss://theservertojoin", "-manifest","default.fmf"], //beware the scheme registration stuff (pwa+js methods).
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// manifest: "index.html.fmf", // '-manifest' arg if args are not explicit. also inhibits the #foo.fmf thing.
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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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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 remfile(fname)
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{
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delete Module.files[fname];
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showfiles(); //repaint
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}
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function renamefile(fname)
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{
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const nname = prompt("Please enter new name", fname);
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if (nname != null)
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{
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Module.files[nname] = Module.files[fname];
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delete Module.files[fname];
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showfiles();
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}
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}
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function remcfile(fname)
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{
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Module['cache'].delete("/_/"+fname);
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Module['cache'].keys().then((keys)=>{Module['cachekeys'] = keys; showfiles();}); //repaint
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}
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function remlfile(fname)
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{
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window.localStorage.removeItem(fname);
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showfiles(); //repaint
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}
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function savelfile(fname)
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{
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window.showSaveFilePicker({id: "openfile", startIn: "documents", suggestedName: fname})
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.then(async (h)=>{
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let data = await window.localStorage.getitem(fname);
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let f = await h.createWriteable();
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await f.write(data);
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await f.close();
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});
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}
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function adduserfile()
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{
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window.showOpenFilePicker(
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{ types:[
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{
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description: "Packages",
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accept:{"text/*":[".pk3", ".pak", ".pk4", ".zip"]}
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},
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{
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description: "Maps",
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accept:{"text/*":[".bsp.gz", ".bsp", ".map"]}
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},
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{
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description: "Demos",
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accept:{"application/*":[".mvd.gz", ".qwd.gz", ".dem.gz", ".mvd", ".qwd", ".dem"]} //dm2?
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},
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{
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description: "FTE Manifest",
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accept:{"text/*":[".fmf"]}
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},
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//model formats?... nah, too many/weird. they can always
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//audio formats? eww
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//image formats? double eww!
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{
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description: "Configs",
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accept:{"text/*":[".cfg", ".rc"]}
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}],
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excludeAcceptAllOption:false, //let em pick anything. we actually support more than listed here (and bitrot...)
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id:"openfile", //remember the dir we were in for the next invocation
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multiple:true
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})
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.then((r)=>
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{
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let gamedir = prompt("Please enter gamedir", "id1");
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if (gamedir != "")
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gamedir = gamedir+"/";
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for (let i of r)
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{
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i.getFile().then((f)=>
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{
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var n = fixupfilepath(f.name, gamedir);
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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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}).catch((e)=>{console.log("showOpenFilePicker() aborted", e);});
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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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let nt = "<H1>FTE Engine (Browser Port)</H1>";
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nt = nt + "Drag gamedirs or individual package files here to make them available!<pre>";
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let keys = Object.keys(Module.files);
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nt += "Session Files ("+keys.length+"):<br/>";
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for(let i = 0; i < keys.length; i++)
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{
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let rem = " <a href=\"javascript:remfile('"+keys[i]+"');\">[forget]</a>" +
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" <a href=\"javascript:renamefile('"+keys[i]+"');\">[rename]</a>";
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if (Module.files[keys[i]] instanceof ArrayBuffer)
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{
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let 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+")"+rem+"<br/>";
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}
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else
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nt += " " + keys[i] + rem + "<br/>";
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}
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//cache is for large data files. for any pk3s the user might add in-engine. large stuff that's easy to fix if it gets wiped.
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const cache = Module['cache'];
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const ckeys = Module['cachekeys'];
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if (ckeys !== undefined && ckeys.length)
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{
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nt += "<br/>Cached Files ("+ckeys.length+"):<br/>";
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for(let r of ckeys)
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{
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const idx = r.url.indexOf("/_/")
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if (idx < 0)
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continue; //wtf? that entry should not have been in this cache object.
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const fn = r.url.substr(idx+3);
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let rem = " <a href=\"javascript:remcfile('"+fn+"');\">[forget]</a>";
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nt += " " + fn + rem + "<br/>";
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}
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}
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//local storage is used for slightly more persistent things, like user configs and saved games. we have quite limited storage, and this is basically text only.
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try
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{
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const ls = window.localStorage;
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if (ls && ls.length)
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{
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nt += "<br/>Local Files ("+ls.length+"):<br/>";
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for (let i = 0; i < ls.length; i++)
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{
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const fn = ls.key(i);
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const rem = " <a href=\"javascript:remlfile('"+fn+"');\">[forget]</a>" + (window.showSaveFilePicker!==undefined?" <a href=\"javascript:savelfile('"+fn+"');\">[export]</a>":"");
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nt += " " + fn + rem + "<br/>";
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}
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}
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}
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catch(e){}
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nt += "</pre>";
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nt += "<p/>Cookie Disclaimer:<small> This page does not use cookies, however it does use local storage to save configs+games (consistent with natively installed games).<br/>frag-net (our matchmaking service) does not utilise any tracking beyond the session in question, but it does allow connecting to third-party servers which may incorporate ranking systems or accounts or other tracking according to that server's privacy/tracking policies.</small>"
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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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if (path=="")
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{
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path = prompt("Please enter gamedir", "id1");
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if (path != "")
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path = path+"/";
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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 != "" || Module["autostart"])
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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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{
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try {
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caches.open('user').then((c)=>{Module['cache']=c;return c.keys();}).then((keys)=>{Module['cachekeys'] = keys; showfiles();});
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} catch(e){
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} finally {
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showfiles(); //otherwise show our lame file dropper and wait for the user to click 'go'.
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}
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}
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</script>
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</body>
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</html>
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