mirror of
https://github.com/godotengine/godot
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29 lines
1.8 KiB
XML
29 lines
1.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="JavaScript" inherits="Object" version="4.0">
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<brief_description>
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Singleton that connects the engine with the browser's JavaScript context in HTML5 export.
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</brief_description>
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<description>
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The JavaScript singleton is implemented only in the HTML5 export. It's used to access the browser's JavaScript context. This allows interaction with embedding pages or calling third-party JavaScript APIs.
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[b]Note:[/b] This singleton can be disabled at build-time to improve security. By default, the JavaScript singleton is enabled. Official export templates also have the JavaScript singleton enabled. See [url=https://docs.godotengine.org/en/latest/development/compiling/compiling_for_web.html]Compiling for the Web[/url] in the documentation for more information.
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</description>
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<tutorials>
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<link title="Exporting for the Web: Calling JavaScript from script">https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script</link>
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</tutorials>
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<methods>
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<method name="eval">
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<return type="Variant">
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</return>
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<argument index="0" name="code" type="String">
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</argument>
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<argument index="1" name="use_global_execution_context" type="bool" default="false">
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</argument>
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<description>
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Execute the string [code]code[/code] as JavaScript code within the browser window. This is a call to the actual global JavaScript function [code]eval()[/code].
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If [code]use_global_execution_context[/code] is [code]true[/code], the code will be evaluated in the global execution context. Otherwise, it is evaluated in the execution context of a function within the engine's runtime environment.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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