summaryrefslogtreecommitdiff
path: root/modules/webrtc/SCsub
diff options
context:
space:
mode:
authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2020-10-23 18:33:20 +0200
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2020-11-10 11:42:51 +0100
commite2083871eb57e56fe637c3d8f6647ddb4ff539e0 (patch)
treea58669c68065541e0062f82d7edb45789d8f354f /modules/webrtc/SCsub
parent54cda5c3b8622c9168fcd5d1c68964ef7697b27e (diff)
[HTML5] Port JavaScript inline code to libraries.
The API is implemented in javascript, and generates C functions that can be called from godot. This allows much cleaner code replacing all `EM_ASM` calls in our C++ code with plain C function calls. This also gets rid of few hacks and comes with few optimizations (e.g. custom cursor shapes should be much faster now).
Diffstat (limited to 'modules/webrtc/SCsub')
-rw-r--r--modules/webrtc/SCsub4
1 files changed, 4 insertions, 0 deletions
diff --git a/modules/webrtc/SCsub b/modules/webrtc/SCsub
index 20b4c8f8d2..4f870ddb2f 100644
--- a/modules/webrtc/SCsub
+++ b/modules/webrtc/SCsub
@@ -12,4 +12,8 @@ if use_gdnative: # GDNative is retained in Javascript for export compatibility
env_webrtc.Append(CPPDEFINES=["WEBRTC_GDNATIVE_ENABLED"])
env_webrtc.Prepend(CPPPATH=["#modules/gdnative/include/"])
+if env["platform"] == "javascript":
+ # Our JavaScript/C++ interface.
+ env.AddJSLibraries(["library_godot_webrtc.js"])
+
env_webrtc.add_source_files(env.modules_sources, "*.cpp")