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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/websocket/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/websocket/SCsub')
-rw-r--r--modules/websocket/SCsub8
1 files changed, 5 insertions, 3 deletions
diff --git a/modules/websocket/SCsub b/modules/websocket/SCsub
index af60055855..13e51a39c0 100644
--- a/modules/websocket/SCsub
+++ b/modules/websocket/SCsub
@@ -3,11 +3,13 @@
Import("env")
Import("env_modules")
-# Thirdparty source files
-
env_ws = env_modules.Clone()
-if env["builtin_wslay"] and not env["platform"] == "javascript": # already builtin for javascript
+if env["platform"] == "javascript":
+ # Our JavaScript/C++ interface.
+ env.AddJSLibraries(["library_godot_websocket.js"])
+elif env["builtin_wslay"]:
+ # Thirdparty source files
wslay_dir = "#thirdparty/wslay/"
wslay_sources = [
"wslay_net.c",