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author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2020-10-23 18:33:20 +0200 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2020-11-10 11:42:51 +0100 |
commit | e2083871eb57e56fe637c3d8f6647ddb4ff539e0 (patch) | |
tree | a58669c68065541e0062f82d7edb45789d8f354f /modules/websocket/SCsub | |
parent | 54cda5c3b8622c9168fcd5d1c68964ef7697b27e (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/SCsub | 8 |
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", |