diff options
author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2022-08-28 20:27:45 +0200 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2022-08-29 11:52:00 +0200 |
commit | d20b32186fc192f5e527a1211291b0cb293f4e66 (patch) | |
tree | 20f5e9e84e10b68c318f576344a10a9fc63d235f /platform/web/SCsub | |
parent | 223e083d36ac1ca3f7aa46898d8870e476132f7a (diff) |
[Web] Rename JavaScript platform to Web.
Also rename export name from "HTML5" to "Web".
Diffstat (limited to 'platform/web/SCsub')
-rw-r--r-- | platform/web/SCsub | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/platform/web/SCsub b/platform/web/SCsub new file mode 100644 index 0000000000..78d7ce4074 --- /dev/null +++ b/platform/web/SCsub @@ -0,0 +1,93 @@ +#!/usr/bin/env python + +Import("env") + +web_files = [ + "audio_driver_web.cpp", + "display_server_web.cpp", + "http_client_web.cpp", + "javascript_singleton.cpp", + "web_main.cpp", + "os_web.cpp", + "api/web_tools_editor_plugin.cpp", +] + +sys_env = env.Clone() +sys_env.AddJSLibraries( + [ + "js/libs/library_godot_audio.js", + "js/libs/library_godot_display.js", + "js/libs/library_godot_fetch.js", + "js/libs/library_godot_os.js", + "js/libs/library_godot_runtime.js", + "js/libs/library_godot_input.js", + ] +) + +if env["javascript_eval"]: + sys_env.AddJSLibraries(["js/libs/library_godot_javascript_singleton.js"]) + +for lib in sys_env["JS_LIBS"]: + sys_env.Append(LINKFLAGS=["--js-library", lib.abspath]) +for js in env["JS_PRE"]: + sys_env.Append(LINKFLAGS=["--pre-js", js.abspath]) +for ext in env["JS_EXTERNS"]: + sys_env["ENV"]["EMCC_CLOSURE_ARGS"] += " --externs " + ext.abspath + +build = [] +if env["gdnative_enabled"]: + build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"] + if env["threads_enabled"]: + build_targets.append("#bin/godot${PROGSUFFIX}.worker.js") + # Reset libraries. The main runtime will only link emscripten libraries, not godot ones. + sys_env["LIBS"] = [] + # We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly. + sys_env.Append(LIBS=["idbfs.js"]) + # Configure it as a main module (dynamic linking support). + sys_env.Append(CCFLAGS=["-s", "MAIN_MODULE=1"]) + sys_env.Append(LINKFLAGS=["-s", "MAIN_MODULE=1"]) + sys_env.Append(CCFLAGS=["-s", "EXPORT_ALL=1"]) + sys_env.Append(LINKFLAGS=["-s", "EXPORT_ALL=1"]) + sys_env.Append(LINKFLAGS=["-s", "WARN_ON_UNDEFINED_SYMBOLS=0"]) + # Force exporting the standard library (printf, malloc, etc.) + sys_env["ENV"]["EMCC_FORCE_STDLIBS"] = "libc,libc++,libc++abi" + # The main emscripten runtime, with exported standard libraries. + sys = sys_env.Program(build_targets, ["web_runtime.cpp"]) + + # The side library, containing all Godot code. + wasm_env = env.Clone() + wasm_env.Append(CPPDEFINES=["WASM_GDNATIVE"]) # So that OS knows it can run GDNative libraries. + wasm_env.Append(CCFLAGS=["-s", "SIDE_MODULE=2"]) + wasm_env.Append(LINKFLAGS=["-s", "SIDE_MODULE=2"]) + wasm = wasm_env.add_program("#bin/godot.side${PROGSUFFIX}.wasm", web_files) + build = sys + [wasm[0]] +else: + build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"] + if env["threads_enabled"]: + build_targets.append("#bin/godot${PROGSUFFIX}.worker.js") + # We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly. + sys_env.Append(LIBS=["idbfs.js"]) + build = sys_env.Program(build_targets, web_files + ["web_runtime.cpp"]) + +sys_env.Depends(build[0], sys_env["JS_LIBS"]) +sys_env.Depends(build[0], sys_env["JS_PRE"]) +sys_env.Depends(build[0], sys_env["JS_EXTERNS"]) + +engine = [ + "js/engine/preloader.js", + "js/engine/config.js", + "js/engine/engine.js", +] +externs = [env.File("#platform/web/js/engine/engine.externs.js")] +js_engine = env.CreateEngineFile("#bin/godot${PROGSUFFIX}.engine.js", engine, externs) +env.Depends(js_engine, externs) + +wrap_list = [ + build[0], + js_engine, +] +js_wrapped = env.Textfile("#bin/godot", [env.File(f) for f in wrap_list], TEXTFILESUFFIX="${PROGSUFFIX}.wrapped.js") + +# Extra will be the thread worker, or the GDNative side, or None +extra = build[2:] if len(build) > 2 else None +env.CreateTemplateZip(js_wrapped, build[1], extra) |