diff options
Diffstat (limited to 'platform/javascript/SCsub')
-rw-r--r-- | platform/javascript/SCsub | 80 |
1 files changed, 65 insertions, 15 deletions
diff --git a/platform/javascript/SCsub b/platform/javascript/SCsub index 627ae778b1..11a45d2811 100644 --- a/platform/javascript/SCsub +++ b/platform/javascript/SCsub @@ -12,13 +12,8 @@ javascript_files = [ "api/javascript_tools_editor_plugin.cpp", ] -build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"] -if env["threads_enabled"]: - build_targets.append("#bin/godot${PROGSUFFIX}.worker.js") - -build = env.add_program(build_targets, javascript_files) - -env.AddJSLibraries( +sys_env = env.Clone() +sys_env.AddJSLibraries( [ "js/libs/library_godot_audio.js", "js/libs/library_godot_display.js", @@ -29,12 +24,52 @@ env.AddJSLibraries( ) if env["tools"]: - env.AddJSLibraries(["js/libs/library_godot_editor_tools.js"]) + sys_env.AddJSLibraries(["js/libs/library_godot_editor_tools.js"]) if env["javascript_eval"]: - env.AddJSLibraries(["js/libs/library_godot_eval.js"]) -for lib in env["JS_LIBS"]: - env.Append(LINKFLAGS=["--js-library", lib]) -env.Depends(build, env["JS_LIBS"]) + sys_env.AddJSLibraries(["js/libs/library_godot_eval.js"]) + +for lib in sys_env["JS_LIBS"]: + sys_env.Append(LINKFLAGS=["--js-library", lib]) +for js in env["JS_PRE"]: + sys_env.Append(LINKFLAGS=["--pre-js", env.File(js).path]) +for ext in env["JS_EXTERNS"]: + sys_env["ENV"]["EMCC_CLOSURE_ARGS"] += " --externs " + ext.path + +build = [] +if env["gdnative_enabled"]: + build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"] + # Reset libraries. The main runtime will only link emscripten libraries, not godot ones. + sys_env["LIBS"] = [] + # We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly. + sys_env.Append(LIBS=["idbfs.js"]) + # Configure it as a main module (dynamic linking support). + sys_env.Append(CCFLAGS=["-s", "MAIN_MODULE=1"]) + sys_env.Append(LINKFLAGS=["-s", "MAIN_MODULE=1"]) + sys_env.Append(CCFLAGS=["-s", "EXPORT_ALL=1"]) + sys_env.Append(LINKFLAGS=["-s", "EXPORT_ALL=1"]) + # Force exporting the standard library (printf, malloc, etc.) + sys_env["ENV"]["EMCC_FORCE_STDLIBS"] = "libc,libc++,libc++abi" + # The main emscripten runtime, with exported standard libraries. + sys = sys_env.Program(build_targets, ["javascript_runtime.cpp"]) + + # The side library, containing all Godot code. + wasm_env = env.Clone() + wasm_env.Append(CPPDEFINES=["WASM_GDNATIVE"]) # So that OS knows it can run GDNative libraries. + wasm_env.Append(CCFLAGS=["-s", "SIDE_MODULE=2"]) + wasm_env.Append(LINKFLAGS=["-s", "SIDE_MODULE=2"]) + wasm = wasm_env.add_program("#bin/godot.side${PROGSUFFIX}.wasm", javascript_files) + build = [sys[0], sys[1], wasm[0]] +else: + build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"] + if env["threads_enabled"]: + build_targets.append("#bin/godot${PROGSUFFIX}.worker.js") + # We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly. + sys_env.Append(LIBS=["idbfs.js"]) + build = sys_env.Program(build_targets, javascript_files + ["javascript_runtime.cpp"]) + +sys_env.Depends(build[0], sys_env["JS_LIBS"]) +sys_env.Depends(build[0], sys_env["JS_PRE"]) +sys_env.Depends(build[0], sys_env["JS_EXTERNS"]) engine = [ "js/engine/preloader.js", @@ -59,12 +94,27 @@ out_files = [ zip_dir.File(binary_name + ".html"), zip_dir.File(binary_name + ".audio.worklet.js"), ] -html_file = "#misc/dist/html/editor.html" if env["tools"] else "#misc/dist/html/full-size.html" +html_file = "#misc/dist/html/full-size.html" +if env["tools"]: + subst_dict = {"\$GODOT_VERSION": env.GetBuildVersion()} + html_file = env.Substfile( + target="#bin/godot${PROGSUFFIX}.html", source="#misc/dist/html/editor.html", SUBST_DICT=subst_dict + ) + in_files = [js_wrapped, build[1], html_file, "#platform/javascript/js/libs/audio.worklet.js"] -if env["threads_enabled"]: - in_files.append(build[2]) +if env["gdnative_enabled"]: + in_files.append(build[2]) # Runtime + out_files.append(zip_dir.File(binary_name + ".side.wasm")) +elif env["threads_enabled"]: + in_files.append(build[2]) # Worker out_files.append(zip_dir.File(binary_name + ".worker.js")) +if env["tools"]: + in_files.append("#misc/dist/html/logo.svg") + out_files.append(zip_dir.File("logo.svg")) + in_files.append("#icon.png") + out_files.append(zip_dir.File("favicon.png")) + zip_files = env.InstallAs(out_files, in_files) env.Zip( "#bin/godot", |