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#!/usr/bin/env python

Import("env")

javascript_files = [
    "audio_driver_javascript.cpp",
    "display_server_javascript.cpp",
    "http_client_javascript.cpp",
    "javascript_eval.cpp",
    "javascript_main.cpp",
    "os_javascript.cpp",
    "api/javascript_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_http_request.js",
        "js/libs/library_godot_os.js",
        "js/libs/library_godot_runtime.js",
    ]
)

if env["tools"]:
    sys_env.AddJSLibraries(["js/libs/library_godot_editor_tools.js"])
if env["javascript_eval"]:
    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",
    "js/engine/config.js",
    "js/engine/engine.js",
]
externs = [env.File("#platform/javascript/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")

zip_dir = env.Dir("#bin/.javascript_zip")
binary_name = "godot.tools" if env["tools"] else "godot"
out_files = [
    zip_dir.File(binary_name + ".js"),
    zip_dir.File(binary_name + ".wasm"),
    zip_dir.File(binary_name + ".html"),
    zip_dir.File(binary_name + ".audio.worklet.js"),
]
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["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",
    zip_files,
    ZIPROOT=zip_dir,
    ZIPSUFFIX="${PROGSUFFIX}${ZIPSUFFIX}",
    ZIPCOMSTR="Archiving $SOURCES as $TARGET",
)