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[HTML5] GDNative support via SIDE_MODULE.
Working with emscripten >= 2.0.10
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@@ -12,13 +12,8 @@ javascript_files = [
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"api/javascript_tools_editor_plugin.cpp",
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]
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build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"]
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if env["threads_enabled"]:
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build_targets.append("#bin/godot${PROGSUFFIX}.worker.js")
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build = env.add_program(build_targets, javascript_files)
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env.AddJSLibraries(
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sys_env = env.Clone()
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sys_env.AddJSLibraries(
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[
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"js/libs/library_godot_audio.js",
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"js/libs/library_godot_display.js",
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@@ -29,12 +24,47 @@ env.AddJSLibraries(
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)
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if env["tools"]:
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env.AddJSLibraries(["js/libs/library_godot_editor_tools.js"])
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sys_env.AddJSLibraries(["js/libs/library_godot_editor_tools.js"])
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if env["javascript_eval"]:
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env.AddJSLibraries(["js/libs/library_godot_eval.js"])
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for lib in env["JS_LIBS"]:
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env.Append(LINKFLAGS=["--js-library", lib])
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env.Depends(build, env["JS_LIBS"])
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sys_env.AddJSLibraries(["js/libs/library_godot_eval.js"])
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for lib in sys_env["JS_LIBS"]:
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sys_env.Append(LINKFLAGS=["--js-library", lib])
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build = []
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if env["gdnative_enabled"]:
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build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"]
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# Reset libraries. The main runtime will only link emscripten libraries, not godot ones.
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sys_env["LIBS"] = []
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# We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly.
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sys_env.Append(LIBS=["idbfs.js"])
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# JS prepended to the module code loading the side library.
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sys_env.Append(LINKFLAGS=["--pre-js", sys_env.File("js/dynlink.pre.js")])
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# Configure it as a main module (dynamic linking support).
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sys_env.Append(CCFLAGS=["-s", "MAIN_MODULE=1"])
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sys_env.Append(LINKFLAGS=["-s", "MAIN_MODULE=1"])
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sys_env.Append(CCFLAGS=["-s", "EXPORT_ALL=1"])
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sys_env.Append(LINKFLAGS=["-s", "EXPORT_ALL=1"])
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# Force exporting the standard library (printf, malloc, etc.)
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sys_env["ENV"]["EMCC_FORCE_STDLIBS"] = "libc,libc++,libc++abi"
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# The main emscripten runtime, with exported standard libraries.
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sys = sys_env.Program(build_targets, ["javascript_runtime.cpp"])
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sys_env.Depends(sys, "js/dynlink.pre.js")
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# The side library, containing all Godot code.
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wasm_env = env.Clone()
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wasm_env.Append(CCFLAGS=["-s", "SIDE_MODULE=2"])
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wasm_env.Append(LINKFLAGS=["-s", "SIDE_MODULE=2"])
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wasm = wasm_env.add_program("#bin/godot.side${PROGSUFFIX}.wasm", javascript_files)
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build = [sys[0], sys[1], wasm[0]]
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else:
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build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"]
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if env["threads_enabled"]:
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build_targets.append("#bin/godot${PROGSUFFIX}.worker.js")
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# We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly.
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sys_env.Append(LIBS=["idbfs.js"])
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build = sys_env.Program(build_targets, javascript_files + ["javascript_runtime.cpp"])
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sys_env.Depends(build[0], sys_env["JS_LIBS"])
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engine = [
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"js/engine/preloader.js",
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@@ -61,8 +91,11 @@ out_files = [
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]
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html_file = "#misc/dist/html/editor.html" if env["tools"] else "#misc/dist/html/full-size.html"
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in_files = [js_wrapped, build[1], html_file, "#platform/javascript/js/libs/audio.worklet.js"]
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if env["threads_enabled"]:
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in_files.append(build[2])
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if env["gdnative_enabled"]:
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in_files.append(build[2]) # Runtime
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out_files.append(zip_dir.File(binary_name + ".side.wasm"))
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elif env["threads_enabled"]:
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in_files.append(build[2]) # Worker
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out_files.append(zip_dir.File(binary_name + ".worker.js"))
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zip_files = env.InstallAs(out_files, in_files)
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