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- #!/usr/bin/env python
- Import("env")
- javascript_files = [
- "audio_driver_javascript.cpp",
- "godot_webgl2.cpp",
- "http_client_javascript.cpp",
- "javascript_singleton.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_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"]
- # 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, ["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")
- # 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)
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