Add option 'wasm' to compile to WebAssembly in web export
WebAssembly is still experimental, so disabled by default. The HTML shell file now uses $GODOT_BASE, a placeholder for the base filename, instead of $GODOT_JS, $GODOT_MEM and $GODOT_FS.
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@@ -10,8 +10,6 @@ javascript_files = [
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"javascript_eval.cpp"
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]
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#obj = env.SharedObject('godot_javascript.cpp')
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env_javascript = env.Clone()
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if env['target'] == "profile":
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env_javascript.Append(CPPFLAGS=['-DPROFILER_ENABLED'])
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@@ -21,9 +19,19 @@ for x in javascript_files:
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javascript_objects.append( env_javascript.Object( x ) )
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env.Append(LINKFLAGS=["-s","EXPORTED_FUNCTIONS=\"['_main','_audio_server_mix_function','_main_after_fs_sync']\""])
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env.Append(LINKFLAGS=["--shell-file",'"platform/javascript/godot_shell.html"'])
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prog = None
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build = env.Program('#bin/godot',javascript_objects,PROGSUFFIX=env["PROGSUFFIX"]+".html")
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#env_javascript.SharedLibrary("#platform/javascript/libgodot_javascript.so",[javascript_objects])
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def make_html_shell(target, source, env):
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html_path = target[0].rstr()
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assert html_path[:4] == 'bin/'
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assert html_path[-5:] == '.html'
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basename = html_path[4:-5]
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with open(html_path, 'r+') as html_file:
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fixed_html = html_file.read().replace('.html.mem', '.mem').replace(basename, '$GODOT_BASE')
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html_file.seek(0)
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html_file.truncate()
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html_file.write(fixed_html)
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env.Program('#bin/godot',javascript_objects,PROGSUFFIX=env["PROGSUFFIX"]+".html")
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env.AddPostAction(build, Action(make_html_shell, "Creating HTML shell file"))
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