#!/usr/bin/env python Import("env") javascript_files = [ "audio_driver_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_fetch.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"]) 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)