Emscripten injects its loader script when linking, so force relinking whenever the HTML shell changes. Also remove useless FULL_ES2 flag, which should be a linker flag, but would impact performance too much.
38 lines
1.2 KiB
Python
38 lines
1.2 KiB
Python
#!/usr/bin/env python
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Import('env')
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javascript_files = [
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"os_javascript.cpp",
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"audio_driver_javascript.cpp",
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"javascript_main.cpp",
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"audio_server_javascript.cpp",
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"javascript_eval.cpp"
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]
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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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javascript_objects = []
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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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build = env.Program('#bin/godot', javascript_objects, PROGSUFFIX=env["PROGSUFFIX"] + ".html")
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Depends(build, "godot_shell.html")
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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.AddPostAction(build, Action(make_html_shell, "Creating HTML shell file"))
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