godot/platform/javascript/emscripten_helpers.py
Fabio Alessandrelli 21c9f37757 [HTML5] Refactor JS, threads support, closures.
- Refactored the Engine code, splitted across files.
- Use MODULARIZE option to build emscripten code into it's own closure.
- Optional closure compiler run for JS and generated code.
- Enable lto support (saves ~2MiB in release).
- Can now build with tools=yes (not much to see yet).
- Dropped some deprecated code for older toolchains.
- Add onExit, and onExecute JS function.
- Add files drag and drop support.
- Add support for low precessor usage mode (via offscreen render, swap).
2020-06-18 09:21:14 +02:00

39 lines
1.5 KiB
Python

import os
def parse_config():
em_config_file = os.getenv("EM_CONFIG") or os.path.expanduser("~/.emscripten")
if not os.path.exists(em_config_file):
raise RuntimeError("Emscripten configuration file '%s' does not exist" % em_config_file)
normalized = {}
em_config = {}
with open(em_config_file) as f:
try:
# Emscripten configuration file is a Python file with simple assignments.
exec(f.read(), em_config)
except StandardError as e:
raise RuntimeError("Emscripten configuration file '%s' is invalid:\n%s" % (em_config_file, e))
normalized["EMCC_ROOT"] = em_config.get("EMSCRIPTEN_ROOT")
normalized["NODE_JS"] = em_config.get("NODE_JS")
normalized["CLOSURE_BIN"] = os.path.join(normalized["EMCC_ROOT"], "node_modules", ".bin", "google-closure-compiler")
return normalized
def run_closure_compiler(target, source, env, for_signature):
cfg = parse_config()
cmd = [cfg["NODE_JS"], cfg["CLOSURE_BIN"]]
cmd.extend(["--compilation_level", "ADVANCED_OPTIMIZATIONS"])
for f in env["JSEXTERNS"]:
cmd.extend(["--externs", f.get_abspath()])
for f in source:
cmd.extend(["--js", f.get_abspath()])
cmd.extend(["--js_output_file", target[0].get_abspath()])
return " ".join(cmd)
def create_engine_file(env, target, source, externs):
if env["use_closure_compiler"]:
return env.BuildJS(target, source, JSEXTERNS=externs)
return env.Textfile(target, [env.File(s) for s in source])