godot/platform/javascript/SCsub
Fabio Alessandrelli d8bd54fbf2 [HTML5] Add PWA support to the editor page.
This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.

The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.

Special thanks to Hugo Locurcio (Calinou) for the initial work.
2021-03-08 17:06:24 +01:00

92 lines
3.4 KiB
Python

#!/usr/bin/env python
Import("env")
javascript_files = [
"audio_driver_javascript.cpp",
"display_server_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"])
# 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)