virtualx-engine/platform/javascript/emscripten_helpers.py
Fabio Alessandrelli be9b0e0b73
[HTML5] Fix editor version numbering.
Should not write patch version when it's `0`.

(cherry picked from commit 60f2166c27)
2021-03-20 23:08:28 +01:00

105 lines
3.5 KiB
Python

import os
from SCons.Util import WhereIs
def run_closure_compiler(target, source, env, for_signature):
closure_bin = os.path.join(os.path.dirname(WhereIs("emcc")), "node_modules", ".bin", "google-closure-compiler")
cmd = [WhereIs("node"), 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 get_build_version():
import version
name = "custom_build"
if os.getenv("BUILD_NAME") != None:
name = os.getenv("BUILD_NAME")
v = "%d.%d" % (version.major, version.minor)
if version.patch > 0:
v += ".%d" % version.patch
v += ".%s.%s" % (version.status, name)
return v
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])
def create_template_zip(env, js, wasm, extra):
binary_name = "godot.tools" if env["tools"] else "godot"
zip_dir = env.Dir("#bin/.javascript_zip")
in_files = [
js,
wasm,
"#platform/javascript/js/libs/audio.worklet.js",
]
out_files = [
zip_dir.File(binary_name + ".js"),
zip_dir.File(binary_name + ".wasm"),
zip_dir.File(binary_name + ".audio.worklet.js"),
]
# GDNative/Threads specific
if env["gdnative_enabled"]:
in_files.append(extra) # Runtime
out_files.append(zip_dir.File(binary_name + ".side.wasm"))
elif env["threads_enabled"]:
in_files.append(extra) # Worker
out_files.append(zip_dir.File(binary_name + ".worker.js"))
service_worker = "#misc/dist/html/service-worker.js"
if env["tools"]:
# HTML
html = "#misc/dist/html/editor.html"
subst_dict = {"@GODOT_VERSION@": get_build_version(), "@GODOT_NAME@": "GodotEngine"}
html = env.Substfile(target="#bin/godot${PROGSUFFIX}.html", source=html, SUBST_DICT=subst_dict)
in_files.append(html)
out_files.append(zip_dir.File(binary_name + ".html"))
# And logo/favicon
in_files.append("#misc/dist/html/logo.svg")
out_files.append(zip_dir.File("logo.svg"))
in_files.append("#icon.png")
out_files.append(zip_dir.File("favicon.png"))
# PWA
service_worker = env.Substfile(
target="#bin/godot${PROGSUFFIX}.service.worker.js", source=service_worker, SUBST_DICT=subst_dict
)
in_files.append(service_worker)
out_files.append(zip_dir.File("service.worker.js"))
in_files.append("#misc/dist/html/manifest.json")
out_files.append(zip_dir.File("manifest.json"))
in_files.append("#misc/dist/html/offline.html")
out_files.append(zip_dir.File("offline.html"))
else:
# HTML
in_files.append("#misc/dist/html/full-size.html")
out_files.append(zip_dir.File(binary_name + ".html"))
zip_files = env.InstallAs(out_files, in_files)
env.Zip(
"#bin/godot",
zip_files,
ZIPROOT=zip_dir,
ZIPSUFFIX="${PROGSUFFIX}${ZIPSUFFIX}",
ZIPCOMSTR="Archiving $SOURCES as $TARGET",
)
def add_js_libraries(env, libraries):
env.Append(JS_LIBS=env.File(libraries))
def add_js_pre(env, js_pre):
env.Append(JS_PRE=env.File(js_pre))
def add_js_externs(env, externs):
env.Append(JS_EXTERNS=env.File(externs))