[HTML5] Make GDNative support feature-based.

This is suboptimal as it requires adding an extra compile flag, but
rewriting how feature tags work is beyond the scope of this work.
This commit is contained in:
Fabio Alessandrelli 2020-12-03 17:15:14 +01:00
parent 1e7bd3d08b
commit dd9503dc19
4 changed files with 22 additions and 3 deletions

View File

@ -310,7 +310,7 @@ GDNativeLibraryEditor::GDNativeLibraryEditor() {
NativePlatformConfig platform_html5;
platform_html5.name = "HTML5";
platform_html5.entries.push_back("web");
platform_html5.entries.push_back("wasm32");
platform_html5.library_extension = "*.wasm";
platforms["HTML5"] = platform_html5;

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@ -52,6 +52,7 @@ if env["gdnative_enabled"]:
# 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)

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@ -330,6 +330,12 @@ void EditorExportPlatformJavaScript::get_preset_features(const Ref<EditorExportP
r_features->push_back("etc2");
}
}
ExportMode mode = (ExportMode)(int)p_preset->get("variant/export_type");
if (mode == EXPORT_MODE_THREADS) {
r_features->push_back("threads");
} else if (mode == EXPORT_MODE_GDNATIVE) {
r_features->push_back("wasm32");
}
}
void EditorExportPlatformJavaScript::get_export_options(List<ExportOption> *r_options) {

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@ -128,12 +128,24 @@ int OS_JavaScript::get_process_id() const {
}
bool OS_JavaScript::_check_internal_feature_support(const String &p_feature) {
if (p_feature == "HTML5" || p_feature == "web")
if (p_feature == "HTML5" || p_feature == "web") {
return true;
}
#ifdef JAVASCRIPT_EVAL_ENABLED
if (p_feature == "JavaScript")
if (p_feature == "JavaScript") {
return true;
}
#endif
#ifndef NO_THREADS
if (p_feature == "threads") {
return true;
}
#endif
#if WASM_GDNATIVE
if (p_feature == "wasm32") {
return true;
}
#endif
return false;