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[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.
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@ -310,7 +310,7 @@ GDNativeLibraryEditor::GDNativeLibraryEditor() {
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NativePlatformConfig platform_html5;
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platform_html5.name = "HTML5";
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platform_html5.entries.push_back("web");
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platform_html5.entries.push_back("wasm32");
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platform_html5.library_extension = "*.wasm";
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platforms["HTML5"] = platform_html5;
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@ -52,6 +52,7 @@ if env["gdnative_enabled"]:
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# The side library, containing all Godot code.
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wasm_env = env.Clone()
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wasm_env.Append(CPPDEFINES=["WASM_GDNATIVE"]) # So that OS knows it can run GDNative libraries.
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wasm_env.Append(CCFLAGS=["-s", "SIDE_MODULE=2"])
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wasm_env.Append(LINKFLAGS=["-s", "SIDE_MODULE=2"])
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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
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r_features->push_back("etc2");
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}
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}
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ExportMode mode = (ExportMode)(int)p_preset->get("variant/export_type");
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if (mode == EXPORT_MODE_THREADS) {
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r_features->push_back("threads");
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} else if (mode == EXPORT_MODE_GDNATIVE) {
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r_features->push_back("wasm32");
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}
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}
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void EditorExportPlatformJavaScript::get_export_options(List<ExportOption> *r_options) {
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@ -128,12 +128,24 @@ int OS_JavaScript::get_process_id() const {
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}
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bool OS_JavaScript::_check_internal_feature_support(const String &p_feature) {
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if (p_feature == "HTML5" || p_feature == "web")
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if (p_feature == "HTML5" || p_feature == "web") {
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return true;
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}
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#ifdef JAVASCRIPT_EVAL_ENABLED
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if (p_feature == "JavaScript")
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if (p_feature == "JavaScript") {
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return true;
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}
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#endif
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#ifndef NO_THREADS
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if (p_feature == "threads") {
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return true;
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}
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#endif
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#if WASM_GDNATIVE
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if (p_feature == "wasm32") {
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return true;
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}
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#endif
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return false;
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