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e52ed6d89e
The API is implemented in javascript, and generates C functions that can be called from godot. This allows much cleaner code replacing all `EM_ASM` calls in our C++ code with plain C function calls. This also gets rid of few hacks and comes with few optimizations (e.g. custom cursor shapes should be much faster now).
33 lines
994 B
Python
33 lines
994 B
Python
#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_ws = env_modules.Clone()
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if env["platform"] == "javascript":
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# Our JavaScript/C++ interface.
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env.AddJSLibraries(["library_godot_websocket.js"])
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elif env["builtin_wslay"]:
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# Thirdparty source files
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wslay_dir = "#thirdparty/wslay/"
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wslay_sources = [
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"wslay_net.c",
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"wslay_event.c",
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"wslay_queue.c",
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"wslay_stack.c",
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"wslay_frame.c",
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]
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wslay_sources = [wslay_dir + s for s in wslay_sources]
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env_ws.Prepend(CPPPATH=[wslay_dir + "includes/"])
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env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"])
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if env["platform"] == "windows" or env["platform"] == "uwp":
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env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"])
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else:
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env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"])
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env_wslay = env_ws.Clone()
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env_wslay.disable_warnings()
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env_wslay.add_source_files(env.modules_sources, wslay_sources)
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env_ws.add_source_files(env.modules_sources, "*.cpp")
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