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- .. _doc_compiling_for_web:
- Compiling for the Web
- =====================
- .. highlight:: shell
- Requirements
- ------------
- To compile export templates for the Web, the following is required:
- - `Emscripten SDK <http://emscripten.org/>`__ (Install in a path without
- spaces, i.e. not on "Program Files")
- - `Python 2.7+ <https://www.python.org/>`__ (3.0 is
- untested as of now)
- - `SCons <http://www.scons.org>`__ build system
- Compiling
- ---------
- Start a terminal and set the environment variable ``EMSCRIPTEN_ROOT`` to the
- installation directory of Emscripten::
- export EMSCRIPTEN_ROOT=~/emsdk/emscripten/master
- If you are on Windows, start a regular prompt or the Emscripten Command Prompt.
- Do **not** use the Developer Command Prompt nor any of the ones that come with
- Visual Studio. You can set the environment variable in the system settings or
- in the prompt itself::
- set EMSCRIPTEN_ROOT=C:\emsdk\emscripten\master
- Now go to the root directory of the engine source code and instruct SCons to
- compile for JavaScript. Specify ``target`` as either ``release`` for a release
- build or ``release_debug`` for a debug build::
- scons platform=javascript tools=no target=release
- scons platform=javascript tools=no target=release_debug
- The engine will now be compiled to JavaScript by Emscripten. If all goes well,
- the resulting file will be placed in the ``bin`` subdirectory. Its name is
- ``godot.javascript.opt.asm.js`` for release or
- ``godot.javascript.opt.debug.asm.js`` for debug. Additionally, two files of
- the same name but with the extensions ``.js`` and ``.html.mem`` will be
- generated.
- Building export templates
- -------------------------
- After compiling, further steps are required to build the template.
- The actual web export template has the form of a zip file containing at least
- these 5 files:
- 1. ``godot.asm.js`` — This is the file that was just compiled, but under a
- different name.
- For the release template::
- cp bin/godot.javascript.opt.asm.js godot.asm.js
- For the debug template::
- cp bin/godot.javascript.opt.debug.asm.js godot.asm.js
- 2. ``godot.js``
- 3. ``godot.mem`` — other files created during compilation, initially with the
- same name as the ``.asm.js`` file, except ``.asm.js`` is replaced by
- ``.js`` for ``godot.js`` and ``.html.mem`` for
- ``godot.mem``.
- For the release template::
- cp bin/godot.javascript.opt.js godot.js
- cp bin/godot.javascript.opt.html.mem godot.mem
- For the debug template::
- cp bin/godot.javascript.opt.debug.js godot.js
- cp bin/godot.javascript.opt.debug.html.mem godot.mem
- 4. ``godot.html``
- 5. ``godotfs.js`` — Both of these files are located within the Godot Engine
- repository, under ``tools/dist/html_fs/``.
- ::
- cp tools/dist/html_fs/godot.html .
- cp tools/dist/html_fs/godotfs.js .
- Once these 5 files are assembled, zip them up and your export template is ready
- to go. The correct name for the template file is ``javascript_release.zip`` for
- the release template::
- zip javascript_release.zip godot.asm.js godot.js godot.mem godotfs.js godot.html
- And ``javascript_debug.zip`` for the debug template::
- zip javascript_debug.zip godot.asm.js godot.js godot.mem godotfs.js godot.html
- The resulting files must be placed in the ``templates`` directory in your Godot
- user directory::
- mv javascript_release.zip ~/.godot/templates
- mv javascript_debug.zip ~/.godot/templates
- If you are writing custom modules or using custom C++ code, you may want to
- configure your zip files as custom export templates. This can be done in the
- export GUI, using the "Custom Package" option.
- There's no need to copy the templates in this case — you can simply reference
- the resulting files in your Godot source folder, so the next time you build,
- the custom templates will already be referenced.
- Customizing the HTML page
- -------------------------
- Rather than the default ``godot.html`` file from the Godot Engine repository's
- ``tools/dist/html_fs/`` directory, it is also possible to use a custom HTML
- page. This allows drastic customization of the final web presentation.
- In the HTML page, the JavaScript object ``Module`` is the page's interface to
- Emscripten. Check the official documentation for information on how to use it:
- https://kripken.github.io/emscripten-site/docs/api_reference/module.html
- The default HTML page offers an example to start off with, separating the
- Emscripten interface logic in the JavaScript ``Module`` object from the page
- logic in the ``Presentation`` object. Emscripten's default ``shell.html`` file
- is another example, but does not use Godot's placeholders, listed below.
- When exporting a game, several placeholders in the ``godot.html`` file are
- substituted by values dependent on the export:
- +------------------------------+-----------------------------------------------+
- | Placeholder | substituted by |
- +==============================+===============================================+
- | ``$GODOT_JS`` | Name of the compiled Godot Engine JavaScript |
- | | file |
- +------------------------------+-----------------------------------------------+
- | ``$GODOT_FS`` | Name of the filesystem access JavaScript |
- | | file |
- +------------------------------+-----------------------------------------------+
- | ``$GODOT_MEM`` | Name of the memory initialization file |
- +------------------------------+-----------------------------------------------+
- | ``$GODOT_CANVAS_WIDTH`` | Integer specifying the initial display width |
- | | of the game |
- +------------------------------+-----------------------------------------------+
- | ``$GODOT_CANVAS_HEIGHT`` | Integer specifying the initial display height |
- | | of the game |
- +------------------------------+-----------------------------------------------+
- | ``$GODOT_DEBUG_ENABLED`` | String ``true`` if debugging, ``false`` |
- | | otherwise |
- +------------------------------+-----------------------------------------------+
- | ``$GODOT_CONTROLS_ENABLED`` | String ``true`` if ``html/controls_enabled`` |
- | | is enabled, ``false`` otherwise |
- +------------------------------+-----------------------------------------------+
- | ``$GODOT_HEAD_TITLE`` | Title of the page, normally used as content |
- | | of the HTML ``<title>`` element |
- +------------------------------+-----------------------------------------------+
- | ``$GODOT_HEAD_INCLUDE`` | Custom string to include just before the end |
- | | of the HTML ``<head>`` element |
- +------------------------------+-----------------------------------------------+
- | ``$GODOT_STYLE_FONT_FAMILY`` | CSS format ``font-family`` to use, without |
- | | terminating semicolon |
- +------------------------------+-----------------------------------------------+
- | ``$GODOT_STYLE_INCLUDE`` | Custom string to include just before the end |
- | | of the page's CSS |
- +------------------------------+-----------------------------------------------+
- The first five of the placeholders listed should always be implemented in the
- HTML page, since they are important for the correct presentation of the game.
- The other placeholders are optional.
- Finally, the custom HTML page is installed by replacing the existing
- ``godot.html`` file in the export template with the new one, retaining the name
- of the original.
|