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Rename client-config.json based on CLIENTBIN
Also make viewing client.html directly use client-config.json in the same directory so it's possible to "live edit" both the files without having to run make.
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parent
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commit
c1ab47a764
2 changed files with 9 additions and 4 deletions
9
Makefile
9
Makefile
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@ -1093,8 +1093,6 @@ ifeq ($(PLATFORM),emscripten)
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$(error "No files in '$(BASEGAME)' directory for emscripten to preload.")
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$(error "No files in '$(BASEGAME)' directory for emscripten to preload.")
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endif
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endif
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CLIENT_LDFLAGS+=--preload-file $(BASEGAME)
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CLIENT_LDFLAGS+=--preload-file $(BASEGAME)
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else
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CLIENT_EXTRA_FILES+=code/web/client-config.json
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endif
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endif
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OPTIMIZEVM = -O3
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OPTIMIZEVM = -O3
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@ -1230,6 +1228,9 @@ ifeq ($(PLATFORM),emscripten)
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ifneq ($(BUILD_CLIENT),0)
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ifneq ($(BUILD_CLIENT),0)
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TARGETS += $(B)/$(CLIENTBIN).html
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TARGETS += $(B)/$(CLIENTBIN).html
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ifneq ($(EMSCRIPTEN_PRELOAD_FILE),1)
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TARGETS += $(B)/$(CLIENTBIN)-config.json
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endif
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ifneq ($(USE_RENDERER_DLOPEN),0)
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ifneq ($(USE_RENDERER_DLOPEN),0)
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GENERATEDTARGETS += $(B)/$(CLIENTBIN).$(ARCH).wasm
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GENERATEDTARGETS += $(B)/$(CLIENTBIN).$(ARCH).wasm
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@ -3094,6 +3095,10 @@ $(B)/$(CLIENTBIN).html: $(WEBDIR)/client.html
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$(echo_cmd) "SED $@"
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$(echo_cmd) "SED $@"
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$(Q)sed 's/__CLIENTBIN__/$(CLIENTBIN)/g;s/__BASEGAME__/$(BASEGAME)/g;s/__EMSCRIPTEN_PRELOAD_FILE__/$(EMSCRIPTEN_PRELOAD_FILE)/g' < $< > $@
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$(Q)sed 's/__CLIENTBIN__/$(CLIENTBIN)/g;s/__BASEGAME__/$(BASEGAME)/g;s/__EMSCRIPTEN_PRELOAD_FILE__/$(EMSCRIPTEN_PRELOAD_FILE)/g' < $< > $@
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$(B)/$(CLIENTBIN)-config.json: $(WEBDIR)/client-config.json
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$(echo_cmd) "CP $@"
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$(Q)cp $< $@
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#############################################################################
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#############################################################################
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# MISC
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# MISC
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@ -20,13 +20,14 @@ let enginePath = './';
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// Path or URL containing fs_game directories.
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// Path or URL containing fs_game directories.
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let dataPath = './';
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let dataPath = './';
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// Path or URL for config file that specifies the files to load for each fs_game.
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// Path or URL for config file that specifies the files to load for each fs_game.
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let configFilename = './client-config.json';
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let configFilename = `./${CLIENTBIN}-config.json`;
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// If displaying the unmodified HTML file, fallback to defaults.
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// If displaying the unmodified HTML file, fallback to defaults.
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if (clientHtmlFallback) {
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if (clientHtmlFallback) {
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CLIENTBIN='ioquake3';
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CLIENTBIN='ioquake3';
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BASEGAME='baseq3';
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BASEGAME='baseq3';
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EMSCRIPTEN_PRELOAD_FILE=0;
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EMSCRIPTEN_PRELOAD_FILE=0;
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configFilename='./client-config.json';
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}
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}
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if (window.location.protocol === 'file:') throw new Error(`Unfortunately browser security restrictions prevent loading wasm from a file: URL. This file must be loaded from a web server. The easiest way to do this is probably to use Python\'s built-in web server by running \`python3 -m http.server\` in the top level source directory and then navigate to http://localhost:8000/build/debug-emscripten-wasm32/${CLIENTBIN}.html`);
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if (window.location.protocol === 'file:') throw new Error(`Unfortunately browser security restrictions prevent loading wasm from a file: URL. This file must be loaded from a web server. The easiest way to do this is probably to use Python\'s built-in web server by running \`python3 -m http.server\` in the top level source directory and then navigate to http://localhost:8000/build/debug-emscripten-wasm32/${CLIENTBIN}.html`);
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@ -68,7 +69,6 @@ if (clientHtmlFallback) {
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enginePath = buildPaths[buildIndex];
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enginePath = buildPaths[buildIndex];
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dataPath = buildPaths[buildIndex];
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dataPath = buildPaths[buildIndex];
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configFilename = dataPath + 'client-config.json';
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}
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}
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const dataURL = new URL(dataPath, location.origin + location.pathname);
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const dataURL = new URL(dataPath, location.origin + location.pathname);
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