mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-27 19:32:16 -05:00
Add emscripten
This commit is contained in:
parent
a08e8f37bb
commit
07d9850113
51
HTMLshell.html
Normal file
51
HTMLshell.html
Normal file
@ -0,0 +1,51 @@
|
||||
<!doctype html>
|
||||
|
||||
<!--
|
||||
HTML template for the emscripted page. Unlike emscipten's official minimal
|
||||
frontend, this one is really minimal.
|
||||
|
||||
by Miloslav Ciz (drummyfish), 2020
|
||||
|
||||
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
|
||||
plus a waiver of all other intellectual property. The goal of this work is
|
||||
be and remain completely in the public domain forever, available for any use
|
||||
whatsoever.
|
||||
-->
|
||||
|
||||
<html>
|
||||
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>game</title>
|
||||
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
|
||||
|
||||
<script type='text/javascript'>
|
||||
var Module = {
|
||||
print:
|
||||
function(what)
|
||||
{
|
||||
console.log(what);
|
||||
},
|
||||
printErr:
|
||||
function(what)
|
||||
{
|
||||
console.error(what);
|
||||
},
|
||||
canvas:
|
||||
(
|
||||
function()
|
||||
{
|
||||
return document.getElementById('canvas');
|
||||
}
|
||||
)()
|
||||
};
|
||||
</script>
|
||||
|
||||
{{{ SCRIPT }}}
|
||||
|
||||
</body>
|
||||
</html>
|
219
platform_emscripten.h
Normal file
219
platform_emscripten.h
Normal file
@ -0,0 +1,219 @@
|
||||
// TODO: merge this with platform_sdl.c and just use __EMSCRIPTEN__ macro?
|
||||
|
||||
/**
|
||||
@file platform_sdl.h
|
||||
|
||||
This is an emscripten implementation of the game front end, using
|
||||
emscripten port of SDL2. Compile with
|
||||
|
||||
emcc ./main.c -s USE_SDL=2 --shell-file HTMLshell.html -o b.html
|
||||
|
||||
by Miloslav Ciz (drummyfish), 2019
|
||||
|
||||
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
|
||||
plus a waiver of all other intellectual property. The goal of this work is
|
||||
be and remain completely in the public domain forever, available for any use
|
||||
whatsoever.
|
||||
*/
|
||||
|
||||
#ifndef _SFG_PLATFORM_H
|
||||
#define _SFG_PLATFORM_H
|
||||
|
||||
#include "settings.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "palette.h"
|
||||
|
||||
#undef SFG_LOG
|
||||
#define SFG_LOG(str) printf("game: %s\n",str);
|
||||
|
||||
#undef SFG_BACKGROUND_BLUR
|
||||
#define SFG_BACKGROUND_BLUR 1
|
||||
|
||||
const uint8_t *sdlKeyboardState;
|
||||
|
||||
uint16_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565 format
|
||||
|
||||
void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
|
||||
{
|
||||
screen[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB565[colorIndex];
|
||||
}
|
||||
|
||||
uint32_t SFG_getTimeMs()
|
||||
{
|
||||
return SDL_GetTicks();
|
||||
}
|
||||
|
||||
void SFG_sleepMs(uint16_t timeMs)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int8_t SFG_keyPressed(uint8_t key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case SFG_KEY_UP:
|
||||
return sdlKeyboardState[SDL_SCANCODE_UP] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_W] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_KP_8];
|
||||
break;
|
||||
|
||||
case SFG_KEY_RIGHT:
|
||||
return sdlKeyboardState[SDL_SCANCODE_RIGHT] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_E] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_KP_6];
|
||||
break;
|
||||
|
||||
case SFG_KEY_DOWN:
|
||||
return sdlKeyboardState[SDL_SCANCODE_DOWN] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_S] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_KP_5] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_KP_2];
|
||||
break;
|
||||
|
||||
case SFG_KEY_LEFT:
|
||||
return sdlKeyboardState[SDL_SCANCODE_LEFT] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_Q] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_KP_4];
|
||||
break;
|
||||
|
||||
case SFG_KEY_A:
|
||||
return sdlKeyboardState[SDL_SCANCODE_G];
|
||||
break;
|
||||
|
||||
case SFG_KEY_B:
|
||||
return sdlKeyboardState[SDL_SCANCODE_H];
|
||||
break;
|
||||
|
||||
case SFG_KEY_C:
|
||||
return sdlKeyboardState[SDL_SCANCODE_J];
|
||||
break;
|
||||
|
||||
case SFG_KEY_JUMP:
|
||||
return sdlKeyboardState[SDL_SCANCODE_SPACE];
|
||||
break;
|
||||
|
||||
case SFG_KEY_STRAFE_LEFT:
|
||||
return sdlKeyboardState[SDL_SCANCODE_A] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_KP_7];
|
||||
break;
|
||||
|
||||
case SFG_KEY_STRAFE_RIGHT:
|
||||
return sdlKeyboardState[SDL_SCANCODE_D] ||
|
||||
sdlKeyboardState[SDL_SCANCODE_KP_9];
|
||||
break;
|
||||
|
||||
case SFG_KEY_MAP:
|
||||
return sdlKeyboardState[SDL_SCANCODE_TAB];
|
||||
break;
|
||||
|
||||
default: return 0; break;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_Window *window;
|
||||
SDL_Renderer *renderer;
|
||||
SDL_Texture *texture;
|
||||
SDL_Surface *screenSurface;
|
||||
|
||||
void mainLoopIteration()
|
||||
{
|
||||
SDL_PumpEvents(); // updates the keyboard state
|
||||
|
||||
if (sdlKeyboardState[SDL_SCANCODE_ESCAPE])
|
||||
return;
|
||||
|
||||
SFG_mainLoopBody();
|
||||
|
||||
SDL_UpdateTexture(texture,NULL,screen,SFG_SCREEN_RESOLUTION_X * sizeof(uint16_t));
|
||||
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderCopy(renderer,texture,NULL,NULL);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
typedef void (*em_callback_func)(void);
|
||||
void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop);
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
uint8_t argHelp = 0;
|
||||
uint8_t argForceWindow = 0;
|
||||
uint8_t argForceFullscreen = 0;
|
||||
|
||||
for (uint8_t i = 1; i < argc; ++i)
|
||||
{
|
||||
if (argv[i][0] == '-' && argv[i][1] == 'h' && argv[i][2] == 0)
|
||||
argHelp = 1;
|
||||
else if (argv[i][0] == '-' && argv[i][1] == 'w' && argv[i][2] == 0)
|
||||
argForceWindow = 1;
|
||||
else if (argv[i][0] == '-' && argv[i][1] == 'f' && argv[i][2] == 0)
|
||||
argForceFullscreen = 1;
|
||||
else
|
||||
printf("SDL: unknown argument: %s\n",argv[i]);
|
||||
}
|
||||
|
||||
if (argHelp)
|
||||
{
|
||||
printf("TODOGAME, a suckless first person shooter game (SDL2 frontend)\n\n");
|
||||
printf("version TODO, by Miloslav Ciz, released under CC0 1.0 + waiver of all IP\n");
|
||||
printf("possible arguments:\n\n");
|
||||
printf("-h print this help and end\n");
|
||||
printf("-w force run in window\n");
|
||||
printf("-f force run fullscreen\n\n");
|
||||
printf("controls:\n");
|
||||
printf("TODO\n");
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
printf("SDL: starting\n");
|
||||
|
||||
printf("SDL: initializing SDL\n");
|
||||
|
||||
window =
|
||||
SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED,
|
||||
SDL_WINDOWPOS_UNDEFINED, SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y,
|
||||
SDL_WINDOW_SHOWN);
|
||||
|
||||
renderer = SDL_CreateRenderer(window,-1,0);
|
||||
|
||||
texture =
|
||||
SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC,
|
||||
SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y);
|
||||
|
||||
screenSurface = SDL_GetWindowSurface(window);
|
||||
|
||||
#if SFG_FULLSCREEN
|
||||
argForceFullscreen = 1;
|
||||
#endif
|
||||
|
||||
if (!argForceWindow && argForceFullscreen)
|
||||
{
|
||||
printf("SDL: setting fullscreen\n");
|
||||
SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
}
|
||||
|
||||
sdlKeyboardState = SDL_GetKeyboardState(NULL);
|
||||
|
||||
SFG_init();
|
||||
|
||||
int running = 1;
|
||||
|
||||
emscripten_set_main_loop(mainLoopIteration,0,1);
|
||||
|
||||
printf("SDL: freeing SDL\n");
|
||||
|
||||
SDL_DestroyTexture(texture);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
|
||||
printf("SDL: ending\n");
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#endif // guard
|
Loading…
Reference in New Issue
Block a user