afegit suport Emscripten/WebAssembly al build system
- CMakeLists.txt: branca EMSCRIPTEN amb SDL3 via FetchContent, preload de data/ config/ i gamecontrollerdb.txt, WebGL2, EMSCRIPTEN_BUILD define i sortida .html. Exclou sdl3gpu_shader (no soportat a WebGL2) i el pack_tool en wasm. - Makefile: target wasm via Docker emscripten/emsdk, build a build/wasm i sortida a dist/wasm (.html .js .wasm .data). - director.cpp: createSystemFolder utilitza MEMFS en wasm (sense pwd.h/unistd.h), executable_path buit, dev-mode forçat (filesystem preload, no pack), windowed. - screen.cpp: initShaders és no-op en wasm (SDL3 GPU no suportat a WebGL2). - global_inputs.cpp: handleQuit és no-op en wasm (no es pot eixir del joc). - Director::handleEvent ignora SDL_EVENT_QUIT en wasm. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -127,11 +127,27 @@ set(DEBUG_SOURCES
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)
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# Configuración de SDL3
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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if(EMSCRIPTEN)
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# En Emscripten, SDL3 se compila desde source con FetchContent
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include(FetchContent)
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FetchContent_Declare(
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SDL3
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GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
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GIT_TAG release-3.2.12
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GIT_SHALLOW TRUE
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)
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set(SDL_SHARED OFF CACHE BOOL "" FORCE)
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set(SDL_STATIC ON CACHE BOOL "" FORCE)
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set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
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FetchContent_MakeAvailable(SDL3)
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message(STATUS "SDL3 compilado desde source para Emscripten")
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else()
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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endif()
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# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal) ---
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if(NOT APPLE)
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# --- SHADER COMPILATION (Linux/Windows only - macOS usa Metal, Emscripten no els necessita) ---
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if(NOT APPLE AND NOT EMSCRIPTEN)
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find_program(GLSLC_EXE NAMES glslc)
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set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders")
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@@ -196,10 +212,15 @@ else()
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endif()
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# --- 2. AÑADIR EJECUTABLE ---
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add_executable(${PROJECT_NAME} ${APP_SOURCES} ${RENDERING_SOURCES})
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if(EMSCRIPTEN)
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# En Emscripten no compilem sdl3gpu_shader (SDL3 GPU no està suportat a WebGL2)
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add_executable(${PROJECT_NAME} ${APP_SOURCES})
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else()
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add_executable(${PROJECT_NAME} ${APP_SOURCES} ${RENDERING_SOURCES})
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endif()
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# Shaders deben compilarse antes que el ejecutable (Linux/Windows con glslc)
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if(NOT APPLE AND GLSLC_EXE)
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if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE)
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add_dependencies(${PROJECT_NAME} shaders)
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endif()
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@@ -243,12 +264,25 @@ elseif(APPLE)
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-rpath @executable_path/../Frameworks/
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)
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endif()
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elseif(EMSCRIPTEN)
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target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD)
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target_link_options(${PROJECT_NAME} PRIVATE
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"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data"
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"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/config@/config"
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"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt@/gamecontrollerdb.txt"
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-sALLOW_MEMORY_GROWTH=1
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-sMAX_WEBGL_VERSION=2
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-sINITIAL_MEMORY=67108864
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)
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set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
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elseif(UNIX AND NOT APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
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endif()
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# Especificar la ubicación del ejecutable
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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# Especificar la ubicación del ejecutable (en desktop; a wasm queda a build/wasm/)
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if(NOT EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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endif()
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# --- 5. STATIC ANALYSIS TARGETS ---
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@@ -315,29 +349,31 @@ else()
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message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
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endif()
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# --- 6. PACK RESOURCES TARGETS ---
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set(PACK_TOOL_SOURCES
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${CMAKE_SOURCE_DIR}/tools/pack_resources/pack_resources.cpp
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${CMAKE_SOURCE_DIR}/source/core/resources/resource_pack.cpp
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)
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# --- 6. PACK RESOURCES TARGETS (no en Emscripten: s'utilitza --preload-file) ---
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if(NOT EMSCRIPTEN)
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set(PACK_TOOL_SOURCES
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${CMAKE_SOURCE_DIR}/tools/pack_resources/pack_resources.cpp
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${CMAKE_SOURCE_DIR}/source/core/resources/resource_pack.cpp
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)
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add_executable(pack_tool ${PACK_TOOL_SOURCES})
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target_include_directories(pack_tool PRIVATE ${CMAKE_SOURCE_DIR}/source)
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set_target_properties(pack_tool PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/tools/pack_resources
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)
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add_executable(pack_tool ${PACK_TOOL_SOURCES})
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target_include_directories(pack_tool PRIVATE ${CMAKE_SOURCE_DIR}/source)
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set_target_properties(pack_tool PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/tools/pack_resources
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)
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file(GLOB_RECURSE DATA_FILES "${CMAKE_SOURCE_DIR}/data/*")
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file(GLOB_RECURSE DATA_FILES "${CMAKE_SOURCE_DIR}/data/*")
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add_custom_command(
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OUTPUT "${CMAKE_SOURCE_DIR}/resources.pack"
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COMMAND $<TARGET_FILE:pack_tool>
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"${CMAKE_SOURCE_DIR}/data"
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"${CMAKE_SOURCE_DIR}/resources.pack"
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DEPENDS pack_tool ${DATA_FILES}
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WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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COMMENT "Generando resources.pack desde data/..."
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)
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add_custom_command(
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OUTPUT "${CMAKE_SOURCE_DIR}/resources.pack"
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COMMAND $<TARGET_FILE:pack_tool>
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"${CMAKE_SOURCE_DIR}/data"
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"${CMAKE_SOURCE_DIR}/resources.pack"
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DEPENDS pack_tool ${DATA_FILES}
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WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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COMMENT "Generando resources.pack desde data/..."
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)
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add_custom_target(pack DEPENDS "${CMAKE_SOURCE_DIR}/resources.pack")
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add_dependencies(${PROJECT_NAME} pack)
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add_custom_target(pack DEPENDS "${CMAKE_SOURCE_DIR}/resources.pack")
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add_dependencies(${PROJECT_NAME} pack)
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endif()
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