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:
2026-04-13 09:02:00 +02:00
parent c32a880b6a
commit 70cfe5245d
5 changed files with 124 additions and 37 deletions

View File

@@ -40,7 +40,7 @@
#include "game/editor/map_editor.hpp" // Para MapEditor
#endif
#ifndef _WIN32
#if !defined(_WIN32) && !defined(__EMSCRIPTEN__)
#include <pwd.h>
#endif
@@ -48,12 +48,17 @@
Director::Director() {
std::cout << "Game start" << '\n';
#ifdef __EMSCRIPTEN__
// En Emscripten els assets estan al root del filesystem virtual (/data, /config)
executable_path_ = "";
#else
// Obtiene la ruta del ejecutable
std::string base = SDL_GetBasePath();
if (!base.empty() && base.back() == '/') {
base.pop_back();
}
executable_path_ = base;
#endif
// Crea la carpeta del sistema donde guardar datos
createSystemFolder("jailgames");
@@ -83,7 +88,7 @@ Director::Director() {
// Preparar ruta al pack (en macOS bundle está en Contents/Resources/)
std::string pack_path = executable_path_ + PREFIX + "/resources.pack";
#ifdef RELEASE_BUILD
#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
// ============================================================
// RELEASE BUILD: Pack-first architecture
// ============================================================
@@ -141,6 +146,12 @@ Director::Director() {
Options::setConfigFile(Resource::List::get()->get("config.yaml")); // NOLINT(readability-static-accessed-through-instance)
Options::loadFromFile();
#ifdef __EMSCRIPTEN__
// A la versió web el navegador gestiona la finestra: res de fullscreen ni zoom.
Options::video.fullscreen = false;
Options::window.zoom = 1;
#endif
// Configura la ruta y carga los presets de PostFX
Options::setPostFXFile(Resource::List::get()->get("postfx.yaml")); // NOLINT(readability-static-accessed-through-instance)
Options::loadPostFXFromFile();
@@ -168,7 +179,7 @@ Director::Director() {
Screen::get()->setNotificationsEnabled(true);
// Special handling for gamecontrollerdb.txt - SDL needs filesystem path
#ifdef RELEASE_BUILD
#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
// In release, construct the path manually (not from Asset which has empty executable_path)
std::string gamecontroller_db = executable_path_ + PREFIX + "/gamecontrollerdb.txt";
Input::init(gamecontroller_db);
@@ -192,7 +203,7 @@ Director::Director() {
std::cout << "\n"; // Fin de inicialización de sistemas
// Inicializa el sistema de localización (antes de Cheevos que usa textos traducidos)
#ifdef RELEASE_BUILD
#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
{
// En release el locale está en el pack, no en el filesystem
std::string locale_key = Resource::List::get()->get(Options::language + ".yaml"); // NOLINT(readability-static-accessed-through-instance)
@@ -205,7 +216,7 @@ Director::Director() {
#endif
// Special handling for cheevos.bin - also needs filesystem path
#ifdef RELEASE_BUILD
#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
std::string cheevos_path = system_folder_ + "/cheevos.bin";
Cheevos::init(cheevos_path);
#else
@@ -244,6 +255,12 @@ Director::~Director() {
// Crea la carpeta del sistema donde guardar datos
void Director::createSystemFolder(const std::string& folder) { // NOLINT(readability-convert-member-functions-to-static)
#ifdef __EMSCRIPTEN__
// En Emscripten utilitzem MEMFS (no persistent entre sessions).
// No cal crear directoris: MEMFS els crea automàticament en escriure-hi.
system_folder_ = "/config/" + folder;
return;
#else
#ifdef _WIN32
system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
#elif __APPLE__
@@ -295,6 +312,7 @@ void Director::createSystemFolder(const std::string& folder) { // NOLINT(readab
}
}
}
#endif // __EMSCRIPTEN__
}
// Carga la configuración de assets desde assets.yaml
@@ -390,10 +408,13 @@ auto Director::iterate() -> SDL_AppResult {
// SDL_AppEvent: despatxa un event a l'escena activa
auto Director::handleEvent(const SDL_Event& event) -> SDL_AppResult {
#ifndef __EMSCRIPTEN__
// A la versió web no tenim event de quit del navegador
if (event.type == SDL_EVENT_QUIT) {
SceneManager::current = SceneManager::Scene::QUIT;
return SDL_APP_SUCCESS;
}
#endif
if (active_scene_) {
active_scene_->handleEvent(event);