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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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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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(${PROJECT_NAME} PRIVATE LINUX_BUILD)
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endif()
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# Especificar la ubicación del ejecutable
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# Especificar la ubicación del ejecutable (en desktop; a wasm queda a build/wasm/)
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if(NOT EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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endif()
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# --- 5. STATIC ANALYSIS TARGETS ---
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@@ -315,7 +349,8 @@ else()
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message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
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endif()
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# --- 6. PACK RESOURCES TARGETS ---
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# --- 6. PACK RESOURCES TARGETS (no en Emscripten: s'utilitza --preload-file) ---
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if(NOT EMSCRIPTEN)
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set(PACK_TOOL_SOURCES
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${CMAKE_SOURCE_DIR}/tools/pack_resources/pack_resources.cpp
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${CMAKE_SOURCE_DIR}/source/core/resources/resource_pack.cpp
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@@ -341,3 +376,4 @@ add_custom_command(
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add_custom_target(pack DEPENDS "${CMAKE_SOURCE_DIR}/resources.pack")
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add_dependencies(${PROJECT_NAME} pack)
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endif()
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20
Makefile
20
Makefile
@@ -285,6 +285,23 @@ linux_release:
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# Elimina la carpeta temporal
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$(RMDIR) "$(RELEASE_FOLDER)"
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# ==============================================================================
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# COMPILACIÓN PARA WEBASSEMBLY (requiere Docker)
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# ==============================================================================
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wasm:
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@echo "Compilando para WebAssembly - Version: $(VERSION)"
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docker run --rm \
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-v $(DIR_ROOT):/src \
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-w /src \
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emscripten/emsdk:latest \
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bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release && cmake --build build/wasm"
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$(MKDIR) "$(DIST_DIR)/wasm"
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cp build/wasm/$(TARGET_NAME).html $(DIST_DIR)/wasm/
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cp build/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/
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cp build/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/
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cp build/wasm/$(TARGET_NAME).data $(DIST_DIR)/wasm/
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@echo "Output: $(DIST_DIR)/wasm/"
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# ==============================================================================
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# REGLAS ESPECIALES
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# ==============================================================================
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@@ -306,6 +323,7 @@ help:
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@echo " make windows_release - Crear release para Windows"
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@echo " make linux_release - Crear release para Linux"
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@echo " make macos_release - Crear release para macOS"
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@echo " make wasm - Crear release per a WebAssembly (requereix Docker)"
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@echo ""
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@echo " Herramientas:"
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@echo " make compile_shaders - Compilar shaders SPIR-V"
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@@ -316,4 +334,4 @@ help:
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@echo " make show_version - Mostrar version actual ($(VERSION))"
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@echo " make help - Mostrar esta ayuda"
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.PHONY: all debug release windows_release macos_release linux_release compile_shaders pack_tool resources.pack show_version help
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.PHONY: all debug release windows_release macos_release linux_release wasm compile_shaders pack_tool resources.pack show_version help
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@@ -20,6 +20,10 @@ namespace GlobalInputs {
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// Funciones internas
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namespace {
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void handleQuit() {
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#ifdef __EMSCRIPTEN__
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// A la versió web no es pot eixir del joc
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return;
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#else
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// En la escena GAME el comportamiento es siempre el mismo (con o sin modo kiosko)
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if (SceneManager::current == SceneManager::Scene::GAME) {
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const std::string CODE = "PRESS AGAIN TO RETURN TO MENU";
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@@ -48,6 +52,7 @@ namespace GlobalInputs {
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} else {
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Notifier::get()->show({Locale::get()->get("ui.press_again_exit")}, Notifier::Style::DEFAULT, -1, true, CODE); // NOLINT(readability-static-accessed-through-instance)
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}
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#endif // __EMSCRIPTEN__
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}
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void handleSkipSection() {
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@@ -13,7 +13,9 @@
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#include "core/input/mouse.hpp" // Para updateCursorVisibility
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#include "core/rendering/render_info.hpp" // Para RenderInfo
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#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader
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#ifndef __EMSCRIPTEN__
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#include "core/rendering/sdl3gpu/sdl3gpu_shader.hpp" // Para SDL3GPUShader (no suportat a WebGL2)
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#endif
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#include "core/rendering/surface.hpp" // Para Surface, readPalFile
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#include "core/rendering/text.hpp" // Para Text
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#include "core/resources/resource_cache.hpp" // Para Resource
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@@ -605,6 +607,10 @@ void Screen::nextShader() {
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// El device GPU se crea siempre (independientemente de postfx) para evitar
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// conflictos SDL_Renderer/SDL_GPU al hacer toggle F4 en Windows/Vulkan.
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void Screen::initShaders() {
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#ifdef __EMSCRIPTEN__
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// A WebGL2 no hi ha SDL3 GPU, el render va per SDL_Renderer sense shaders.
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shader_backend_.reset();
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#else
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SDL_Texture* tex = Options::video.border.enabled ? border_texture_ : game_texture_;
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if (!shader_backend_) {
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@@ -633,6 +639,7 @@ void Screen::initShaders() {
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if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
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applyCurrentCrtPiPreset();
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}
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#endif
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}
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// Obtiene información sobre la pantalla
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@@ -40,7 +40,7 @@
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#include "game/editor/map_editor.hpp" // Para MapEditor
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#endif
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#ifndef _WIN32
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#if !defined(_WIN32) && !defined(__EMSCRIPTEN__)
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#include <pwd.h>
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#endif
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@@ -48,12 +48,17 @@
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Director::Director() {
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std::cout << "Game start" << '\n';
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#ifdef __EMSCRIPTEN__
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// En Emscripten els assets estan al root del filesystem virtual (/data, /config)
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executable_path_ = "";
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#else
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// Obtiene la ruta del ejecutable
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std::string base = SDL_GetBasePath();
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if (!base.empty() && base.back() == '/') {
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base.pop_back();
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}
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executable_path_ = base;
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#endif
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// Crea la carpeta del sistema donde guardar datos
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createSystemFolder("jailgames");
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@@ -83,7 +88,7 @@ Director::Director() {
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// Preparar ruta al pack (en macOS bundle está en Contents/Resources/)
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std::string pack_path = executable_path_ + PREFIX + "/resources.pack";
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#ifdef RELEASE_BUILD
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#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
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// ============================================================
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// RELEASE BUILD: Pack-first architecture
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// ============================================================
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@@ -141,6 +146,12 @@ Director::Director() {
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Options::setConfigFile(Resource::List::get()->get("config.yaml")); // NOLINT(readability-static-accessed-through-instance)
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Options::loadFromFile();
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#ifdef __EMSCRIPTEN__
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// A la versió web el navegador gestiona la finestra: res de fullscreen ni zoom.
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Options::video.fullscreen = false;
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Options::window.zoom = 1;
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#endif
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// Configura la ruta y carga los presets de PostFX
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Options::setPostFXFile(Resource::List::get()->get("postfx.yaml")); // NOLINT(readability-static-accessed-through-instance)
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Options::loadPostFXFromFile();
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@@ -168,7 +179,7 @@ Director::Director() {
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Screen::get()->setNotificationsEnabled(true);
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// Special handling for gamecontrollerdb.txt - SDL needs filesystem path
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#ifdef RELEASE_BUILD
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#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
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// In release, construct the path manually (not from Asset which has empty executable_path)
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std::string gamecontroller_db = executable_path_ + PREFIX + "/gamecontrollerdb.txt";
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Input::init(gamecontroller_db);
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@@ -192,7 +203,7 @@ Director::Director() {
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std::cout << "\n"; // Fin de inicialización de sistemas
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// Inicializa el sistema de localización (antes de Cheevos que usa textos traducidos)
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#ifdef RELEASE_BUILD
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#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
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{
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// En release el locale está en el pack, no en el filesystem
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std::string locale_key = Resource::List::get()->get(Options::language + ".yaml"); // NOLINT(readability-static-accessed-through-instance)
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@@ -205,7 +216,7 @@ Director::Director() {
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#endif
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// Special handling for cheevos.bin - also needs filesystem path
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#ifdef RELEASE_BUILD
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#if defined(RELEASE_BUILD) && !defined(__EMSCRIPTEN__)
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std::string cheevos_path = system_folder_ + "/cheevos.bin";
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Cheevos::init(cheevos_path);
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#else
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@@ -244,6 +255,12 @@ Director::~Director() {
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// Crea la carpeta del sistema donde guardar datos
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void Director::createSystemFolder(const std::string& folder) { // NOLINT(readability-convert-member-functions-to-static)
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#ifdef __EMSCRIPTEN__
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// En Emscripten utilitzem MEMFS (no persistent entre sessions).
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// No cal crear directoris: MEMFS els crea automàticament en escriure-hi.
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system_folder_ = "/config/" + folder;
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return;
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#else
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#ifdef _WIN32
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system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
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#elif __APPLE__
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@@ -295,6 +312,7 @@ void Director::createSystemFolder(const std::string& folder) { // NOLINT(readab
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}
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}
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}
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#endif // __EMSCRIPTEN__
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}
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// Carga la configuración de assets desde assets.yaml
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@@ -390,10 +408,13 @@ auto Director::iterate() -> SDL_AppResult {
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// SDL_AppEvent: despatxa un event a l'escena activa
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auto Director::handleEvent(const SDL_Event& event) -> SDL_AppResult {
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#ifndef __EMSCRIPTEN__
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// A la versió web no tenim event de quit del navegador
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if (event.type == SDL_EVENT_QUIT) {
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SceneManager::current = SceneManager::Scene::QUIT;
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return SDL_APP_SUCCESS;
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}
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#endif
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if (active_scene_) {
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active_scene_->handleEvent(event);
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