Initial merge of Emscripten port!

With this commit, you can compile SDL2 with Emscripten
( http://emscripten.org/ ), and make your SDL-based C/C++ program
into a web app.

This port was due to the efforts of several people, including: Charlie Birks,
Sathyanarayanan Gunasekaran, Jukka Jyl?nki, Alon Zakai, Edward Rudd,
Bruce Mitchener, and Martin Gerhardy. (Thanks, everyone!)
This commit is contained in:
Ryan C. Gordon 2014-12-18 00:19:52 -05:00
parent a228b67d88
commit fe40a17224
61 changed files with 4047 additions and 600 deletions

View file

@ -18,6 +18,10 @@
#include "SDL.h"
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#ifndef SDL_JOYSTICK_DISABLED
#ifdef __IPHONEOS__
@ -28,6 +32,40 @@
#define SCREEN_HEIGHT 317
#endif
/* This is indexed by SDL_GameControllerButton. */
static const struct { int x; int y; } button_positions[] = {
{387, 167}, /* A */
{431, 132}, /* B */
{342, 132}, /* X */
{389, 101}, /* Y */
{174, 132}, /* BACK */
{233, 132}, /* GUIDE */
{289, 132}, /* START */
{75, 154}, /* LEFTSTICK */
{305, 230}, /* RIGHTSTICK */
{77, 40}, /* LEFTSHOULDER */
{396, 36}, /* RIGHTSHOULDER */
{154, 188}, /* DPAD_UP */
{154, 249}, /* DPAD_DOWN */
{116, 217}, /* DPAD_LEFT */
{186, 217}, /* DPAD_RIGHT */
};
/* This is indexed by SDL_GameControllerAxis. */
static const struct { int x; int y; double angle; } axis_positions[] = {
{75, 154, 0.0}, /* LEFTX */
{75, 154, 90.0}, /* LEFTY */
{305, 230, 0.0}, /* RIGHTX */
{305, 230, 90.0}, /* RIGHTY */
{91, 0, 90.0}, /* TRIGGERLEFT */
{375, 0, 90.0}, /* TRIGGERRIGHT */
};
SDL_Renderer *screen = NULL;
SDL_bool retval = SDL_FALSE;
SDL_bool done = SDL_FALSE;
SDL_Texture *background, *button, *axis;
static SDL_Texture *
LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
{
@ -60,50 +98,71 @@ LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
return texture;
}
void
loop(void *arg)
{
SDL_Event event;
int i;
SDL_GameController *gamecontroller = (SDL_GameController *)arg;
/* blank screen, set up for drawing this frame. */
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
SDL_RenderCopy(screen, background, NULL, NULL);
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
if (event.key.keysym.sym != SDLK_ESCAPE) {
break;
}
/* Fall through to signal quit */
case SDL_QUIT:
done = SDL_TRUE;
break;
default:
break;
}
}
/* Update visual controller state */
for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
}
}
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
if (value < -deadzone) {
const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
const double angle = axis_positions[i].angle;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
} else if (value > deadzone) {
const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
const double angle = axis_positions[i].angle + 180.0;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
}
}
SDL_RenderPresent(screen);
if (!SDL_GameControllerGetAttached(gamecontroller)) {
done = SDL_TRUE;
retval = SDL_TRUE; /* keep going, wait for reattach. */
}
}
SDL_bool
WatchGameController(SDL_GameController * gamecontroller)
{
/* This is indexed by SDL_GameControllerButton. */
static const struct { int x; int y; } button_positions[] = {
{387, 167}, /* A */
{431, 132}, /* B */
{342, 132}, /* X */
{389, 101}, /* Y */
{174, 132}, /* BACK */
{233, 132}, /* GUIDE */
{289, 132}, /* START */
{75, 154}, /* LEFTSTICK */
{305, 230}, /* RIGHTSTICK */
{77, 40}, /* LEFTSHOULDER */
{396, 36}, /* RIGHTSHOULDER */
{154, 188}, /* DPAD_UP */
{154, 249}, /* DPAD_DOWN */
{116, 217}, /* DPAD_LEFT */
{186, 217}, /* DPAD_RIGHT */
};
/* This is indexed by SDL_GameControllerAxis. */
static const struct { int x; int y; double angle; } axis_positions[] = {
{75, 154, 0.0}, /* LEFTX */
{75, 154, 90.0}, /* LEFTY */
{305, 230, 0.0}, /* RIGHTX */
{305, 230, 90.0}, /* RIGHTY */
{91, 0, 90.0}, /* TRIGGERLEFT */
{375, 0, 90.0}, /* TRIGGERRIGHT */
};
const char *name = SDL_GameControllerName(gamecontroller);
const char *basetitle = "Game Controller Test: ";
const size_t titlelen = SDL_strlen(basetitle) + SDL_strlen(name) + 1;
char *title = (char *)SDL_malloc(titlelen);
SDL_Texture *background, *button, *axis;
SDL_Window *window = NULL;
SDL_Renderer *screen = NULL;
SDL_bool retval = SDL_FALSE;
SDL_bool done = SDL_FALSE;
SDL_Event event;
int i;
if (title) {
SDL_snprintf(title, titlelen, "%s%s", basetitle, name);
}
@ -151,56 +210,13 @@ WatchGameController(SDL_GameController * gamecontroller)
SDL_Log("Watching controller %s\n", name ? name : "Unknown Controller");
/* Loop, getting controller events! */
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop_arg(loop, gamecontroller, 0, 1);
#else
while (!done) {
/* blank screen, set up for drawing this frame. */
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
SDL_RenderClear(screen);
SDL_RenderCopy(screen, background, NULL, NULL);
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
if (event.key.keysym.sym != SDLK_ESCAPE) {
break;
}
/* Fall through to signal quit */
case SDL_QUIT:
done = SDL_TRUE;
break;
default:
break;
}
}
/* Update visual controller state */
for (i = 0; i < SDL_CONTROLLER_BUTTON_MAX; ++i) {
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, 0);
}
}
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
if (value < -deadzone) {
const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
const double angle = axis_positions[i].angle;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
} else if (value > deadzone) {
const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
const double angle = axis_positions[i].angle + 180.0;
SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, 0);
}
}
SDL_RenderPresent(screen);
if (!SDL_GameControllerGetAttached(gamecontroller)) {
done = SDL_TRUE;
retval = SDL_TRUE; /* keep going, wait for reattach. */
}
loop(gamecontroler);
}
#endif
SDL_DestroyRenderer(screen);
SDL_DestroyWindow(window);