work with WASM=1 and shell template to pass argv from url

This commit is contained in:
Eric House 2021-02-08 21:51:25 -08:00 committed by Eric House
parent 2eff5ebc7b
commit d586ccf67f
4 changed files with 219 additions and 36 deletions

View file

@ -2,3 +2,4 @@ main.data
main.html
main.js
main.js.mem
main.wasm

View file

@ -28,30 +28,31 @@ DEFINES += -DPLATFORM_WASM
DEFINES += -DXWFEATURE_CROSSHAIRS
DEFINES += -DNATIVE_NLI
DEFINES += -DDEBUG_REF
OUTPUTS = main.html main.js main.js.mem main.data main.html.mem
OUTPUTS = main.html main.js main.js.mem main.data main.html.mem main.wasm
all: main.js
# PHONY: upload
main.js: ${INPUTS} Makefile
emcc $(DEFINES) -O2 -DNAKED_MODE=1 -I . -I ../common -I ../relay -s USE_SDL=2 \
--preload-file assets_dir --memory-init-file 1 \
-s USE_SDL_TTF=2 -s USE_SDL_IMAGE=2 -s SDL2_IMAGE_FORMATS='["png"]' \
-s EXPORTED_FUNCTIONS='["_mainf", "_button", "_newgame", "_gotMQTTMsg"]' -s WASM=0 \
-s "EXTRA_EXPORTED_RUNTIME_METHODS=['ccall']" \
${INPUTS} -o $@
# This isn't a thing any more
# main.html: ${INPUTS} Makefile
# emcc $(DEFINES) -I . -I ../common -I ../relay -s USE_SDL=2 \
# --preload-file assets_dir \
# main.js: ${INPUTS} Makefile
# emcc $(DEFINES) -O2 -I . -I ../common -I ../relay -s USE_SDL=2 \
# --preload-file assets_dir --memory-init-file 1 \
# -s USE_SDL_TTF=2 -s USE_SDL_IMAGE=2 -s SDL2_IMAGE_FORMATS='["png"]' \
# -s WASM=0 \
# -s EXPORTED_FUNCTIONS='["_mainf", "_button", "_newgame", "_gotMQTTMsg"]' -s WASM=0 \
# -s "EXTRA_EXPORTED_RUNTIME_METHODS=['ccall']" \
# ${INPUTS} -o $@
upload: main.js
# This isn't a thing any more
main.html: ${INPUTS} Makefile shell_minimal.html
emcc $(DEFINES) -I . -I ../common -I ../relay -s USE_SDL=2 \
--preload-file assets_dir --shell-file shell_minimal.html \
-s USE_SDL_TTF=2 -s USE_SDL_IMAGE=2 -s SDL2_IMAGE_FORMATS='["png"]' \
-s "EXTRA_EXPORTED_RUNTIME_METHODS=['ccall']" \
-s EXPORTED_FUNCTIONS='["_main", "_button", "_newgame", "_gotMQTTMsg"]' -s WASM=0 \
-s WASM=1 \
${INPUTS} -o $@
upload: main.html
if [ -n "${XW_WASM_DEST}" ]; then \
for FILE in ${OUTPUTS} paho-mqtt.js; do \
[ -f $$FILE ] && scp $$FILE ${XW_WASM_DEST}; \

View file

@ -182,14 +182,11 @@ makeAndDraw( Globals* globals, bool forceNew, bool p0robot, bool p1robot )
// globals->gi.dictName = "myDict";
globals->gi.players[0].name = copyString( globals->mpool, "Player 1" );
globals->gi.players[0].isLocal = XP_TRUE;
if ( p0robot ) {
globals->gi.players[0].robotIQ = 99;
}
globals->gi.players[0].robotIQ = p0robot ? 99 : 0;
globals->gi.players[1].name = copyString( globals->mpool, "Player 1" );
globals->gi.players[1].isLocal = XP_TRUE;
if ( p1robot ) {
globals->gi.players[1].robotIQ = 99;
}
globals->gi.players[1].robotIQ = p1robot ? 99 : 0;
globals->util = wasm_util_make( globals->mpool, &globals->gi,
globals->dutil, globals );
@ -443,7 +440,6 @@ looper( void* closure )
}
}
#ifdef NAKED_MODE
void
button( const char* msg )
{
@ -469,7 +465,6 @@ button( const char* msg )
updateScreen( globals );
}
}
#endif
static void
initNoReturn()
@ -498,14 +493,12 @@ initNoReturn()
emscripten_set_main_loop_arg( looper, globals, -1, 1 );
}
#ifdef NAKED_MODE
void
newgame(bool p0, bool p1)
{
XP_LOGFF( "(args: %d,%d)", p0, p1 );
if ( !!sGlobals ) {
makeAndDraw( sGlobals, true, p0, p1 );
}
XP_ASSERT( !!sGlobals );
makeAndDraw( sGlobals, true, p0, p1 );
}
void
@ -516,18 +509,13 @@ gotMQTTMsg( int len, const uint8_t* msg )
dvc_parseMQTTPacket( sGlobals->dutil, NULL, msg, len );
}
void
mainf()
{
LOG_FUNC();
initNoReturn();
}
#else
int
main( int argc, char** argv )
{
XP_LOGFF( "(argc=%d)", argc );
for ( int ii = 0; ii < argc; ++ii ) {
XP_LOGFF( "arg[%d]: %s", ii, argv[ii] );
}
initNoReturn();
return 0;
}
#endif

View file

@ -0,0 +1,193 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Emscripten-Generated Code</title>
<style>
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
textarea.emscripten { font-family: monospace; width: 80%; }
div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; background-color: black; }
.spinner {
height: 50px;
width: 50px;
margin: 0px auto;
-webkit-animation: rotation .8s linear infinite;
-moz-animation: rotation .8s linear infinite;
-o-animation: rotation .8s linear infinite;
animation: rotation 0.8s linear infinite;
border-left: 10px solid rgb(0,150,240);
border-right: 10px solid rgb(0,150,240);
border-bottom: 10px solid rgb(0,150,240);
border-top: 10px solid rgb(100,0,200);
border-radius: 100%;
background-color: rgb(200,100,250);
}
@-webkit-keyframes rotation {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
@-moz-keyframes rotation {
from {-moz-transform: rotate(0deg);}
to {-moz-transform: rotate(360deg);}
}
@-o-keyframes rotation {
from {-o-transform: rotate(0deg);}
to {-o-transform: rotate(360deg);}
}
@keyframes rotation {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
}
</style>
</head>
<body>
<hr/>
<figure style="overflow:visible;" id="spinner"><div class="spinner"></div><center style="margin-top:0.5em"><strong>emscripten</strong></center></figure>
<div class="emscripten" id="status">Downloading...</div>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
</div>
<div>
<button onclick="Module.ccall('button', null, ['string'], ['hintdown']);">Prev Hint</button>
<button onclick="Module.ccall('button', null, ['string'], ['hintup']);">Next Hint</button>
<button onclick="Module.ccall('button', null, ['string'], ['flip']);">Flip</button>
<button onclick="Module.ccall('button', null, ['string'], ['redo']);">Un/Redo</button>
<button onclick="Module.ccall('button', null, ['string'], ['vals']);">Vals</button>
</div>
<div>
<span>Player 1</span>
<input type="checkbox" id="player0Checked">Is Robot</input>
</div>
<div>
<span>Player 2</span>
<input type="checkbox" id="player1Checked">Is Robot</input>
</div>
<div>
<button type="button" onclick="callNewGame();">New Local Game</button>
</div>
<hr/>
<div>
<button type="button" onclick="localStorage.clear();">Clear Local Storage</button>
</div>
<div><span>MQTT Dev ID:</span><span id="mqtt_span"></span></div>
<div><span>MQTT Status:</span><span id="mqtt_status">Unconnected</span></div>
<hr/>
<div class="emscripten">
<input type="checkbox" id="resize">Resize canvas
<input type="checkbox" id="pointerLock" checked>Lock/hide mouse pointer
&nbsp;&nbsp;&nbsp;
<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(document.getElementById('pointerLock').checked,
document.getElementById('resize').checked)">
</div>
<hr/>
<textarea class="emscripten" id="output" rows="8"></textarea>
<hr>
<script type='text/javascript'>
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
var spinnerElement = document.getElementById('spinner');
var arguments = []
for (let pair of window.location.search.substr(1).trim().split('&')) {
arguments = arguments.concat( pair.split('=') )
}
var Module = {
preRun: [],
postRun: [],
arguments: arguments,
print: (function() {
var element = document.getElementById('output');
if (element) element.value = ''; // clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
// These replacements are necessary if you render to raw HTML
//text = text.replace(/&/g, "&amp;");
//text = text.replace(/</g, "&lt;");
//text = text.replace(/>/g, "&gt;");
//text = text.replace('\n', '<br>', 'g');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
console.error(text);
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
if (text === Module.setStatus.last.text) return;
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var now = Date.now();
if (m && now - Module.setStatus.last.time < 30) return; // if this is a progress update, skip it if too soon
Module.setStatus.last.time = now;
Module.setStatus.last.text = text;
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
spinnerElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
if (!text) spinnerElement.hidden = true;
}
statusElement.innerHTML = text;
},
totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
}
};
Module.setStatus('Downloading...');
window.onerror = function() {
Module.setStatus('Exception thrown, see JavaScript console');
spinnerElement.style.display = 'none';
Module.setStatus = function(text) {
if (text) Module.printErr('[post-exception status] ' + text);
};
};
</script>
<script>
function callNewGame() {
var args = [
document.getElementById("player0Checked").checked,
document.getElementById("player1Checked").checked,
]
Module.ccall('newgame', null, ['boolean', 'boolean'], args);
}
function onHaveDevID(devid) {
console.log('got ' + devid);
document.getElementById("mqtt_span").textContent=devid;
}
</script>
{{{ SCRIPT }}}
</body>
</html>