mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 23:54:35 +00:00
update sdl to 2.32.6
This commit is contained in:
parent
e557f5962b
commit
ddc1f8c1e2
1339 changed files with 53966 additions and 19207 deletions
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@ -72,7 +72,7 @@ done in the build directory for the app!
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For more complex projects, follow these instructions:
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1. Get the source code for SDL and copy the 'android-project' directory located at SDL/android-project to a suitable location. Also make sure to rename it to your project name (In these examples: YOURPROJECT).
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(The 'android-project' directory can basically be seen as a sort of starting point for the android-port of your project. It contains the glue code between the Android Java 'frontend' and the SDL code 'backend'. It also contains some standard behaviour, like how events should be handled, which you will be able to change.)
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2. Move or [symlink](https://en.wikipedia.org/wiki/Symbolic_link) the SDL directory into the "YOURPROJECT/app/jni" directory
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@ -35,7 +35,7 @@ SDL now has, internally, a table of function pointers. So, this is what SDL_Init
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now looks like:
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```c
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UInt32 SDL_Init(Uint32 flags)
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Uint32 SDL_Init(Uint32 flags)
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{
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return jump_table.SDL_Init(flags);
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}
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@ -100,7 +100,7 @@ a shared library of its own). If so, it loads that library and looks for and
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calls a single function:
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```c
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SInt32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
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Sint32 SDL_DYNAPI_entry(Uint32 version, void *table, Uint32 tablesize);
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```
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That function takes a version number (more on that in a moment), the address of
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@ -1,27 +1,187 @@
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# Emscripten
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(This documentation is not very robust; we will update and expand this later.)
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## The state of things
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## A quick note about audio
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(As of September 2023, but things move quickly and we don't update this
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document often.)
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In modern times, all the browsers you probably care about (Chrome, Firefox,
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Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some
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reasonable base configurations:
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- WebAssembly (don't bother with asm.js any more)
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- WebGL (which will look like OpenGL ES 2 or 3 to your app).
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- Threads (see caveats, though!)
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- Game controllers
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- Autoupdating (so you can assume they have a recent version of the browser)
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All this to say we're at the point where you don't have to make a lot of
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concessions to get even a fairly complex SDL-based game up and running.
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## RTFM
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This document is a quick rundown of some high-level details. The
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documentation at [emscripten.org](https://emscripten.org/) is vast
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and extremely detailed for a wide variety of topics, and you should at
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least skim through it at some point.
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## Porting your app to Emscripten
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Many many things just need some simple adjustments and they'll compile
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like any other C/C++ code, as long as SDL was handling the platform-specific
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work for your program.
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First, you probably need this in at least one of your source files:
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```c
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif
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```
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Second: assembly language code has to go. Replace it with C. You can even use
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[x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)!
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Third: Middleware has to go. If you have a third-party library you link
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against, you either need an Emscripten port of it, or the source code to it
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to compile yourself, or you need to remove it.
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Fourth: You still start in a function called main(), but you need to get out of
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it and into a function that gets called repeatedly, and returns quickly,
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called a mainloop.
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Somewhere in your program, you probably have something that looks like a more
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complicated version of this:
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```c
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void main(void)
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{
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initialize_the_game();
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while (game_is_still_running) {
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check_for_new_input();
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think_about_stuff();
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draw_the_next_frame();
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}
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deinitialize_the_game();
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}
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```
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This will not work on Emscripten, because the main thread needs to be free
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to do stuff and can't sit in this loop forever. So Emscripten lets you set up
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a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop).
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```c
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static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */
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{
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if (!game_is_still_running) {
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deinitialize_the_game();
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#ifdef __EMSCRIPTEN__
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emscripten_cancel_main_loop(); /* this should "kill" the app. */
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#else
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exit(0);
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#endif
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}
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check_for_new_input();
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think_about_stuff();
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draw_the_next_frame();
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}
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void main(void)
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{
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initialize_the_game();
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(mainloop, 0, 1);
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#else
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while (1) { mainloop(); }
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#endif
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}
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```
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Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run
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`mainloop` over and over until I end the program." The function will
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run, and return, freeing the main thread for other tasks, and then
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run again when it's time. The `1` parameter does some magic to make
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your main() function end immediately; this is useful because you
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don't want any shutdown code that might be sitting below this code
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to actually run if main() were to continue on, since we're just
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getting started.
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There's a lot of little details that are beyond the scope of this
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document, but that's the biggest intial set of hurdles to porting
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your app to the web.
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## Do you need threads?
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If you plan to use threads, they work on all major browsers now. HOWEVER,
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they bring with them a lot of careful considerations. Rendering _must_
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be done on the main thread. This is a general guideline for many
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platforms, but a hard requirement on the web.
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Many other things also must happen on the main thread; often times SDL
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and Emscripten make efforts to "proxy" work to the main thread that
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must be there, but you have to be careful (and read more detailed
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documentation than this for the finer points).
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Even when using threads, your main thread needs to set an Emscripten
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mainloop that runs quickly and returns, or things will fail to work
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correctly.
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You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html)
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for all the finer points. Mostly SDL's thread API will work as expected,
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but is built on pthreads, so it shares the same little incompatibilities
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that are documented there, such as where you can use a mutex, and when
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a thread will start running, etc.
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IMPORTANT: You have to decide to either build something that uses
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threads or something that doesn't; you can't have one build
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that works everywhere. This is an Emscripten (or maybe WebAssembly?
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Or just web browsers in general?) limitation. If you aren't using
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threads, it's easier to not enable them at all, at build time.
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If you use threads, you _have to_ run from a web server that has
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[COOP/COEP headers set correctly](https://web.dev/why-coop-coep/)
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or your program will fail to start at all.
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If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined
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for checking with the C preprocessor, so you can build something
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different depending on what sort of build you're compiling.
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## Audio
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Audio works as expected at the API level, but not exactly like other
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platforms.
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You'll only see a single default audio device. Audio capture also works;
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if the browser pops up a prompt to ask for permission to access the
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microphone, the SDL_OpenAudioDevice call will succeed and start producing
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silence at a regular interval. Once the user approves the request, real
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audio data will flow. If the user denies it, the app is not informed and
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will just continue to receive silence.
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Modern web browsers will not permit web pages to produce sound before the
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user has interacted with them; this is for several reasons, not the least
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of which being that no one likes when a random browser tab suddenly starts
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making noise and the user has to scramble to figure out which and silence
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it.
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user has interacted with them (clicked or tapped on them, usually); this is
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for several reasons, not the least of which being that no one likes when a
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random browser tab suddenly starts making noise and the user has to scramble
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to figure out which and silence it.
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To solve this, most browsers will refuse to let a web app use the audio
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subsystem at all before the user has interacted with (clicked on) the page
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in a meaningful way. SDL-based apps also have to deal with this problem; if
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the user hasn't interacted with the page, SDL_OpenAudioDevice will fail.
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SDL will allow you to open the audio device for playback in this
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circumstance, and your audio callback will fire, but SDL will throw the audio
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data away until the user interacts with the page. This helps apps that depend
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on the audio callback to make progress, and also keeps audio playback in sync
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once the app is finally allowed to make noise.
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There are two reasonable ways to deal with this: if you are writing some
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sort of media player thing, where the user expects there to be a volume
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control when you mouseover the canvas, just default that control to a muted
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state; if the user clicks on the control to unmute it, on this first click,
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open the audio device. This allows the media to play at start, the user can
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reasonably opt-in to listening, and you never get access denied to the audio
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device.
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There are two reasonable ways to deal with the silence at the app level:
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if you are writing some sort of media player thing, where the user expects
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there to be a volume control when you mouseover the canvas, just default
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that control to a muted state; if the user clicks on the control to unmute
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it, on this first click, open the audio device. This allows the media to
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play at start, and the user can reasonably opt-in to listening.
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Many games do not have this sort of UI, and are more rigid about starting
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audio along with everything else at the start of the process. For these, your
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@ -36,41 +196,179 @@ Please see the discussion at https://github.com/libsdl-org/SDL/issues/6385
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for some Javascript code to steal for this approach.
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## Rendering
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If you use SDL's 2D render API, it will use GLES2 internally, which
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Emscripten will turn into WebGL calls. You can also use OpenGL ES 2
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directly by creating a GL context and drawing into it.
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Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually
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present anything on the screen until your return from your mainloop
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function.
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## Building SDL/emscripten
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First: do you _really_ need to build SDL from source?
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If you aren't developing SDL itself, have a desire to mess with its source
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code, or need something on the bleeding edge, don't build SDL. Just use
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Emscripten's packaged version!
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Compile and link your app with `-sUSE_SDL=2` and it'll use a build of
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SDL packaged with Emscripten. This comes from the same source code and
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fixes the Emscripten project makes to SDL are generally merged into SDL's
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revision control, so often this is much easier for app developers.
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`-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL
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1.2 instead; if you need SDL 1.2, this might be fine, but we generally
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recommend you don't use SDL 1.2 in modern times.
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If you want to build SDL, though...
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SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
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are likely to work, as well.
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Build:
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$ mkdir build
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$ cd build
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$ emconfigure ../configure --host=asmjs-unknown-emscripten --disable-assembly --disable-threads --disable-cpuinfo CFLAGS="-O2"
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$ emmake make
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This works on Linux/Unix and macOS. Please send comments about Windows.
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Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html)
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first, and run `source emsdk_env.sh` at the command line so it finds the
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tools.
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(These configure options might be overkill, but this has worked for me.)
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```bash
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cd SDL
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mkdir build
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cd build
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emconfigure ../configure --host=wasm32-unknown-emscripten --disable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3"
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emmake make -j4
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```
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If you want to build with thread support, something like this works:
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```bash
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emconfigure ../configure --host=wasm32-unknown-emscripten --enable-pthreads --disable-assembly --disable-cpuinfo CFLAGS="-sUSE_SDL=0 -O3 -pthread" LDFLAGS="-pthread"
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```
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Or with cmake:
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$ mkdir build
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$ cd build
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$ emcmake cmake ..
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$ emmake make
|
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```bash
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mkdir build
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cd build
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emcmake cmake ..
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emmake make -j4
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```
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To build one of the tests:
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$ cd test/
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$ emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
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```bash
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cd test/
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emcc -O2 --js-opts 0 -g4 testdraw2.c -I../include ../build/.libs/libSDL2.a ../build/libSDL2_test.a -o a.html
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```
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Uses GLES2 renderer or software
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## Building your app
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Some other SDL2 libraries can be easily built (assuming SDL2 is installed somewhere):
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You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but
|
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mostly it uses the same command line arguments as Clang.
|
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|
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SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
|
||||
Link against the SDL/build/.libs/libSDL2.a file you generated by building SDL,
|
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link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build.
|
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|
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Usually you would produce a binary like this:
|
||||
|
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```bash
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gcc -o mygame mygame.c # or whatever
|
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```
|
||||
|
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But for Emscripten, you want to output something else:
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||||
|
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```bash
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emcc -o index.html mygame.c
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```
|
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This will produce several files...support Javascript and WebAssembly (.wasm)
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files. The `-o index.html` will produce a simple HTML page that loads and
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runs your app. You will (probably) eventually want to replace or customize
|
||||
that file and do `-o index.js` instead to just build the code pieces.
|
||||
|
||||
If you're working on a program of any serious size, you'll likely need to
|
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link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access
|
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to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb`
|
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or the app will fail to start on iOS browsers, but this might be a bug that
|
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goes away in the future.
|
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|
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|
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## Data files
|
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|
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Your game probably has data files. Here's how to access them.
|
||||
|
||||
Filesystem access works like a Unix filesystem; you have a single directory
|
||||
tree, possibly interpolated from several mounted locations, no drive letters,
|
||||
'/' for a path separator. You can access them with standard file APIs like
|
||||
open() or fopen() or SDL_RWops. You can read or write from the filesystem.
|
||||
|
||||
By default, you probably have a "MEMFS" filesystem (all files are stored in
|
||||
memory, but access to them is immediate and doesn't need to block). There are
|
||||
other options, like "IDBFS" (files are stored in a local database, so they
|
||||
don't need to be in RAM all the time and they can persist between runs of the
|
||||
program, but access is not synchronous). You can mix and match these file
|
||||
systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc,
|
||||
but that's beyond the scope of this document. Please refer to Emscripten's
|
||||
[page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html)
|
||||
for more info.
|
||||
|
||||
The _easiest_ (but not the best) way to get at your data files is to embed
|
||||
them in the app itself. Emscripten's linker has support for automating this.
|
||||
|
||||
```bash
|
||||
emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav
|
||||
```
|
||||
|
||||
This will pack ../test/sample.wav in your app, and make it available at
|
||||
"/sounds/sample.wav" at runtime. Emscripten makes sure this data is available
|
||||
before your main() function runs, and since it's in MEMFS, you can just
|
||||
read it like you do on other platforms. `--embed-file` can also accept a
|
||||
directory to pack an entire tree, and you can specify the argument multiple
|
||||
times to pack unrelated things into the final installation.
|
||||
|
||||
Note that this is absolutely the best approach if you have a few small
|
||||
files to include and shouldn't worry about the issue further. However, if you
|
||||
have hundreds of megabytes and/or thousands of files, this is not so great,
|
||||
since the user will download it all every time they load your page, and it
|
||||
all has to live in memory at runtime.
|
||||
|
||||
[Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html)
|
||||
gives other options and details, and is worth a read.
|
||||
|
||||
|
||||
## Debugging
|
||||
|
||||
Debugging web apps is a mixed bag. You should compile and link with
|
||||
`-gsource-map`, which embeds a ton of source-level debugging information into
|
||||
the build, and make sure _the app source code is available on the web server_,
|
||||
which is often a scary proposition for various reasons.
|
||||
|
||||
When you debug from the browser's tools and hit a breakpoint, you can step
|
||||
through the actual C/C++ source code, though, which can be nice.
|
||||
|
||||
If you try debugging in Firefox and it doesn't work well for no apparent
|
||||
reason, try Chrome, and vice-versa. These tools are still relatively new,
|
||||
and improving all the time.
|
||||
|
||||
SDL_Log() (or even plain old printf) will write to the Javascript console,
|
||||
and honestly I find printf-style debugging to be easier than setting up a build
|
||||
for proper debugging, so use whatever tools work best for you.
|
||||
|
||||
|
||||
## Questions?
|
||||
|
||||
Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues).
|
||||
If something is wrong or unclear, we want to know!
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure
|
||||
build as usual...
|
||||
|
||||
SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
|
||||
|
||||
$ EMCONFIGURE_JS=1 emconfigure ../configure --disable-mmx
|
||||
build as usual...
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ GDK
|
|||
|
||||
This port allows SDL applications to run via Microsoft's Game Development Kit (GDK).
|
||||
|
||||
Windows (GDK) and Xbox One/Xbox Series (GDKX) are supported. Although most of the Xbox code is included in the public SDL source code, NDA access is required for a small number of source files. If you have access to GDKX, these required Xbox files are posted on the GDK forums [here](https://forums.xboxlive.com/questions/130003/).
|
||||
Windows (GDK) and Xbox One/Xbox Series (GDKX) are both supported and all the required code is included in this public SDL release. However, only licensed Xbox developers have access to the GDKX libraries which will allow you to build the Xbox targets.
|
||||
|
||||
|
||||
Requirements
|
||||
|
|
@ -11,6 +11,7 @@ Requirements
|
|||
|
||||
* Microsoft Visual Studio 2022 (in theory, it should also work in 2017 or 2019, but this has not been tested)
|
||||
* Microsoft GDK June 2022 or newer (public release [here](https://github.com/microsoft/GDK/releases/tag/June_2022))
|
||||
* For Xbox, you will need the corresponding GDKX version (licensed developers only)
|
||||
* To publish a package or successfully authenticate a user, you will need to create an app id/configure services in Partner Center. However, for local testing purposes (without authenticating on Xbox Live), the identifiers used by the GDK test programs in the included solution will work.
|
||||
|
||||
|
||||
|
|
@ -29,6 +30,12 @@ The Windows GDK port supports the full set of Win32 APIs, renderers, controllers
|
|||
* Global task queue callbacks are dispatched during `SDL_PumpEvents` (which is also called internally if using `SDL_PollEvent`).
|
||||
* You can get the handle of the global task queue through `SDL_GDKGetTaskQueue`, if needed. When done with the queue, be sure to use `XTaskQueueCloseHandle` to decrement the reference count (otherwise it will cause a resource leak).
|
||||
|
||||
* Single-player games have some additional features available:
|
||||
* Call `SDL_GDKGetDefaultUser` to get the default XUserHandle pointer.
|
||||
* `SDL_GetPrefPath` still works, but only for single-player titles.
|
||||
|
||||
These functions mostly wrap around async APIs, and thus should be treated as synchronous alternatives. Also note that the single-player functions return on any OS errors, so be sure to validate the return values!
|
||||
|
||||
* What doesn't work:
|
||||
* Compilation with anything other than through the included Visual C++ solution file
|
||||
|
||||
|
|
@ -139,6 +146,20 @@ To create the package:
|
|||
6. Once the package is installed, you can run it from the start menu.
|
||||
7. As with when running from Visual Studio, if you need to test any Xbox Live functionality you must switch to the correct sandbox.
|
||||
|
||||
Xbox GDKX Setup
|
||||
---------------------
|
||||
In general, the same process in the Windows GDK instructions work. There are just a few additional notes:
|
||||
* For Xbox One consoles, use the Gaming.Xbox.XboxOne.x64 target
|
||||
* For Xbox Series consoles, use the Gaming.Xbox.Scarlett.x64 target
|
||||
* The Xbox One target sets the `__XBOXONE__` define and the Xbox Series target sets the `__XBOXSERIES__` define
|
||||
* You don't need to link against the Xbox.Services Thunks lib nor include that dll in your package (it doesn't exist for Xbox)
|
||||
* The shader blobs for Xbox are created in a pre-build step for the Xbox targets, rather than included in the source (due to NDA and version compatability reasons)
|
||||
* To create a package, use:
|
||||
`makepkg pack /f PackageLayout.xml /lt /d . /pd Package`
|
||||
* To install the package, use:
|
||||
`xbapp install [PACKAGE].xvc`
|
||||
* For some reason, if you make changes that require SDL2.dll to build, and you are running through the debugger (instead of a package), you have to rebuild your .exe target for the debugger to recognize the dll has changed and needs to be transferred to the console again
|
||||
* While there are successful releases of Xbox titles using this port, it is not as extensively tested as other targets
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
|
|
|||
|
|
@ -257,7 +257,7 @@ Game Center
|
|||
|
||||
Game Center integration might require that you break up your main loop in order to yield control back to the system. In other words, instead of running an endless main loop, you run each frame in a callback function, using:
|
||||
|
||||
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, void (*callback)(void*), void *callbackParam);
|
||||
int SDL_iPhoneSetAnimationCallback(SDL_Window * window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam);
|
||||
|
||||
This will set up the given function to be called back on the animation callback, and then you have to return from main() to let the Cocoa event loop run.
|
||||
|
||||
|
|
@ -273,7 +273,7 @@ e.g.
|
|||
{
|
||||
... initialize game ...
|
||||
|
||||
#if __IPHONEOS__
|
||||
#ifdef __IPHONEOS__
|
||||
// Initialize the Game Center for scoring and matchmaking
|
||||
InitGameCenter();
|
||||
|
||||
|
|
|
|||
|
|
@ -261,10 +261,10 @@ Some things that may be of interest about how it all works...
|
|||
## Working directory
|
||||
|
||||
In SDL 1.2, the working directory of your SDL app is by default set to its
|
||||
parent, but this is no longer the case in SDL 2.0. SDL2 does change the
|
||||
working directory, which means it'll be whatever the command line prompt
|
||||
that launched the program was using, or if launched by double-clicking in
|
||||
the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
|
||||
parent, but this is no longer the case in SDL 2.0 and later. SDL2 does not
|
||||
change the working directory, which means it'll be whatever the command line
|
||||
prompt that launched the program was using, or if launched by double-clicking
|
||||
in the Finder, it will be "/", the _root of the filesystem_. Plan accordingly!
|
||||
You can use SDL_GetBasePath() to find where the program is running from and
|
||||
chdir() there directly.
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue