Phase D/F/H: embedding shell - loading progress, fullscreen, file upload, touch controls

package/src/index.ts: fixes a real pre-existing bug (start()/loadTable()
never actually called vpinball_wasm_start with a table path argument),
adds byte-level download progress (onProgress) and requestFullscreen().

package/src/touch-controls.ts: new on-screen virtual flipper/plunger/start
button overlay that synthesizes the actual default keyboard scancodes
(SDL_SCANCODE_LSHIFT/RSHIFT/RETURN, read from InputManager.cpp) as real
KeyboardEvents dispatched on window, matching SDL3's Emscripten keyboard
target - keeps the native input path completely unmodified.

examples/basic/index.html: a real demo page - progress bar, a user-gesture
"Start" button (required for both audio autoplay and fullscreen), a file
picker for self-contained .vpx uploads, and the touch overlay shown on
touch-capable devices.

scripts/build.sh: two real bugs found and fixed via actual browser testing:
- MODULARIZE=1 without EXPORT_ES6=1 produces a classic script, not an ES
  module with a default export - `await import(...)).default` was always
  undefined. Fixes with -sEXPORT_ES6=1.
- --closure 1 silently stripped FS.writeFile/readFile/mkdir down to just
  low-level node ops, breaking runtime table loading with no compile-time
  warning. Dropped until root-caused; -O2 alone is kept.

Verified end-to-end in Chrome: full load->progress->start flow with no
errors, fullscreen actually engaging (document.fullscreenElement true),
and a file-picker-selected table loading correctly (LoadGameFromFilename
/tables/uploaded.vpx in the boot log, followed by a normal render).

README updated to reflect what's now validated vs. still open (real-device
input/audio confirmation remains the main open item).
This commit is contained in:
2026-08-22 16:45:04 +02:00
parent a5e5b6f34a
commit 487ca40a44
6 changed files with 352 additions and 46 deletions
+76 -17
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@@ -1,20 +1,28 @@
import type { LoadPinballOptions, PinballInstance } from './types.js';
export type { LoadPinballOptions, PinballInstance } from './types.js';
export { attachTouchControls } from './touch-controls.js';
export type { TouchControlsOptions, TouchControlsHandle } from './touch-controls.js';
const DEFAULT_TABLE_PATH = '/tables/default.vpx';
const UPLOADED_TABLE_PATH = '/tables/uploaded.vpx';
/**
* Instantiates the WebAssembly build of Visual Pinball against the given
* canvas.
*
* NOTE (current milestone): this wrapper boots the Emscripten module and
* exposes lifecycle control (start/stop/dispose). Runtime table loading
* (`loadTable`) mounts the given bytes into the module's virtual filesystem,
* but wiring the native engine to actually pick up a runtime-loaded table
* (as opposed to the table baked in at build time) is tracked as a follow-up
* milestone in the README's roadmap - see "Browser file-loading UX".
* canvas and returns a handle to control its lifecycle.
*/
export async function loadPinball(options: LoadPinballOptions): Promise<PinballInstance> {
const baseUrl = options.baseUrl ?? '.';
let tablePath = DEFAULT_TABLE_PATH;
const moduleArgs: Record<string, unknown> = {
canvas: options.canvas,
locateFile: (path: string) => `${baseUrl}/${path}`,
};
if (options.onProgress) {
await wireDownloadProgress(moduleArgs, baseUrl, options.onProgress);
}
// dist/vpinball.js is built with -sMODULARIZE=1 -sEXPORT_NAME=VPinballModule,
// so importing it yields a factory function, not a module with side effects.
@@ -22,21 +30,21 @@ export async function loadPinball(options: LoadPinballOptions): Promise<PinballI
moduleArgs: Record<string, unknown>
) => Promise<EmscriptenModule>;
const module = await factory({
canvas: options.canvas,
locateFile: (path: string) => `${baseUrl}/${path}`,
});
const module = await factory(moduleArgs);
options.onProgress?.(1);
if (options.tableData) {
mountTable(module, options.tableData);
module.FS.writeFile(UPLOADED_TABLE_PATH, new Uint8Array(options.tableData));
tablePath = UPLOADED_TABLE_PATH;
}
return {
loadTable(vpxBytes: ArrayBuffer) {
mountTable(module, vpxBytes);
module.FS.writeFile(UPLOADED_TABLE_PATH, new Uint8Array(vpxBytes));
tablePath = UPLOADED_TABLE_PATH;
},
start() {
module.ccall?.('vpinball_wasm_start', null, [], []);
module.ccall?.('vpinball_wasm_start', 'number', ['string'], [tablePath]);
},
stop() {
module.ccall?.('vpinball_wasm_stop', null, [], []);
@@ -44,11 +52,62 @@ export async function loadPinball(options: LoadPinballOptions): Promise<PinballI
dispose() {
module.ccall?.('vpinball_wasm_dispose', null, [], []);
},
requestFullscreen() {
return options.canvas.requestFullscreen();
},
};
}
function mountTable(module: EmscriptenModule, vpxBytes: ArrayBuffer): void {
module.FS.writeFile('/table.vpx', new Uint8Array(vpxBytes));
/**
* Best-effort byte-level download progress: manually fetches vpinball.wasm
* with a streaming reader (assigning the result to Module.wasmBinary so the
* factory doesn't re-fetch it), weighted against Module's own coarse
* "Downloading data..." status callback for the preloaded asset package.
* Emscripten's own dependency counter (monitorRunDependencies) doesn't give
* byte-level granularity, hence fetching the .wasm by hand instead.
*/
async function wireDownloadProgress(
moduleArgs: Record<string, unknown>,
baseUrl: string,
onProgress: (fraction: number) => void
): Promise<void> {
// Roughly half the total download is the wasm binary, half the data
// package - this is an estimate (see README's size-tuning roadmap item),
// not a guarantee, so progress may jump at the wasm/data boundary.
const WASM_WEIGHT = 0.5;
try {
const response = await fetch(`${baseUrl}/vpinball.wasm`);
const total = Number(response.headers.get('Content-Length') ?? 0);
const reader = response.body?.getReader();
if (!reader || !total) {
return;
}
const chunks: Uint8Array[] = [];
let received = 0;
for (;;) {
const { done, value } = await reader.read();
if (done) break;
chunks.push(value);
received += value.length;
onProgress((received / total) * WASM_WEIGHT);
}
const wasmBinary = new Uint8Array(received);
let offset = 0;
for (const chunk of chunks) {
wasmBinary.set(chunk, offset);
offset += chunk.length;
}
moduleArgs.wasmBinary = wasmBinary;
} catch {
// Streaming progress is best-effort; fall through to the factory's
// own default fetch if this fails for any reason (e.g. no CORS
// Content-Length exposed, older browser).
}
moduleArgs.setStatus = (text: string) => {
if (text) onProgress(WASM_WEIGHT + (1 - WASM_WEIGHT) * 0.5);
};
}
interface EmscriptenModule {
+125
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@@ -0,0 +1,125 @@
/**
* On-screen touch controls for mobile/tablet play: an HTML/CSS overlay of
* virtual buttons that synthesize the same keyboard events a physical
* keyboard would send, using vpinball's actual default key bindings
* (see vendor/vpinball/src/input/InputManager.cpp's addFlipperKeyAction/
* addKeyAction calls). Deliberately implemented in JS/HTML rather than
* native code - this keeps the native SDL keyboard input path completely
* unmodified and is the dominant pattern for adding touch controls to a
* keyboard-oriented Emscripten port.
*
* SDL3's Emscripten video backend listens for keydown/keyup on the
* "#window" target by default (see SDL_emscriptenvideo.c's keyboard_element
* default), so dispatching a real KeyboardEvent on `window` reaches it the
* same way a physical keypress would.
*/
const KEY_BINDINGS = {
leftFlipper: { key: 'Shift', code: 'ShiftLeft' },
rightFlipper: { key: 'Shift', code: 'ShiftRight' },
plunger: { key: 'Enter', code: 'Enter' },
start: { key: '1', code: 'Digit1' },
} as const;
export interface TouchControlsOptions {
/** Container to render the overlay into. Positioned absolutely, filling this element. */
container: HTMLElement;
/**
* Which buttons to show. Defaults to the full set (both flippers,
* plunger, start).
*/
buttons?: Array<keyof typeof KEY_BINDINGS>;
}
export interface TouchControlsHandle {
/** Remove the overlay and its event listeners. */
detach(): void;
}
/**
* Attaches a touch-control overlay to `options.container`. Call this
* conditionally (e.g. only when `'ontouchstart' in window` or on narrow
* viewports) - it's additive UI, not required for desktop/mouse+keyboard play.
*/
export function attachTouchControls(options: TouchControlsOptions): TouchControlsHandle {
const buttons = options.buttons ?? (Object.keys(KEY_BINDINGS) as Array<keyof typeof KEY_BINDINGS>);
const root = document.createElement('div');
root.setAttribute('data-vpinball-touch-controls', '');
applyStyle(root, {
position: 'absolute',
inset: '0',
pointerEvents: 'none',
userSelect: 'none',
touchAction: 'none',
fontFamily: 'sans-serif',
});
const elements: HTMLElement[] = [];
if (buttons.includes('leftFlipper')) {
elements.push(makeButton('◀', KEY_BINDINGS.leftFlipper, { left: '0', bottom: '0' }));
}
if (buttons.includes('rightFlipper')) {
elements.push(makeButton('▶', KEY_BINDINGS.rightFlipper, { right: '0', bottom: '0' }));
}
if (buttons.includes('plunger')) {
elements.push(makeButton('⬆', KEY_BINDINGS.plunger, { right: '0', top: '40%' }));
}
if (buttons.includes('start')) {
elements.push(makeButton('1', KEY_BINDINGS.start, { left: '50%', top: '0', transform: 'translateX(-50%)' }));
}
for (const el of elements) root.appendChild(el);
options.container.appendChild(root);
return {
detach() {
root.remove();
},
};
}
function makeButton(label: string, binding: { key: string; code: string }, position: Record<string, string>): HTMLElement {
const btn = document.createElement('div');
btn.textContent = label;
applyStyle(btn, {
position: 'absolute',
width: '72px',
height: '72px',
margin: '16px',
borderRadius: '50%',
background: 'rgba(255,255,255,0.15)',
color: 'rgba(255,255,255,0.85)',
display: 'flex',
alignItems: 'center',
justifyContent: 'center',
fontSize: '28px',
pointerEvents: 'auto',
touchAction: 'none',
...position,
});
const down = () => {
btn.style.background = 'rgba(255,255,255,0.35)';
window.dispatchEvent(new KeyboardEvent('keydown', { key: binding.key, code: binding.code, bubbles: true }));
};
const up = () => {
btn.style.background = 'rgba(255,255,255,0.15)';
window.dispatchEvent(new KeyboardEvent('keyup', { key: binding.key, code: binding.code, bubbles: true }));
};
btn.addEventListener('pointerdown', (e) => {
e.preventDefault();
btn.setPointerCapture(e.pointerId);
down();
});
btn.addEventListener('pointerup', up);
btn.addEventListener('pointercancel', up);
return btn;
}
function applyStyle(el: HTMLElement, style: Record<string, string>): void {
Object.assign(el.style, style);
}
+29 -8
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@@ -9,22 +9,43 @@ export interface LoadPinballOptions {
/** Canvas the engine renders into via SDL3's WebGL2 backend. */
canvas: HTMLCanvasElement;
/**
* Raw bytes of a .vpx table file to load on startup. If omitted, the
* bundled default table (package/assets/test000-default-table.vpx) is
* used instead.
* Raw bytes of a self-contained .vpx table file to play instead of the
* bundled default table. Real-world tables that reference an external
* .vbs script override or a Music/ folder are not supported this way -
* see the README's "Browser file-loading UX" section.
*/
tableData?: ArrayBuffer;
/** Base URL to fetch dist/vpinball.wasm (and .data, if present) from. */
/** Base URL to fetch dist/vpinball.wasm/.data (and vpinball.js) from. */
baseUrl?: string;
/**
* Called as the wasm binary and preloaded asset package download,
* with a 0-1 fraction of bytes received. Not called at all if the
* browser doesn't support streaming fetch progress (falls back to
* Emscripten's own default loading behavior with no progress callback).
*/
onProgress?: (fraction: number) => void;
}
export interface PinballInstance {
/** Load a different .vpx table at runtime, replacing the current one. */
/**
* Stage a different self-contained .vpx table to play on the *next*
* start() call. Does not affect an already-running session - table
* switching mid-session isn't supported; call stop() first (a fresh
* loadPinball() call is the supported way to load a genuinely new
* session with a different table).
*/
loadTable(vpxBytes: ArrayBuffer): void;
/** Start (or resume) the simulation's main loop. */
/** Start the simulation's main loop. No-op if already running. */
start(): void;
/** Pause the simulation's main loop. */
/** Stop the simulation; the engine tears down (script Exit event, settings save) on its next step. */
stop(): void;
/** Tear down the instance and free its WebAssembly memory. */
/** Tear down the instance immediately and free its WebAssembly memory. */
dispose(): void;
/**
* Request fullscreen on the canvas via the standard Fullscreen API.
* Must be called from within a user gesture (e.g. a click handler) -
* browsers reject fullscreen requests otherwise. Returns the promise
* from the underlying requestFullscreen() call.
*/
requestFullscreen(): Promise<void>;
}