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
+26 -11
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@@ -61,11 +61,15 @@ Full research and two isolated feasibility spikes (proving real VBScript executi
- Physics engine initialization and the VBScript engine starting up.
- **A real, running per-frame game loop** (`emscripten_set_main_loop`-driven), with clean JS-controllable `start()`/`stop()` lifecycle and normal C++ teardown (`~Player()`) on stop — see [Status](#status-the-engine-plays-a-real-table-live-in-the-browser) above.
- A trimmed ~11MB asset payload (~78% smaller than the initial unoptimized ~51MB), by excluding editor-only bundled example tables and a Monaco code editor never used by the player runtime — see `patches/vpinball/0001-*`.
- **A full loading → play flow in a real page** (`examples/basic/index.html`): a byte-level download progress bar, a user-gesture "Start" button (required for both audio autoplay and fullscreen to work), a working fullscreen button, and responsive canvas sizing that fills its container correctly.
- **Browser file-loading for self-contained tables**: picking a `.vpx` file, mounting it via `FS.writeFile`, and starting the engine against it — verified end-to-end (`PinTable::LoadGameFromFilename /tables/uploaded.vpx` in the boot log, followed by a normal render).
- Touch-control overlay code (`attachTouchControls`) that synthesizes the real default keyboard scancodes (`SDL_SCANCODE_LSHIFT`/`RSHIFT`/`RETURN` — see `src/input/InputManager.cpp`) on `window`, matching SDL3's Emscripten keyboard target; implemented and included in the example, not yet confirmed to move a flipper on a real touch device (see below).
**Not yet validated (should work, per code review, but unconfirmed end-to-end):**
- Keyboard/gamepad input actually reaching a flipper/plunger during real gameplay (the input pipeline is code-complete and validated as wired correctly, but a definitive "pressed a key, ball moved" test is still open — see `src/input/SDLInputHandler.h`/`InputManager.cpp`, unmodified).
- Audio actually audible (the pipeline is fully wired per code review; needs a real speaker/headphone test plus a user-gesture gate for browser autoplay policy — see below).
- Keyboard/gamepad input actually reaching a flipper/plunger during real gameplay. The pipeline is code-complete and correctly wired (verified by reading `SDLInputHandler.h`/`InputManager.cpp`, unmodified), and the underlying key bindings were confirmed by reading the actual default scancode table. A real physical keypress test is still open - the automation environment used for validation in this project could not reliably simulate a modifier-key press (`Shift` alone) as a trusted browser event, which is a tooling limitation of that environment, not a claim that input doesn't work.
- Audio actually audible (the pipeline is fully wired per code review; needs a real speaker/headphone test - the autoplay-policy user-gesture gate is now in place via the example's "Start" button).
- DMD rendering via a script-driven `Flasher`/`ScriptGlobalTable::put_DMDPixels` (this is native, core-engine functionality requiring no new code — see `src/core/ScriptGlobalTable.cpp:886-937`, `src/parts/flasher.cpp:1312-1341` — just needs a test table that exercises it).
- Touch controls actually flipping a flipper on a real touch device (see above).
**Explicitly out of scope for now** (browser-sandbox constraints or a real infrastructure-cost tradeoff, not a technical dead end — could be revisited):
- **Multi-threading** (pthreads/SharedArrayBuffer): would require mandatory `Cross-Origin-Opener-Policy`/`Cross-Origin-Embedder-Policy` headers on every page hosting this widget, a `coi-serviceworker`-style workaround for static hosts that can't set custom headers, and real risk of breaking unrelated cross-origin embeds on host pages — a poor tradeoff for something meant to be embeddable in arbitrary third-party pages. `ThreadPool`'s one-off parallel work (e.g. parallel `.vpx` item deserialization) already runs synchronously instead (`patches/vpinball/0002-*`). Revisit only if real-world profiling shows single-threaded performance is genuinely insufficient.
@@ -73,10 +77,10 @@ Full research and two isolated feasibility spikes (proving real VBScript executi
- Raw HID device input (`OpenPinDevHandler`/hidapi) — no browser equivalent for real-hardware nudge/plunger boards. Permanent, not a "for now."
**Further follow-up work:**
- A definitive input/audio validation pass (see above).
- Touch controls (on-screen virtual flipper/plunger buttons synthesizing keyboard events) and fullscreen/pointer-lock UI wiring for mobile and kiosk-style embedding.
- Browser file-loading UX (drag-and-drop/file picker for user-supplied, self-contained `.vpx` files beyond the bundled demo table; real-world tables with an external `.vbs` script override or a `Music/` folder are a documented, known-unsupported gap for single-file uploads).
- Further binary-size tuning (the `.wasm` itself is still ~13MB even with `-O2 --closure 1`; `-sFORCE_FILESYSTEM=1`/broad `EXPORTED_RUNTIME_METHODS` pull in more than strictly needed and are candidates to narrow).
- A definitive real-device input/audio validation pass (see above).
- Pointer-lock UI wiring (fullscreen is done; pointer-lock isn't needed for this game's input model but noted here in case a future feature wants it).
- Real-world table support beyond self-contained single-file uploads: tables with an external `.vbs` script override or a `Music/` folder are a documented, known-unsupported gap.
- Further binary-size tuning (the `.wasm` itself is still ~13MB with `-O2`; `--closure 1` was tried but silently stripped `FS.writeFile`/`readFile`/`mkdir` down to low-level node ops - a real Emscripten/Closure interaction bug worth root-causing before re-enabling, since it broke runtime table loading with no compile-time warning. `-sFORCE_FILESYSTEM=1`/broad `EXPORTED_RUNTIME_METHODS` also pull in more than strictly needed).
- A browser-based (Puppeteer) CI smoke test that actually loads a table and checks for a rendered frame, replacing today's compile-only CI check.
## Build
@@ -96,20 +100,31 @@ source emsdk/emsdk_env.sh
## npm usage
```ts
import { loadPinball } from '@valknar/vpinball-wasm';
import { loadPinball, attachTouchControls } from '@valknar/vpinball-wasm';
const pinball = await loadPinball({ canvas: document.querySelector('canvas') });
pinball.start();
const canvas = document.querySelector('canvas');
const pinball = await loadPinball({
canvas,
onProgress: (fraction) => updateMyLoadingBar(fraction),
});
// start() (and requestFullscreen()) must be called from within a user
// gesture, e.g. a click handler - browsers block audio autoplay and
// fullscreen requests otherwise.
startButton.addEventListener('click', () => {
pinball.start();
if ('ontouchstart' in window) attachTouchControls({ container: canvas.parentElement });
});
```
The published package name/registry (`@valknar/vpinball-wasm` on this project's Gitea npm registry) is a placeholder pending the first real release — see `package.json`. `start()`/`stop()`/`dispose()` now call real, working exported C functions (`vpinball_wasm_start`/`stop`/`dispose`) that drive the actual per-frame game loop — see [Status](#status-the-engine-plays-a-real-table-live-in-the-browser).
See `examples/basic/index.html` for a complete working page (loading progress, file upload, touch controls, fullscreen). The published package name/registry (`@valknar/vpinball-wasm` on this project's Gitea npm registry) is a placeholder pending the first real release — see `package.json`.
## Known limitations
- Single-threaded only (no pthreads/SharedArrayBuffer) — a deliberate tradeoff, not a gap; see Roadmap.
- No heavy plugin ecosystem (PinMAME/DOF/FlexDMD/etc.) — see Roadmap. Native DMD rendering and a lightweight modern backglass plugin remain possible without it.
- No raw hardware input (real cabinet nudge/plunger boards) — permanent, no browser equivalent.
- Keyboard/gamepad input and audio are code-complete and wired correctly but not yet validated end-to-end in real gameplay (see Roadmap) — no touch controls or fullscreen/pointer-lock UI yet.
- Keyboard/gamepad input and audio are code-complete and wired correctly, and the embedding shell (loading progress, fullscreen, file upload, touch-control overlay) is built and tested end-to-end, but a real-device confirmation that a physical/touch keypress moves a flipper and that audio is audible is still open — see Roadmap.
- `.wasm`/asset size is reduced (~11MB total, down from ~51MB) but not fully tuned — see Roadmap.
## Licensing
+89 -8
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@@ -1,26 +1,107 @@
<!doctype html>
<!--
Minimal usage example for @valknar/vpinball-wasm.
Full usage example for @valknar/vpinball-wasm: loading progress, a
user-gesture "Start" button (required for audio autoplay and fullscreen
to work), an optional file picker for a self-contained .vpx table, touch
controls on touch-capable devices, and a fullscreen button.
Serve this directory alongside a built dist/ (see scripts/dev-server.sh)
and adjust the import path below if dist/ isn't a sibling directory.
and adjust the import paths below if dist/ isn't a sibling directory.
-->
<html>
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1, user-scalable=no" />
<title>vpinball-wasm example</title>
<style>
body { margin: 0; background: #111; }
canvas { display: block; width: 100vw; height: 100vh; }
html, body { margin: 0; height: 100%; background: #111; overflow: hidden; }
#stage { position: relative; width: 100vw; height: 100vh; }
canvas { display: block; width: 100%; height: 100%; padding: 0; border: 0; }
#overlay {
position: absolute; inset: 0; display: flex; flex-direction: column;
align-items: center; justify-content: center; gap: 16px;
background: #111; color: #eee; font-family: sans-serif;
}
#overlay.hidden { display: none; }
#progress-track { width: 280px; height: 8px; background: #333; border-radius: 4px; overflow: hidden; }
#progress-bar { width: 0%; height: 100%; background: #4ade80; transition: width 0.1s linear; }
#start-button {
padding: 12px 32px; font-size: 18px; border-radius: 8px; border: none;
background: #4ade80; color: #111; cursor: pointer;
}
#start-button:disabled { opacity: 0.4; cursor: default; }
#file-picker { color: #aaa; font-size: 13px; }
#fullscreen-button {
position: absolute; top: 12px; right: 12px; z-index: 10;
padding: 8px 14px; border-radius: 6px; border: none;
background: rgba(255,255,255,0.15); color: #eee; cursor: pointer;
}
#fullscreen-button.hidden { display: none; }
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<div id="stage">
<canvas id="canvas"></canvas>
<div id="overlay">
<div id="progress-track"><div id="progress-bar"></div></div>
<div id="file-picker">
<label>Optional: play your own table (self-contained .vpx only) <input type="file" id="table-file" accept=".vpx" /></label>
</div>
<button id="start-button" disabled>Loading...</button>
</div>
<button id="fullscreen-button" class="hidden">Fullscreen</button>
</div>
<script type="module">
import { loadPinball } from '../../dist/index.js';
import { loadPinball, attachTouchControls } from '../../dist/index.js';
const canvas = document.getElementById('canvas');
const pinball = await loadPinball({ canvas, baseUrl: '../../dist' });
pinball.start();
const overlay = document.getElementById('overlay');
const progressBar = document.getElementById('progress-bar');
const startButton = document.getElementById('start-button');
const fileInput = document.getElementById('table-file');
const fullscreenButton = document.getElementById('fullscreen-button');
let uploadedTableData;
fileInput.addEventListener('change', async () => {
const file = fileInput.files?.[0];
if (file) uploadedTableData = await file.arrayBuffer();
});
const pinball = await loadPinball({
canvas,
baseUrl: '../../dist',
onProgress: (fraction) => {
progressBar.style.width = `${Math.round(fraction * 100)}%`;
},
});
startButton.disabled = false;
startButton.textContent = 'Start';
startButton.addEventListener('click', () => {
if (uploadedTableData) {
pinball.loadTable(uploadedTableData);
}
pinball.start();
overlay.classList.add('hidden');
fullscreenButton.classList.remove('hidden');
// Touch controls are additive UI for touch-capable devices - not
// required for desktop mouse+keyboard play.
if ('ontouchstart' in window || navigator.maxTouchPoints > 0) {
attachTouchControls({ container: document.getElementById('stage') });
}
});
fullscreenButton.addEventListener('click', () => {
pinball.requestFullscreen().catch(() => {
// Fullscreen can be rejected (e.g. already fullscreen, or the
// browser denies it) - nothing to recover from here.
});
});
</script>
</body>
</html>
+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>;
}
+7 -2
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@@ -40,6 +40,7 @@ EMSCRIPTEN_LINK_FLAGS=(
-sMAX_WEBGL_VERSION=2
-sALLOW_MEMORY_GROWTH=1
-sMODULARIZE=1
-sEXPORT_ES6=1
-sEXPORT_NAME=VPinballModule
-sENVIRONMENT=web
-sEXPORTED_RUNTIME_METHODS=FS,ccall,cwrap
@@ -53,8 +54,12 @@ if [ "$BUILD_TYPE" = "Debug" ]; then
else
# CMAKE_BUILD_TYPE=Release only optimizes the compile step; emcc's link
# step needs its own -O level to actually run wasm-opt/dead-code
# elimination and (with --closure) minify the JS glue.
EMSCRIPTEN_LINK_FLAGS+=(-O2 --closure 1)
# elimination. NOTE: --closure 1 was tried here but strips FS.writeFile/
# readFile/mkdir (the FS convenience wrappers EXPORTED_RUNTIME_METHODS=FS
# is supposed to guarantee) down to just low-level node ops - dropped
# until that's root-caused, since a smaller JS glue isn't worth a broken
# runtime table-loading API.
EMSCRIPTEN_LINK_FLAGS+=(-O2)
fi
emcmake cmake \