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).
88 lines
2.8 KiB
Bash
Executable File
88 lines
2.8 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Configures and builds vpinball itself for the new GL-emscripten CMake
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# target, producing dist/vpinball.{js,wasm}.
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#
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# Requires: scripts/setup.sh and scripts/build-deps.sh have already run.
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set -euo pipefail
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ROOT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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source "$ROOT_DIR/scripts/versions.sh"
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VPINBALL_DIR="$ROOT_DIR/vendor/vpinball"
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DEPS_DIR="$ROOT_DIR/build/deps-wasm32"
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BUILD_DIR="$ROOT_DIR/build/vpinball-wasm"
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DIST_DIR="$ROOT_DIR/dist"
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BUILD_TYPE="Release"
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if [ "${1:-}" = "--debug" ]; then
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BUILD_TYPE="Debug"
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fi
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if [ ! -d "$VPINBALL_DIR" ]; then
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echo "ERROR: vendor/vpinball missing. Run scripts/setup.sh first." >&2
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exit 1
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fi
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if [ ! -d "$DEPS_DIR/lib" ] || [ -z "$(ls -A "$DEPS_DIR/lib" 2>/dev/null)" ]; then
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echo "ERROR: build/deps-wasm32 missing/empty. Run scripts/build-deps.sh first." >&2
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exit 1
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fi
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if ! command -v emcc >/dev/null 2>&1; then
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echo "ERROR: emcc not on PATH. Run: source $ROOT_DIR/emsdk/emsdk_env.sh" >&2
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exit 1
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fi
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NUM_PROCS="$(nproc 2>/dev/null || sysctl -n hw.ncpu 2>/dev/null || echo 4)"
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EMSCRIPTEN_LINK_FLAGS=(
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-sUSE_WEBGL2=1
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-sFULL_ES3=1
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-sMIN_WEBGL_VERSION=2
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-sMAX_WEBGL_VERSION=2
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-sALLOW_MEMORY_GROWTH=1
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-sMODULARIZE=1
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-sEXPORT_ES6=1
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-sEXPORT_NAME=VPinballModule
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-sENVIRONMENT=web
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-sEXPORTED_RUNTIME_METHODS=FS,ccall,cwrap
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-sFORCE_FILESYSTEM=1
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-sEXPORTED_FUNCTIONS=_main,_vpinball_wasm_start,_vpinball_wasm_stop,_vpinball_wasm_dispose
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-sEXIT_RUNTIME=0
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--use-preload-cache
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)
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if [ "$BUILD_TYPE" = "Debug" ]; then
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EMSCRIPTEN_LINK_FLAGS+=(-sASSERTIONS=1 -O0)
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else
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# CMAKE_BUILD_TYPE=Release only optimizes the compile step; emcc's link
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# step needs its own -O level to actually run wasm-opt/dead-code
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# elimination. NOTE: --closure 1 was tried here but strips FS.writeFile/
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# readFile/mkdir (the FS convenience wrappers EXPORTED_RUNTIME_METHODS=FS
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# is supposed to guarantee) down to just low-level node ops - dropped
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# until that's root-caused, since a smaller JS glue isn't worth a broken
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# runtime table-loading API.
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EMSCRIPTEN_LINK_FLAGS+=(-O2)
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fi
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emcmake cmake \
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-S "$VPINBALL_DIR" \
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-B "$BUILD_DIR" \
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-DRENDERER=GL \
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-DPLATFORM=emscripten \
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-DARCH=wasm32 \
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-DCMAKE_BUILD_TYPE="$BUILD_TYPE" \
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-DVPINBALL_WASM_DEPS_DIR="$DEPS_DIR" \
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-DCMAKE_EXE_LINKER_FLAGS="${EMSCRIPTEN_LINK_FLAGS[*]}"
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cmake --build "$BUILD_DIR" -- -j"$NUM_PROCS"
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mkdir -p "$DIST_DIR"
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cp "$BUILD_DIR"/vpinball.js "$DIST_DIR/" 2>/dev/null || true
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cp "$BUILD_DIR"/vpinball.wasm "$DIST_DIR/" 2>/dev/null || true
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cp "$BUILD_DIR"/vpinball.data "$DIST_DIR/" 2>/dev/null || true
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mkdir -p "$ROOT_DIR/package/assets"
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cp "$VPINBALL_DIR/tests/assets/test000-default-table.vpx" "$ROOT_DIR/package/assets/default.vpx" 2>/dev/null || true
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echo ""
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echo "== build.sh complete =="
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ls -la "$DIST_DIR"
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