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path: root/src/library_sdl.js
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// To use emscripten's SDL library here, you need to define
// Module.canvas and at least one of Module.context2D, Module.contextGL.

mergeInto(Library, {
  $SDL__deps: ['$Browser'],
  $SDL: {
    defaults: {
      width: 320,
      height: 240
    },

    surfaces: {},

    makeSurface: function(width, height, flags) {
      var surf = _malloc(14*QUANTUM_SIZE);  // SDL_Surface has 14 fields of quantum size
      var buffer = _malloc(width*height*4);
      IHEAP[surf+QUANTUM_SIZE*0] = flags;   // SDL_Surface.flags
      IHEAP[surf+QUANTUM_SIZE*1] = 0;       // SDL_Surface.format TODO
      IHEAP[surf+QUANTUM_SIZE*2] = width;   // SDL_Surface.w
      IHEAP[surf+QUANTUM_SIZE*3] = height;  // SDL_Surface.h
      IHEAP[surf+QUANTUM_SIZE*4] = width*4; // SDL_Surface.pitch, assuming RGBA for now, since that is what ImageData gives us in browsers
      IHEAP[surf+QUANTUM_SIZE*5] = buffer;  // SDL_Surface.pixels
      SDL.surfaces[surf] = {
        width: width,
        height: height,
        canvas: Module.canvas,
        context: Module.context2D,
        surf: surf,
        buffer: buffer
      };
      return surf;
    },
  },

  SDL_Init__deps: ['$SDL'],
  SDL_Init: function(what) {
    return 0; // success
  },

  SDL_GetVideoInfo: function() {
    // %struct.SDL_VideoInfo = type { i32, i32, %struct.SDL_PixelFormat*, i32, i32 } - 5 fields of quantum size
    var ret = _malloc(5*QUANTUM_SIZE);
    // TODO: Use macros like in library.js
    IHEAP[ret] = 0; // TODO
    IHEAP[ret+QUANTUM_SIZE] = 0; // TODO
    IHEAP[ret+QUANTUM_SIZE*2] = 0; // TODO
    IHEAP[ret+QUANTUM_SIZE*3] = SDL.defaults.width;
    IHEAP[ret+QUANTUM_SIZE*4] = SDL.defaults.height;
    return ret;
  },

  SDL_ListModes: function(format, flags) {
    return -1; // -1 == all modes are ok. TODO
  },

  SDL_GL_SetAttribute: function(attr, value) {
    // TODO
  },

  SDL_SetVideoMode: function(width, height, depth, flags) {
    return SDL.makeSurface(width, height, flags);
  },

  SDL_Quit: function() {
    return 1;
  },

  SDL_LockSurface: function(surf) {
    var surfData = SDL.surfaces[surf];
    surfData.image = surfData.context.getImageData(0, 0, surfData.width, surfData.height);
    // Copy pixel data to somewhere accessible to 'C/C++'
    var num = surfData.image.data.length;
    for (var i = 0; i < num; i++) {
      // TODO: Use macros like in library.js
      IHEAP[surfData.buffer+i] = surfData.image.data[i];
    }
    // Mark in C/C++-accessible SDL structure
    // SDL_Surface has the following fields: Uint32 flags, SDL_PixelFormat *format; int w, h; Uint16 pitch; void *pixels; ...
    // So we have fields all of the same size, and 5 of them before us.
    // TODO: Use macros like in library.js
    IHEAP[surf + 5*QUANTUM_SIZE] = surfData.buffer;
  },

  SDL_UnlockSurface: function(surf) {
    var surfData = SDL.surfaces[surf];
    // Copy pixel data to image
    var num = surfData.image.data.length;
    for (var i = 0; i < num; i++) {
      // TODO: Use macros like in library.js
      surfData.image.data[i] = IHEAP[surfData.buffer+i];
    }
    for (var i = 0; i < num/4; i++) {
      surfData.image.data[i*4+3] = 255; // opacity, as canvases blend alpha
    }
    // Copy to canvas
    surfData.context.putImageData(surfData.image, 0, 0);
    // Cleanup
    surfData.image = null;
  },

  SDL_Flip: function(surf) {
    // We actually do this in Unlock...
  },

  SDL_Delay: function(delay) {
    // No can do... unless you were a generator...
  },

  SDL_WM_SetCaption: function(title, icon) {
    title = Pointer_stringify(title);
    icon = Pointer_stringify(icon);
  },

  SDL_EnableKeyRepeat: function(delay, interval) {
    // TODO
  },

  SDL_ShowCursor: function(toggle) {
    // TODO
  },

  SDL_GetError: function() {
    return Pointer_make(intArrayFromString("SDL is cool"), null);
  },

  IMG_Load: function(filename) {
    var format = filename.split('.').slice(-1)[0];
    var data = Browser.syncLoad(filename);
    var raw = Browser.decodeImage(data, format);
    var surf = SDL.makeSurface(raw.width, raw.height, 0);
    // XXX Extremely inefficient!
    for (var i = 0; i < raw.width*raw.height*4; i++) {
      IHEAP[SDL.surfaces[surf].buffer+i] = raw.data[i];
    }
    return surf;
  }
});