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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;
}
});
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