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|
//"use strict";
// See browser tests for examples (tests/runner.py, search for sdl_). Run with
// python tests/runner.py browser
// Notes:
// SDL_VIDEORESIZE: This is sent when the canvas is resized. Note that the user
// cannot manually do so, so this is only sent when the
// program manually resizes it (emscripten_set_canvas_size
// or otherwise).
var LibrarySDL = {
$SDL__deps: ['$FS', '$PATH', '$Browser', 'SDL_GetTicks'],
$SDL: {
defaults: {
width: 320,
height: 200,
copyOnLock: true
},
version: null,
surfaces: {},
// A pool of freed canvas elements. Reusing them avoids GC pauses.
canvasPool: [],
events: [],
fonts: [null],
// The currently preloaded audio elements ready to be played
audios: [null],
rwops: [null],
// The currently playing audio element. There's only one music track.
music: {
audio: null,
volume: 1.0
},
mixerFrequency: 22050,
mixerFormat: {{{ cDefine('AUDIO_S16LSB') }}}, //0x8010, // AUDIO_S16LSB
mixerNumChannels: 2,
mixerChunkSize: 1024,
channelMinimumNumber: 0,
GL: false, // Set to true if we call SDL_SetVideoMode with SDL_OPENGL, and if so, we do not create 2D canvases&contexts for blitting
// Note that images loaded before SDL_SetVideoMode will not get this optimization
// all possible GL attributes, with their default value
glAttributes: {
0: 3, /* SDL_GL_RED_SIZE */
1: 3, /* SDL_GL_GREEN_SIZE */
2: 2, /* SDL_GL_BLUE_SIZE */
3: 0, /* SDL_GL_ALPHA_SIZE */
4: 0, /* SDL_GL_BUFFER_SIZE */
5: 1, /* SDL_GL_DOUBLEBUFFER */
6: 16, /* SDL_GL_DEPTH_SIZE */
7: 0, /* SDL_GL_STENCIL_SIZE */
8: 0, /* SDL_GL_ACCUM_RED_SIZE */
9: 0, /* SDL_GL_ACCUM_GREEN_SIZE */
10: 0, /* SDL_GL_ACCUM_BLUE_SIZE */
11: 0, /* SDL_GL_ACCUM_ALPHA_SIZE */
12: 0, /* SDL_GL_STEREO */
13: 0, /* SDL_GL_MULTISAMPLEBUFFERS */
14: 0, /* SDL_GL_MULTISAMPLESAMPLES */
15: 1, /* SDL_GL_ACCELERATED_VISUAL */
16: 0, /* SDL_GL_RETAINED_BACKING */
17: 0, /* SDL_GL_CONTEXT_MAJOR_VERSION */
18: 0 /* SDL_GL_CONTEXT_MINOR_VERSION */
},
keyboardState: null,
keyboardMap: {},
canRequestFullscreen: false,
isRequestingFullscreen: false,
textInput: false,
startTime: null,
initFlags: 0, // The flags passed to SDL_Init
buttonState: 0,
modState: 0,
DOMButtons: [0, 0, 0],
DOMEventToSDLEvent: {},
TOUCH_DEFAULT_ID: 0, // Our default deviceID for touch events (we get nothing from the browser)
eventHandler: null,
eventHandlerContext: null,
keyCodes: { // DOM code ==> SDL code. See https://developer.mozilla.org/en/Document_Object_Model_%28DOM%29/KeyboardEvent and SDL_keycode.h
// For keys that don't have unicode value, we map DOM codes with the corresponding scan codes + 1024 (using "| 1 << 10")
16: 225 | 1<<10, // shift
17: 224 | 1<<10, // control (right, or left)
18: 226 | 1<<10, // alt
20: 57 | 1<<10, // caps lock
33: 75 | 1<<10, // pagedup
34: 78 | 1<<10, // pagedown
35: 77 | 1<<10, // end
36: 74 | 1<<10, // home
37: 80 | 1<<10, // left arrow
38: 82 | 1<<10, // up arrow
39: 79 | 1<<10, // right arrow
40: 81 | 1<<10, // down arrow
44: 316, // print screen
45: 73 | 1<<10, // insert
46: 127, // SDLK_DEL == '\177'
91: 227 | 1<<10, // windows key or super key on linux (doesn't work on Mac)
93: 101 | 1<<10, // application
96: 98 | 1<<10, // keypad 0
97: 89 | 1<<10, // keypad 1
98: 90 | 1<<10, // keypad 2
99: 91 | 1<<10, // keypad 3
100: 92 | 1<<10, // keypad 4
101: 93 | 1<<10, // keypad 5
102: 94 | 1<<10, // keypad 6
103: 95 | 1<<10, // keypad 7
104: 96 | 1<<10, // keypad 8
105: 97 | 1<<10, // keypad 9
106: 85 | 1<<10, // keypad multiply
107: 87 | 1<<10, // keypad plus
109: 86 | 1<<10, // keypad minus
110: 99 | 1<<10, // keypad decimal point
111: 84 | 1<<10, // keypad divide
112: 58 | 1<<10, // F1
113: 59 | 1<<10, // F2
114: 60 | 1<<10, // F3
115: 61 | 1<<10, // F4
116: 62 | 1<<10, // F5
117: 63 | 1<<10, // F6
118: 64 | 1<<10, // F7
119: 65 | 1<<10, // F8
120: 66 | 1<<10, // F9
121: 67 | 1<<10, // F10
122: 68 | 1<<10, // F11
123: 69 | 1<<10, // F12
124: 104 | 1<<10, // F13
125: 105 | 1<<10, // F14
126: 106 | 1<<10, // F15
127: 107 | 1<<10, // F16
128: 108 | 1<<10, // F17
129: 109 | 1<<10, // F18
130: 110 | 1<<10, // F19
131: 111 | 1<<10, // F20
132: 112 | 1<<10, // F21
133: 113 | 1<<10, // F22
134: 114 | 1<<10, // F23
135: 115 | 1<<10, // F24
144: 83 | 1<<10, // keypad num lock
160: 94, // caret
161: 33, // exclaim
162: 34, // double quote
163: 35, // hash
164: 36, // dollar
165: 37, // percent
166: 38, // ampersand
167: 95, // underscore
168: 40, // open parenthesis
169: 41, // close parenthesis
170: 42, // asterix
171: 43, // plus
172: 124, // pipe
173: 45, // minus
174: 123, // open curly bracket
175: 125, // close curly bracket
176: 126, // tilde
181: 127, // audio mute
182: 129, // audio volume down
183: 128, // audio volume up
188: 44, // comma
190: 46, // period
191: 47, // slash (/)
192: 96, // backtick/backquote (`)
219: 91, // open square bracket
220: 92, // back slash
221: 93, // close square bracket
222: 39, // quote
},
scanCodes: { // SDL keycode ==> SDL scancode. See SDL_scancode.h
8: 42, // backspace
9: 43, // tab
13: 40, // return
27: 41, // escape
32: 44, // space
35: 204, // hash
39: 53, // grave
44: 54, // comma
46: 55, // period
47: 56, // slash
48: 39, // 0
49: 30, // 1
50: 31, // 2
51: 32, // 3
52: 33, // 4
53: 34, // 5
54: 35, // 6
55: 36, // 7
56: 37, // 8
57: 38, // 9
58: 203, // colon
59: 51, // semicolon
61: 46, // equals
91: 47, // left bracket
92: 49, // backslash
93: 48, // right bracket
96: 52, // apostrophe
97: 4, // A
98: 5, // B
99: 6, // C
100: 7, // D
101: 8, // E
102: 9, // F
103: 10, // G
104: 11, // H
105: 12, // I
106: 13, // J
107: 14, // K
108: 15, // L
109: 16, // M
110: 17, // N
111: 18, // O
112: 19, // P
113: 20, // Q
114: 21, // R
115: 22, // S
116: 23, // T
117: 24, // U
118: 25, // V
119: 26, // W
120: 27, // X
121: 28, // Y
122: 29, // Z
127: 76, // delete
305: 224, // ctrl
308: 226, // alt
316: 70, // print screen
},
loadRect: function(rect) {
return {
x: {{{ makeGetValue('rect + ' + C_STRUCTS.SDL_Rect.x, '0', 'i32') }}},
y: {{{ makeGetValue('rect + ' + C_STRUCTS.SDL_Rect.y, '0', 'i32') }}},
w: {{{ makeGetValue('rect + ' + C_STRUCTS.SDL_Rect.w, '0', 'i32') }}},
h: {{{ makeGetValue('rect + ' + C_STRUCTS.SDL_Rect.h, '0', 'i32') }}}
};
},
// Load SDL color into a CSS-style color specification
loadColorToCSSRGB: function(color) {
var rgba = {{{ makeGetValue('color', '0', 'i32') }}};
return 'rgb(' + (rgba&255) + ',' + ((rgba >> 8)&255) + ',' + ((rgba >> 16)&255) + ')';
},
loadColorToCSSRGBA: function(color) {
var rgba = {{{ makeGetValue('color', '0', 'i32') }}};
return 'rgba(' + (rgba&255) + ',' + ((rgba >> 8)&255) + ',' + ((rgba >> 16)&255) + ',' + (((rgba >> 24)&255)/255) + ')';
},
translateColorToCSSRGBA: function(rgba) {
return 'rgba(' + (rgba&0xff) + ',' + (rgba>>8 & 0xff) + ',' + (rgba>>16 & 0xff) + ',' + (rgba>>>24)/0xff + ')';
},
translateRGBAToCSSRGBA: function(r, g, b, a) {
return 'rgba(' + (r&0xff) + ',' + (g&0xff) + ',' + (b&0xff) + ',' + (a&0xff)/255 + ')';
},
translateRGBAToColor: function(r, g, b, a) {
return r | g << 8 | b << 16 | a << 24;
},
makeSurface: function(width, height, flags, usePageCanvas, source, rmask, gmask, bmask, amask) {
flags = flags || 0;
var is_SDL_HWSURFACE = flags & 0x00000001;
var is_SDL_HWPALETTE = flags & 0x00200000;
var is_SDL_OPENGL = flags & 0x04000000;
var surf = _malloc({{{ C_STRUCTS.SDL_Surface.__size__ }}});
var pixelFormat = _malloc({{{ C_STRUCTS.SDL_PixelFormat.__size__ }}});
//surface with SDL_HWPALETTE flag is 8bpp surface (1 byte)
var bpp = is_SDL_HWPALETTE ? 1 : 4;
var buffer = 0;
// preemptively initialize this for software surfaces,
// otherwise it will be lazily initialized inside of SDL_LockSurface
if (!is_SDL_HWSURFACE && !is_SDL_OPENGL) {
buffer = _malloc(width * height * 4);
}
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.flags, 'flags', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.format, 'pixelFormat', 'void*') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.w, 'width', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.h, 'height', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.pitch, 'width * bpp', 'i32') }}}; // assuming RGBA or indexed for now,
// since that is what ImageData gives us in browsers
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.pixels, 'buffer', 'void*') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.clip_rect+C_STRUCTS.SDL_Rect.x, '0', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.clip_rect+C_STRUCTS.SDL_Rect.y, '0', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.clip_rect+C_STRUCTS.SDL_Rect.w, 'Module["canvas"].width', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.clip_rect+C_STRUCTS.SDL_Rect.h, 'Module["canvas"].height', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.refcount, '1', 'i32') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.format, cDefine('SDL_PIXELFORMAT_RGBA8888'), 'i32') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.palette, '0', 'i32') }}};// TODO
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.BitsPerPixel, 'bpp * 8', 'i8') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.BytesPerPixel, 'bpp', 'i8') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.Rmask, 'rmask || 0x000000ff', 'i32') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.Gmask, 'gmask || 0x0000ff00', 'i32') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.Bmask, 'bmask || 0x00ff0000', 'i32') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.Amask, 'amask || 0xff000000', 'i32') }}};
// Decide if we want to use WebGL or not
SDL.GL = SDL.GL || is_SDL_OPENGL;
var canvas;
if (!usePageCanvas) {
if (SDL.canvasPool.length > 0) {
canvas = SDL.canvasPool.pop();
} else {
canvas = document.createElement('canvas');
}
canvas.width = width;
canvas.height = height;
} else {
canvas = Module['canvas'];
}
var webGLContextAttributes = {
antialias: ((SDL.glAttributes[13 /*SDL_GL_MULTISAMPLEBUFFERS*/] != 0) && (SDL.glAttributes[14 /*SDL_GL_MULTISAMPLESAMPLES*/] > 1)),
depth: (SDL.glAttributes[6 /*SDL_GL_DEPTH_SIZE*/] > 0),
stencil: (SDL.glAttributes[7 /*SDL_GL_STENCIL_SIZE*/] > 0)
};
var ctx = Browser.createContext(canvas, is_SDL_OPENGL, usePageCanvas, webGLContextAttributes);
SDL.surfaces[surf] = {
width: width,
height: height,
canvas: canvas,
ctx: ctx,
surf: surf,
buffer: buffer,
pixelFormat: pixelFormat,
alpha: 255,
flags: flags,
locked: 0,
usePageCanvas: usePageCanvas,
source: source,
isFlagSet: function(flag) {
return flags & flag;
}
};
return surf;
},
// Copy data from the C++-accessible storage to the canvas backing
// for surface with HWPALETTE flag(8bpp depth)
copyIndexedColorData: function(surfData, rX, rY, rW, rH) {
// HWPALETTE works with palette
// setted by SDL_SetColors
if (!surfData.colors) {
return;
}
var fullWidth = Module['canvas'].width;
var fullHeight = Module['canvas'].height;
var startX = rX || 0;
var startY = rY || 0;
var endX = (rW || (fullWidth - startX)) + startX;
var endY = (rH || (fullHeight - startY)) + startY;
var buffer = surfData.buffer;
var data = surfData.image.data;
var colors = surfData.colors;
for (var y = startY; y < endY; ++y) {
var indexBase = y * fullWidth;
var colorBase = indexBase * 4;
for (var x = startX; x < endX; ++x) {
// HWPALETTE have only 256 colors (not rgba)
var index = {{{ makeGetValue('buffer + indexBase + x', '0', 'i8', null, true) }}} * 3;
var colorOffset = colorBase + x * 4;
data[colorOffset ] = colors[index ];
data[colorOffset +1] = colors[index +1];
data[colorOffset +2] = colors[index +2];
//unused: data[colorOffset +3] = color[index +3];
}
}
},
freeSurface: function(surf) {
var refcountPointer = surf + {{{ C_STRUCTS.SDL_Surface.refcount }}};
var refcount = {{{ makeGetValue('refcountPointer', '0', 'i32') }}};
if (refcount > 1) {
{{{ makeSetValue('refcountPointer', '0', 'refcount - 1', 'i32') }}};
return;
}
var info = SDL.surfaces[surf];
if (!info.usePageCanvas && info.canvas) SDL.canvasPool.push(info.canvas);
if (info.buffer) _free(info.buffer);
_free(info.pixelFormat);
_free(surf);
SDL.surfaces[surf] = null;
if (surf === SDL.screen) {
SDL.screen = null;
}
},
// the browser sends out touchstart events with the whole group of touches
// even if we received a previous touchstart for a specific touch identifier.
// You can test this by pressing one finger to the screen, then another. You'll
// receive two touchstart events, the first with a touches count of 1 the second
// with a touches count of two.
// SDL sends out a new touchstart event for only each newly started touch so to
// emulate this, we keep track of previously started touches.
downFingers: {},
savedKeydown: null,
receiveEvent: function(event) {
function unpressAllPressedKeys() {
// Un-press all pressed keys: TODO
for (var code in SDL.keyboardMap) {
SDL.events.push({
type: 'keyup',
keyCode: SDL.keyboardMap[code]
});
}
};
switch(event.type) {
case 'touchstart': case 'touchmove': {
event.preventDefault();
var touches = [];
// Clear out any touchstart events that we've already processed
if (event.type === 'touchstart') {
for (var i = 0; i < event.touches.length; i++) {
var touch = event.touches[i];
if (SDL.downFingers[touch.identifier] != true) {
SDL.downFingers[touch.identifier] = true;
touches.push(touch);
}
}
} else {
touches = event.touches;
}
var firstTouch = touches[0];
if (event.type == 'touchstart') {
SDL.DOMButtons[0] = 1;
}
var mouseEventType;
switch(event.type) {
case 'touchstart': mouseEventType = 'mousedown'; break;
case 'touchmove': mouseEventType = 'mousemove'; break;
}
var mouseEvent = {
type: mouseEventType,
button: 0,
pageX: firstTouch.clientX,
pageY: firstTouch.clientY
};
SDL.events.push(mouseEvent);
for (var i = 0; i < touches.length; i++) {
var touch = touches[i];
SDL.events.push({
type: event.type,
touch: touch
});
};
break;
}
case 'touchend': {
event.preventDefault();
// Remove the entry in the SDL.downFingers hash
// because the finger is no longer down.
for(var i = 0; i < event.changedTouches.length; i++) {
var touch = event.changedTouches[i];
if (SDL.downFingers[touch.identifier] === true) {
delete SDL.downFingers[touch.identifier];
}
}
var mouseEvent = {
type: 'mouseup',
button: 0,
pageX: event.changedTouches[0].clientX,
pageY: event.changedTouches[0].clientY
};
SDL.DOMButtons[0] = 0;
SDL.events.push(mouseEvent);
for (var i = 0; i < event.changedTouches.length; i++) {
var touch = event.changedTouches[i];
SDL.events.push({
type: 'touchend',
touch: touch
});
};
break;
}
case 'mousemove':
if (SDL.DOMButtons[0] === 1) {
SDL.events.push({
type: 'touchmove',
touch: {
identifier: 0,
deviceID: {{{ cDefine('SDL_TOUCH_MOUSEID') }}},
pageX: event.pageX,
pageY: event.pageY
}
});
}
if (Browser.pointerLock) {
// workaround for firefox bug 750111
if ('mozMovementX' in event) {
event['movementX'] = event['mozMovementX'];
event['movementY'] = event['mozMovementY'];
}
// workaround for Firefox bug 782777
if (event['movementX'] == 0 && event['movementY'] == 0) {
// ignore a mousemove event if it doesn't contain any movement info
// (without pointer lock, we infer movement from pageX/pageY, so this check is unnecessary)
event.preventDefault();
return;
}
}
// fall through
case 'keydown': case 'keyup': case 'keypress': case 'mousedown': case 'mouseup': case 'DOMMouseScroll': case 'mousewheel': case 'wheel':
// If we preventDefault on keydown events, the subsequent keypress events
// won't fire. However, it's fine (and in some cases necessary) to
// preventDefault for keys that don't generate a character. Otherwise,
// preventDefault is the right thing to do in general.
if (event.type !== 'keydown' || (!SDL.unicode && !SDL.textInput) || (event.keyCode === 8 /* backspace */ || event.keyCode === 9 /* tab */)) {
event.preventDefault();
}
if (event.type == 'DOMMouseScroll' || event.type == 'mousewheel' || event.type == 'wheel') {
// Simulate old-style SDL events representing mouse wheel input as buttons
var button = Browser.getMouseWheelDelta(event) > 0 ? 4 : 3;
var event1 = {
type: 'mousedown',
button: button,
pageX: event.pageX,
pageY: event.pageY
};
SDL.events.push(event1);
var event2 = {
type: 'mouseup',
button: button,
pageX: event.pageX,
pageY: event.pageY
};
SDL.events.push(event2);
// Convert DOMMouseScroll events to wheel events for new style SDL events.
if (event.type == 'DOMMouseScroll') {
SDL.events.push({
type: 'wheel',
deltaX: 0,
deltaY: -event.detail,
});
break;
} else if (event.type == 'mousewheel') {
SDL.events.push({
type: 'wheel',
deltaX: 0,
deltaY: event.wheelDelta,
});
break;
}
} else if (event.type == 'mousedown') {
SDL.DOMButtons[event.button] = 1;
SDL.events.push({
type: 'touchstart',
touch: {
identifier: 0,
deviceID: {{{ cDefine('SDL_TOUCH_MOUSEID') }}},
pageX: event.pageX,
pageY: event.pageY
}
});
} else if (event.type == 'mouseup') {
// ignore extra ups, can happen if we leave the canvas while pressing down, then return,
// since we add a mouseup in that case
if (!SDL.DOMButtons[event.button]) {
return;
}
SDL.events.push({
type: 'touchend',
touch: {
identifier: 0,
deviceID: {{{ cDefine('SDL_TOUCH_MOUSEID') }}},
pageX: event.pageX,
pageY: event.pageY
}
});
SDL.DOMButtons[event.button] = 0;
}
// We can only request fullscreen as the result of user input.
// Due to this limitation, we toggle a boolean on keydown which
// SDL_WM_ToggleFullScreen will check and subsequently set another
// flag indicating for us to request fullscreen on the following
// keyup. This isn't perfect, but it enables SDL_WM_ToggleFullScreen
// to work as the result of a keypress (which is an extremely
// common use case).
if (event.type === 'keydown' || event.type === 'mousedown') {
SDL.canRequestFullscreen = true;
} else if (event.type === 'keyup' || event.type === 'mouseup') {
if (SDL.isRequestingFullscreen) {
Module['requestFullScreen'](true, true);
SDL.isRequestingFullscreen = false;
}
SDL.canRequestFullscreen = false;
}
// SDL expects a unicode character to be passed to its keydown events.
// Unfortunately, the browser APIs only provide a charCode property on
// keypress events, so we must backfill in keydown events with their
// subsequent keypress event's charCode.
if (event.type === 'keypress' && SDL.savedKeydown) {
// charCode is read-only
SDL.savedKeydown.keypressCharCode = event.charCode;
SDL.savedKeydown = null;
} else if (event.type === 'keydown') {
SDL.savedKeydown = event;
}
// Don't push keypress events unless SDL_StartTextInput has been called.
if (event.type !== 'keypress' || SDL.textInput) {
SDL.events.push(event);
}
break;
case 'mouseout':
// Un-press all pressed mouse buttons, because we might miss the release outside of the canvas
for (var i = 0; i < 3; i++) {
if (SDL.DOMButtons[i]) {
SDL.events.push({
type: 'mouseup',
button: i,
pageX: event.pageX,
pageY: event.pageY
});
SDL.DOMButtons[i] = 0;
}
}
event.preventDefault();
break;
case 'focus':
SDL.events.push(event);
event.preventDefault();
break;
case 'blur':
SDL.events.push(event);
unpressAllPressedKeys();
event.preventDefault();
break;
case 'visibilitychange':
SDL.events.push({
type: 'visibilitychange',
visible: !document.hidden
});
unpressAllPressedKeys();
event.preventDefault();
break;
case 'unload':
if (Browser.mainLoop.runner) {
SDL.events.push(event);
// Force-run a main event loop, since otherwise this event will never be caught!
Browser.mainLoop.runner();
}
return;
case 'resize':
SDL.events.push(event);
// manually triggered resize event doesn't have a preventDefault member
if (event.preventDefault) {
event.preventDefault();
}
break;
}
if (SDL.events.length >= 10000) {
Module.printErr('SDL event queue full, dropping events');
SDL.events = SDL.events.slice(0, 10000);
}
// If we have a handler installed, this will push the events to the app
// instead of the app polling for them.
SDL.flushEventsToHandler();
return;
},
handleEvent: function(event) {
if (event.handled) return;
event.handled = true;
switch (event.type) {
case 'touchstart': case 'touchend': case 'touchmove': {
Browser.calculateMouseEvent(event);
break;
}
case 'keydown': case 'keyup': {
var down = event.type === 'keydown';
var code = event.keyCode;
if (code >= 65 && code <= 90) {
code += 32; // make lowercase for SDL
} else {
code = SDL.keyCodes[event.keyCode] || event.keyCode;
}
{{{ makeSetValue('SDL.keyboardState', 'code', 'down', 'i8') }}};
// TODO: lmeta, rmeta, numlock, capslock, KMOD_MODE, KMOD_RESERVED
SDL.modState = ({{{ makeGetValue('SDL.keyboardState', '1248', 'i8') }}} ? 0x0040 | 0x0080 : 0) | // KMOD_LCTRL & KMOD_RCTRL
({{{ makeGetValue('SDL.keyboardState', '1249', 'i8') }}} ? 0x0001 | 0x0002 : 0) | // KMOD_LSHIFT & KMOD_RSHIFT
({{{ makeGetValue('SDL.keyboardState', '1250', 'i8') }}} ? 0x0100 | 0x0200 : 0); // KMOD_LALT & KMOD_RALT
if (down) {
SDL.keyboardMap[code] = event.keyCode; // save the DOM input, which we can use to unpress it during blur
} else {
delete SDL.keyboardMap[code];
}
break;
}
case 'mousedown': case 'mouseup':
if (event.type == 'mousedown') {
// SDL_BUTTON(x) is defined as (1 << ((x)-1)). SDL buttons are 1-3,
// and DOM buttons are 0-2, so this means that the below formula is
// correct.
SDL.buttonState |= 1 << event.button;
} else if (event.type == 'mouseup') {
SDL.buttonState &= ~(1 << event.button);
}
// fall through
case 'mousemove': {
Browser.calculateMouseEvent(event);
break;
}
}
},
flushEventsToHandler: function() {
if (!SDL.eventHandler) return;
// All SDLEvents take the same amount of memory
var sdlEventPtr = allocate({{{ C_STRUCTS.SDL_KeyboardEvent.__size__ }}}, "i8", ALLOC_STACK);
while (SDL.pollEvent(sdlEventPtr)) {
Runtime.dynCall('iii', SDL.eventHandler, [SDL.eventHandlerContext, sdlEventPtr]);
}
},
pollEvent: function(ptr) {
if (SDL.initFlags & 0x200 && SDL.joystickEventState) {
// If SDL_INIT_JOYSTICK was supplied AND the joystick system is configured
// to automatically query for events, query for joystick events.
SDL.queryJoysticks();
}
if (SDL.events.length === 0) return 0;
if (ptr) {
SDL.makeCEvent(SDL.events.shift(), ptr);
}
return 1;
},
makeCEvent: function(event, ptr) {
if (typeof event === 'number') {
// This is a pointer to a native C event that was SDL_PushEvent'ed
_memcpy(ptr, event, {{{ C_STRUCTS.SDL_KeyboardEvent.__size__ }}}); // XXX
return;
}
SDL.handleEvent(event);
switch (event.type) {
case 'keydown': case 'keyup': {
var down = event.type === 'keydown';
//Module.print('Received key event: ' + event.keyCode);
var key = event.keyCode;
if (key >= 65 && key <= 90) {
key += 32; // make lowercase for SDL
} else {
key = SDL.keyCodes[event.keyCode] || event.keyCode;
}
var scan;
if (key >= 1024) {
scan = key - 1024;
} else {
scan = SDL.scanCodes[key] || key;
}
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.state, 'down ? 1 : 0', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.repeat, '0', 'i8') }}}; // TODO
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.keysym + C_STRUCTS.SDL_Keysym.scancode, 'scan', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.keysym + C_STRUCTS.SDL_Keysym.sym, 'key', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.keysym + C_STRUCTS.SDL_Keysym.mod, 'SDL.modState', 'i16') }}};
// some non-character keys (e.g. backspace and tab) won't have keypressCharCode set, fill in with the keyCode.
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.keysym + C_STRUCTS.SDL_Keysym.unicode, 'event.keypressCharCode || key', 'i32') }}};
break;
}
case 'keypress': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TextInputEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
// Not filling in windowID for now
var cStr = intArrayFromString(String.fromCharCode(event.charCode));
for (var i = 0; i < cStr.length; ++i) {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TextInputEvent.text + ' + i', 'cStr[i]', 'i8') }}};
}
break;
}
case 'mousedown': case 'mouseup': case 'mousemove': {
if (event.type != 'mousemove') {
var down = event.type === 'mousedown';
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.timestamp, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.windowID, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.which, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.button, 'event.button+1', 'i8') }}}; // DOM buttons are 0-2, SDL 1-3
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.state, 'down ? 1 : 0', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.x, 'Browser.mouseX', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.y, 'Browser.mouseY', 'i32') }}};
} else {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.timestamp, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.windowID, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.which, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.state, 'SDL.buttonState', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.x, 'Browser.mouseX', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.y, 'Browser.mouseY', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.xrel, 'Browser.mouseMovementX', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.yrel, 'Browser.mouseMovementY', 'i32') }}};
}
break;
}
case 'wheel': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseWheelEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseWheelEvent.x, 'event.deltaX', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseWheelEvent.y, 'event.deltaY', 'i32') }}};
break;
}
case 'touchstart': case 'touchend': case 'touchmove': {
var touch = event.touch;
if (!Browser.touches[touch.identifier]) break;
var w = Module['canvas'].width;
var h = Module['canvas'].height;
var x = Browser.touches[touch.identifier].x / w;
var y = Browser.touches[touch.identifier].y / h;
var lx = Browser.lastTouches[touch.identifier].x / w;
var ly = Browser.lastTouches[touch.identifier].y / h;
var dx = x - lx;
var dy = y - ly;
if (touch['deviceID'] === undefined) touch.deviceID = SDL.TOUCH_DEFAULT_ID;
if (dx === 0 && dy === 0 && event.type === 'touchmove') return; // don't send these if nothing happened
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.timestamp, '_SDL_GetTicks()', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.touchId, 'touch.deviceID', 'i64') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.fingerId, 'touch.identifier', 'i64') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.x, 'x', 'float') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.y, 'y', 'float') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.dx, 'dx', 'float') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.dy, 'dy', 'float') }}};
if (touch.force !== undefined) {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.pressure, 'touch.force', 'float') }}};
} else { // No pressure data, send a digital 0/1 pressure.
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.pressure, 'event.type == "touchend" ? 0 : 1', 'float') }}};
}
break;
}
case 'unload': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
break;
}
case 'resize': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_ResizeEvent.w, 'event.w', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_ResizeEvent.h, 'event.h', 'i32') }}};
break;
}
case 'joystick_button_up': case 'joystick_button_down': {
var state = event.type === 'joystick_button_up' ? 0 : 1;
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyButtonEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyButtonEvent.which, 'event.index', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyButtonEvent.button, 'event.button', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyButtonEvent.state, 'state', 'i8') }}};
break;
}
case 'joystick_axis_motion': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyAxisEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyAxisEvent.which, 'event.index', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyAxisEvent.axis, 'event.axis', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyAxisEvent.value, 'SDL.joystickAxisValueConversion(event.value)', 'i32') }}};
break;
}
case 'focus': {
var SDL_WINDOWEVENT_FOCUS_GAINED = 12 /* SDL_WINDOWEVENT_FOCUS_GAINED */;
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.windowID, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.event, 'SDL_WINDOWEVENT_FOCUS_GAINED', 'i8') }}};
break;
}
case 'blur': {
var SDL_WINDOWEVENT_FOCUS_LOST = 13 /* SDL_WINDOWEVENT_FOCUS_LOST */;
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.windowID, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.event, 'SDL_WINDOWEVENT_FOCUS_LOST', 'i8') }}};
break;
}
case 'visibilitychange': {
var SDL_WINDOWEVENT_SHOWN = 1 /* SDL_WINDOWEVENT_SHOWN */;
var SDL_WINDOWEVENT_HIDDEN = 2 /* SDL_WINDOWEVENT_HIDDEN */;
var visibilityEventID = event.visible ? SDL_WINDOWEVENT_SHOWN : SDL_WINDOWEVENT_HIDDEN;
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.windowID, 0, 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.event, 'visibilityEventID' , 'i8') }}};
break;
}
default: throw 'Unhandled SDL event: ' + event.type;
}
},
estimateTextWidth: function(fontData, text) {
var h = fontData.size;
var fontString = h + 'px ' + fontData.name;
var tempCtx = SDL.ttfContext;
#if ASSERTIONS
assert(tempCtx, 'TTF_Init must have been called');
#endif
tempCtx.save();
tempCtx.font = fontString;
var ret = tempCtx.measureText(text).width | 0;
tempCtx.restore();
return ret;
},
// Sound
// Channels are a SDL abstraction for allowing multiple sound tracks to be
// played at the same time. We don't need to actually implement the mixing
// since the browser engine handles that for us. Therefore, in JS we just
// maintain a list of channels and return IDs for them to the SDL consumer.
allocateChannels: function(num) { // called from Mix_AllocateChannels and init
if (SDL.numChannels && SDL.numChannels >= num && num != 0) return;
SDL.numChannels = num;
SDL.channels = [];
for (var i = 0; i < num; i++) {
SDL.channels[i] = {
audio: null,
volume: 1.0
};
}
},
setGetVolume: function(info, volume) {
if (!info) return 0;
var ret = info.volume * 128; // MIX_MAX_VOLUME
if (volume != -1) {
info.volume = Math.min(Math.max(volume, 0), 128) / 128;
if (info.audio) {
try {
info.audio.volume = info.volume; // For <audio> element
if (info.audio.webAudioGainNode) info.audio.webAudioGainNode['gain']['value'] = info.volume; // For WebAudio playback
} catch(e) {
Module.printErr('setGetVolume failed to set audio volume: ' + e);
}
}
}
return ret;
},
// Plays out an SDL audio resource that was loaded with the Mix_Load APIs, when using Web Audio..
playWebAudio: function(audio) {
if (!audio) return;
if (audio.webAudioNode) return; // This instance is already playing, don't start again.
if (!SDL.webAudioAvailable()) return;
try {
var webAudio = audio.resource.webAudio;
audio.paused = false;
if (!webAudio.decodedBuffer) {
if (webAudio.onDecodeComplete === undefined) abort("Cannot play back audio object that was not loaded");
webAudio.onDecodeComplete.push(function() { if (!audio.paused) SDL.playWebAudio(audio); });
return;
}
audio.webAudioNode = SDL.audioContext['createBufferSource']();
audio.webAudioNode['buffer'] = webAudio.decodedBuffer;
audio.webAudioNode['loop'] = audio.loop;
audio.webAudioNode['onended'] = function() { audio.onended(); } // For <media> element compatibility, route the onended signal to the instance.
// Add an intermediate gain node to control volume.
audio.webAudioGainNode = SDL.audioContext['createGain']();
audio.webAudioGainNode['gain']['value'] = audio.volume;
audio.webAudioNode['connect'](audio.webAudioGainNode);
audio.webAudioGainNode['connect'](SDL.audioContext['destination']);
audio.webAudioNode['start'](0, audio.currentPosition);
audio.startTime = SDL.audioContext['currentTime'] - audio.currentPosition;
} catch(e) {
Module.printErr('playWebAudio failed: ' + e);
}
},
// Pausea an SDL audio resource that was played with Web Audio..
pauseWebAudio: function(audio) {
if (!audio) return;
if (audio.webAudioNode) {
try {
// Remember where we left off, so that if/when we resume, we can restart the playback at a proper place.
audio.currentPosition = (SDL.audioContext['currentTime'] - audio.startTime) % audio.resource.webAudio.decodedBuffer.duration;
// Important: When we reach here, the audio playback is stopped by the user. But when calling .stop() below, the Web Audio
// graph will send the onended signal, but we don't want to process that, since pausing should not clear/destroy the audio
// channel.
audio.webAudioNode['onended'] = undefined;
audio.webAudioNode.stop();
audio.webAudioNode = undefined;
} catch(e) {
Module.printErr('pauseWebAudio failed: ' + e);
}
}
audio.paused = true;
},
openAudioContext: function() {
// Initialize Web Audio API if we haven't done so yet. Note: Only initialize Web Audio context ever once on the web page,
// since initializing multiple times fails on Chrome saying 'audio resources have been exhausted'.
if (!SDL.audioContext) {
if (typeof(AudioContext) !== 'undefined') SDL.audioContext = new AudioContext();
else if (typeof(webkitAudioContext) !== 'undefined') SDL.audioContext = new webkitAudioContext();
}
},
webAudioAvailable: function() { return !!SDL.audioContext; },
fillWebAudioBufferFromHeap: function(heapPtr, sizeSamplesPerChannel, dstAudioBuffer) {
// The input audio data is interleaved across the channels, i.e. [L, R, L, R, L, R, ...] and is either 8-bit or 16-bit as
// supported by the SDL API. The output audio wave data for Web Audio API must be in planar buffers of [-1,1]-normalized Float32 data,
// so perform a buffer conversion for the data.
var numChannels = SDL.audio.channels;
for(var c = 0; c < numChannels; ++c) {
var channelData = dstAudioBuffer['getChannelData'](c);
if (channelData.length != sizeSamplesPerChannel) {
throw 'Web Audio output buffer length mismatch! Destination size: ' + channelData.length + ' samples vs expected ' + sizeSamplesPerChannel + ' samples!';
}
if (SDL.audio.format == 0x8010 /*AUDIO_S16LSB*/) {
for(var j = 0; j < sizeSamplesPerChannel; ++j) {
channelData[j] = ({{{ makeGetValue('heapPtr', '(j*numChannels + c)*2', 'i16', 0, 0) }}}) / 0x8000;
}
} else if (SDL.audio.format == 0x0008 /*AUDIO_U8*/) {
for(var j = 0; j < sizeSamplesPerChannel; ++j) {
var v = ({{{ makeGetValue('heapPtr', 'j*numChannels + c', 'i8', 0, 0) }}});
channelData[j] = ((v >= 0) ? v-128 : v+128) /128;
}
}
}
},
// Debugging
debugSurface: function(surfData) {
console.log('dumping surface ' + [surfData.surf, surfData.source, surfData.width, surfData.height]);
var image = surfData.ctx.getImageData(0, 0, surfData.width, surfData.height);
var data = image.data;
var num = Math.min(surfData.width, surfData.height);
for (var i = 0; i < num; i++) {
console.log(' diagonal ' + i + ':' + [data[i*surfData.width*4 + i*4 + 0], data[i*surfData.width*4 + i*4 + 1], data[i*surfData.width*4 + i*4 + 2], data[i*surfData.width*4 + i*4 + 3]]);
}
},
// Joystick helper methods and state
joystickEventState: 1, // SDL_ENABLE
lastJoystickState: {}, // Map from SDL_Joystick* to their last known state. Required to determine if a change has occurred.
// Maps Joystick names to pointers. Allows us to avoid reallocating memory for
// joystick names each time this function is called.
joystickNamePool: {},
recordJoystickState: function(joystick, state) {
// Standardize button state.
var buttons = new Array(state.buttons.length);
for (var i = 0; i < state.buttons.length; i++) {
buttons[i] = SDL.getJoystickButtonState(state.buttons[i]);
}
SDL.lastJoystickState[joystick] = {
buttons: buttons,
axes: state.axes.slice(0),
timestamp: state.timestamp,
index: state.index,
id: state.id
};
},
// Retrieves the button state of the given gamepad button.
// Abstracts away implementation differences.
// Returns 'true' if pressed, 'false' otherwise.
getJoystickButtonState: function(button) {
if (typeof button === 'object') {
// Current gamepad API editor's draft (Firefox Nightly)
// https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#idl-def-GamepadButton
return button.pressed;
} else {
// Current gamepad API working draft (Firefox / Chrome Stable)
// http://www.w3.org/TR/2012/WD-gamepad-20120529/#gamepad-interface
return button > 0;
}
},
// Queries for and inserts controller events into the SDL queue.
queryJoysticks: function() {
for (var joystick in SDL.lastJoystickState) {
var state = SDL.getGamepad(joystick - 1);
var prevState = SDL.lastJoystickState[joystick];
// Check only if the timestamp has differed.
// NOTE: Timestamp is not available in Firefox.
if (typeof state.timestamp !== 'number' || state.timestamp !== prevState.timestamp) {
var i;
for (i = 0; i < state.buttons.length; i++) {
var buttonState = SDL.getJoystickButtonState(state.buttons[i]);
// NOTE: The previous state already has a boolean representation of
// its button, so no need to standardize its button state here.
if (buttonState !== prevState.buttons[i]) {
// Insert button-press event.
SDL.events.push({
type: buttonState ? 'joystick_button_down' : 'joystick_button_up',
joystick: joystick,
index: joystick - 1,
button: i
});
}
}
for (i = 0; i < state.axes.length; i++) {
if (state.axes[i] !== prevState.axes[i]) {
// Insert axes-change event.
SDL.events.push({
type: 'joystick_axis_motion',
joystick: joystick,
index: joystick - 1,
axis: i,
value: state.axes[i]
});
}
}
SDL.recordJoystickState(joystick, state);
}
}
},
// Converts the double-based browser axis value [-1, 1] into SDL's 16-bit
// value [-32768, 32767]
joystickAxisValueConversion: function(value) {
// Ensures that 0 is 0, 1 is 32767, and -1 is 32768.
return Math.ceil(((value+1) * 32767.5) - 32768);
},
getGamepads: function() {
var fcn = navigator.getGamepads || navigator.webkitGamepads || navigator.mozGamepads || navigator.gamepads || navigator.webkitGetGamepads;
if (fcn !== undefined) {
// The function must be applied on the navigator object.
return fcn.apply(navigator);
} else {
return [];
}
},
// Helper function: Returns the gamepad if available, or null if not.
getGamepad: function(deviceIndex) {
var gamepads = SDL.getGamepads();
if (gamepads.length > deviceIndex && deviceIndex >= 0) {
return gamepads[deviceIndex];
}
return null;
},
},
SDL_Linked_Version: function() {
if (SDL.version === null) {
SDL.version = _malloc({{{ C_STRUCTS.SDL_version.__size__ }}});
{{{ makeSetValue('SDL.version + ' + C_STRUCTS.SDL_version.major, '0', '1', 'i8') }}};
{{{ makeSetValue('SDL.version + ' + C_STRUCTS.SDL_version.minor, '0', '3', 'i8') }}};
{{{ makeSetValue('SDL.version + ' + C_STRUCTS.SDL_version.patch, '0', '0', 'i8') }}};
}
return SDL.version;
},
SDL_Init: function(initFlags) {
SDL.startTime = Date.now();
SDL.initFlags = initFlags;
// capture all key events. we just keep down and up, but also capture press to prevent default actions
if (!Module['doNotCaptureKeyboard']) {
document.addEventListener("keydown", SDL.receiveEvent);
document.addEventListener("keyup", SDL.receiveEvent);
document.addEventListener("keypress", SDL.receiveEvent);
window.addEventListener("focus", SDL.receiveEvent);
window.addEventListener("blur", SDL.receiveEvent);
document.addEventListener("visibilitychange", SDL.receiveEvent);
}
if (initFlags & 0x200) {
// SDL_INIT_JOYSTICK
// Firefox will not give us Joystick data unless we register this NOP
// callback.
// https://bugzilla.mozilla.org/show_bug.cgi?id=936104
addEventListener("gamepadconnected", function() {});
}
window.addEventListener("unload", SDL.receiveEvent);
SDL.keyboardState = _malloc(0x10000); // Our SDL needs 512, but 64K is safe for older SDLs
_memset(SDL.keyboardState, 0, 0x10000);
// Initialize this structure carefully for closure
SDL.DOMEventToSDLEvent['keydown'] = 0x300 /* SDL_KEYDOWN */;
SDL.DOMEventToSDLEvent['keyup'] = 0x301 /* SDL_KEYUP */;
SDL.DOMEventToSDLEvent['keypress'] = 0x303 /* SDL_TEXTINPUT */;
SDL.DOMEventToSDLEvent['mousedown'] = 0x401 /* SDL_MOUSEBUTTONDOWN */;
SDL.DOMEventToSDLEvent['mouseup'] = 0x402 /* SDL_MOUSEBUTTONUP */;
SDL.DOMEventToSDLEvent['mousemove'] = 0x400 /* SDL_MOUSEMOTION */;
SDL.DOMEventToSDLEvent['wheel'] = 0x403 /* SDL_MOUSEWHEEL */;
SDL.DOMEventToSDLEvent['touchstart'] = 0x700 /* SDL_FINGERDOWN */;
SDL.DOMEventToSDLEvent['touchend'] = 0x701 /* SDL_FINGERUP */;
SDL.DOMEventToSDLEvent['touchmove'] = 0x702 /* SDL_FINGERMOTION */;
SDL.DOMEventToSDLEvent['unload'] = 0x100 /* SDL_QUIT */;
SDL.DOMEventToSDLEvent['resize'] = 0x7001 /* SDL_VIDEORESIZE/SDL_EVENT_COMPAT2 */;
SDL.DOMEventToSDLEvent['visibilitychange'] = 0x200 /* SDL_WINDOWEVENT */;
SDL.DOMEventToSDLEvent['focus'] = 0x200 /* SDL_WINDOWEVENT */;
SDL.DOMEventToSDLEvent['blur'] = 0x200 /* SDL_WINDOWEVENT */;
// These are not technically DOM events; the HTML gamepad API is poll-based.
// However, we define them here, as the rest of the SDL code assumes that
// all SDL events originate as DOM events.
SDL.DOMEventToSDLEvent['joystick_axis_motion'] = 0x600 /* SDL_JOYAXISMOTION */;
SDL.DOMEventToSDLEvent['joystick_button_down'] = 0x603 /* SDL_JOYBUTTONDOWN */;
SDL.DOMEventToSDLEvent['joystick_button_up'] = 0x604 /* SDL_JOYBUTTONUP */;
return 0; // success
},
SDL_WasInit__deps: ['SDL_Init'],
SDL_WasInit: function() {
if (SDL.startTime === null) {
_SDL_Init();
}
return 1;
},
SDL_GetVideoInfo: function() {
// %struct.SDL_VideoInfo = type { i32, i32, %struct.SDL_PixelFormat*, i32, i32 } - 5 fields of quantum size
var ret = _malloc(5*Runtime.QUANTUM_SIZE);
{{{ makeSetValue('ret+Runtime.QUANTUM_SIZE*0', '0', '0', 'i32') }}}; // TODO
{{{ makeSetValue('ret+Runtime.QUANTUM_SIZE*1', '0', '0', 'i32') }}}; // TODO
{{{ makeSetValue('ret+Runtime.QUANTUM_SIZE*2', '0', '0', 'void*') }}};
{{{ makeSetValue('ret+Runtime.QUANTUM_SIZE*3', '0', 'Module["canvas"].width', 'i32') }}};
{{{ makeSetValue('ret+Runtime.QUANTUM_SIZE*4', '0', 'Module["canvas"].height', 'i32') }}};
return ret;
},
SDL_ListModes: function(format, flags) {
return -1; // -1 == all modes are ok. TODO
},
SDL_VideoModeOK: function(width, height, depth, flags) {
// SDL_VideoModeOK returns 0 if the requested mode is not supported under any bit depth, or returns the
// bits-per-pixel of the closest available mode with the given width, height and requested surface flags
return depth; // all modes are ok.
},
SDL_AudioDriverName__deps: ['SDL_VideoDriverName'],
SDL_AudioDriverName: function(buf, max_size) {
return _SDL_VideoDriverName(buf, max_size);
},
SDL_VideoDriverName: function(buf, max_size) {
if (SDL.startTime === null) {
return 0; //return NULL
}
//driverName - emscripten_sdl_driver
var driverName = [101, 109, 115, 99, 114, 105, 112, 116, 101,
110, 95, 115, 100, 108, 95, 100, 114, 105, 118, 101, 114];
var index = 0;
var size = driverName.length;
if (max_size <= size) {
size = max_size - 1; //-1 cause null-terminator
}
while (index < size) {
var value = driverName[index];
{{{ makeSetValue('buf', 'index', 'value', 'i8') }}};
index++;
}
{{{ makeSetValue('buf', 'index', '0', 'i8') }}};
return buf;
},
SDL_SetVideoMode: function(width, height, depth, flags) {
['touchstart', 'touchend', 'touchmove', 'mousedown', 'mouseup', 'mousemove', 'DOMMouseScroll', 'mousewheel', 'wheel', 'mouseout'].forEach(function(event) {
Module['canvas'].addEventListener(event, SDL.receiveEvent, true);
});
var canvas = Module['canvas'];
// (0,0) means 'use fullscreen' in native; in Emscripten, use the current canvas size.
if (width == 0 && height == 0) {
width = canvas.width;
height = canvas.height;
}
if (!SDL.addedResizeListener) {
SDL.addedResizeListener = true;
Browser.resizeListeners.push(function(w, h) {
SDL.receiveEvent({
type: 'resize',
w: w,
h: h
});
});
}
if (width !== canvas.width || height !== canvas.height) {
Browser.setCanvasSize(width, height);
}
// Free the old surface first if there is one
if (SDL.screen) {
SDL.freeSurface(SDL.screen);
assert(!SDL.screen);
}
if (SDL.GL) flags = flags | 0x04000000; // SDL_OPENGL - if we are using GL, then later calls to SetVideoMode may not mention GL, but we do need it. Once in GL mode, we never leave it.
SDL.screen = SDL.makeSurface(width, height, flags, true, 'screen');
return SDL.screen;
},
SDL_GetVideoSurface: function() {
return SDL.screen;
},
SDL_QuitSubSystem: function(flags) {
Module.print('SDL_QuitSubSystem called (and ignored)');
},
SDL_Quit: function() {
for (var i = 0; i < SDL.numChannels; ++i) {
if (SDL.channels[i].audio) {
SDL.channels[i].audio.pause();
SDL.channels[i].audio = undefined;
}
}
if (SDL.music.audio) SDL.music.audio.pause();
SDL.music.audio = undefined;
Module.print('SDL_Quit called (and ignored)');
},
// Copy data from the canvas backing to a C++-accessible storage
SDL_LockSurface: function(surf) {
var surfData = SDL.surfaces[surf];
surfData.locked++;
if (surfData.locked > 1) return 0;
if (!surfData.buffer) {
surfData.buffer = _malloc(surfData.width * surfData.height * 4);
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.pixels, 'surfData.buffer', 'void*') }}};
}
// 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
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.pixels, 'surfData.buffer', 'void*') }}};
if (surf == SDL.screen && Module.screenIsReadOnly && surfData.image) return 0;
surfData.image = surfData.ctx.getImageData(0, 0, surfData.width, surfData.height);
if (surf == SDL.screen) {
var data = surfData.image.data;
var num = data.length;
for (var i = 0; i < num/4; i++) {
data[i*4+3] = 255; // opacity, as canvases blend alpha
}
}
if (SDL.defaults.copyOnLock) {
// Copy pixel data to somewhere accessible to 'C/C++'
if (surfData.isFlagSet(0x00200000 /* SDL_HWPALETTE */)) {
// If this is neaded then
// we should compact the data from 32bpp to 8bpp index.
// I think best way to implement this is use
// additional colorMap hash (color->index).
// Something like this:
//
// var size = surfData.width * surfData.height;
// var data = '';
// for (var i = 0; i<size; i++) {
// var color = SDL.translateRGBAToColor(
// surfData.image.data[i*4 ],
// surfData.image.data[i*4 +1],
// surfData.image.data[i*4 +2],
// 255);
// var index = surfData.colorMap[color];
// {{{ makeSetValue('surfData.buffer', 'i', 'index', 'i8') }}};
// }
throw 'CopyOnLock is not supported for SDL_LockSurface with SDL_HWPALETTE flag set' + new Error().stack;
} else {
#if USE_TYPED_ARRAYS == 2
HEAPU8.set(surfData.image.data, surfData.buffer);
#else
var num2 = surfData.image.data.length;
for (var i = 0; i < num2; i++) {
{{{ makeSetValue('surfData.buffer', 'i', 'surfData.image.data[i]', 'i8') }}};
}
#endif
}
}
return 0;
},
// Copy data from the C++-accessible storage to the canvas backing
SDL_UnlockSurface: function(surf) {
assert(!SDL.GL); // in GL mode we do not keep around 2D canvases and contexts
var surfData = SDL.surfaces[surf];
if (!surfData.locked || --surfData.locked > 0) {
return;
}
// Copy pixel data to image
if (surfData.isFlagSet(0x00200000 /* SDL_HWPALETTE */)) {
SDL.copyIndexedColorData(surfData);
} else if (!surfData.colors) {
var data = surfData.image.data;
var buffer = surfData.buffer;
#if USE_TYPED_ARRAYS == 2
assert(buffer % 4 == 0, 'Invalid buffer offset: ' + buffer);
var src = buffer >> 2;
var dst = 0;
var isScreen = surf == SDL.screen;
var num;
if (typeof CanvasPixelArray !== 'undefined' && data instanceof CanvasPixelArray) {
// IE10/IE11: ImageData objects are backed by the deprecated CanvasPixelArray,
// not UInt8ClampedArray. These don't have buffers, so we need to revert
// to copying a byte at a time. We do the undefined check because modern
// browsers do not define CanvasPixelArray anymore.
num = data.length;
while (dst < num) {
var val = HEAP32[src]; // This is optimized. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
data[dst ] = val & 0xff;
data[dst+1] = (val >> 8) & 0xff;
data[dst+2] = (val >> 16) & 0xff;
data[dst+3] = isScreen ? 0xff : ((val >> 24) & 0xff);
src++;
dst += 4;
}
} else {
var data32 = new Uint32Array(data.buffer);
num = data32.length;
if (isScreen) {
while (dst < num) {
// HEAP32[src++] is an optimization. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
data32[dst++] = HEAP32[src++] | 0xff000000;
}
} else {
while (dst < num) {
data32[dst++] = HEAP32[src++];
}
}
}
#else
var num = surfData.image.data.length;
for (var i = 0; i < num; i++) {
// We may need to correct signs here. Potentially you can hardcode a write of 255 to alpha, say, and
// the compiler may decide to write -1 in the llvm bitcode...
data[i] = {{{ makeGetValue('buffer', 'i', 'i8', null, true) }}};
if (i % 4 == 3) data[i] = 0xff;
}
#endif
} else {
var width = Module['canvas'].width;
var height = Module['canvas'].height;
var s = surfData.buffer;
var data = surfData.image.data;
var colors = surfData.colors;
for (var y = 0; y < height; y++) {
var base = y*width*4;
for (var x = 0; x < width; x++) {
// See comment above about signs
var val = {{{ makeGetValue('s++', '0', 'i8', null, true) }}} * 3;
var start = base + x*4;
data[start] = colors[val];
data[start+1] = colors[val+1];
data[start+2] = colors[val+2];
}
s += width*3;
}
}
// Copy to canvas
surfData.ctx.putImageData(surfData.image, 0, 0);
// Note that we save the image, so future writes are fast. But, memory is not yet released
},
SDL_Flip: function(surf) {
// We actually do this in Unlock, since the screen surface has as its canvas
// backing the page canvas element
},
SDL_UpdateRect: function(surf, x, y, w, h) {
// We actually do the whole screen in Unlock...
},
SDL_UpdateRects: function(surf, numrects, rects) {
// We actually do the whole screen in Unlock...
},
SDL_Delay: function(delay) {
if (!ENVIRONMENT_IS_WORKER) abort('SDL_Delay called on the main thread! Potential infinite loop, quitting.');
// horrible busy-wait, but in a worker it at least does not block rendering
var now = Date.now();
while (Date.now() - now < delay) {}
},
SDL_WM_SetCaption: function(title, icon) {
title = title && Pointer_stringify(title);
icon = icon && Pointer_stringify(icon);
},
SDL_EnableKeyRepeat: function(delay, interval) {
// TODO
},
SDL_GetKeyboardState: function(numKeys) {
if (numKeys) {
{{{ makeSetValue('numKeys', 0, 0x10000, 'i32') }}};
}
return SDL.keyboardState;
},
SDL_GetKeyState__deps: ['SDL_GetKeyboardState'],
SDL_GetKeyState: function() {
return _SDL_GetKeyboardState();
},
SDL_GetKeyName: function(key) {
if (!SDL.keyName) {
SDL.keyName = allocate(intArrayFromString('unknown key'), 'i8', ALLOC_NORMAL);
}
return SDL.keyName;
},
SDL_GetModState: function() {
return SDL.modState;
},
SDL_GetMouseState: function(x, y) {
if (x) {{{ makeSetValue('x', '0', 'Browser.mouseX', 'i32') }}};
if (y) {{{ makeSetValue('y', '0', 'Browser.mouseY', 'i32') }}};
return SDL.buttonState;
},
SDL_WarpMouse: function(x, y) {
return; // TODO: implement this in a non-buggy way. Need to keep relative mouse movements correct after calling this
var rect = Module["canvas"].getBoundingClientRect();
SDL.events.push({
type: 'mousemove',
pageX: x + (window.scrollX + rect.left),
pageY: y + (window.scrollY + rect.top)
});
},
SDL_ShowCursor: function(toggle) {
switch (toggle) {
case 0: // SDL_DISABLE
if (Browser.isFullScreen) { // only try to lock the pointer when in full screen mode
Module['canvas'].requestPointerLock();
return 0;
} else { // else return SDL_ENABLE to indicate the failure
return 1;
}
break;
case 1: // SDL_ENABLE
Module['canvas'].exitPointerLock();
return 1;
break;
case -1: // SDL_QUERY
return !Browser.pointerLock;
break;
default:
console.log( "SDL_ShowCursor called with unknown toggle parameter value: " + toggle + "." );
break;
}
},
SDL_GetError: function() {
if (!SDL.errorMessage) {
SDL.errorMessage = allocate(intArrayFromString("unknown SDL-emscripten error"), 'i8', ALLOC_NORMAL);
}
return SDL.errorMessage;
},
SDL_SetError: function() {},
SDL_Malloc: 'malloc',
SDL_Free: 'free',
SDL_CreateRGBSurface: function(flags, width, height, depth, rmask, gmask, bmask, amask) {
return SDL.makeSurface(width, height, flags, false, 'CreateRGBSurface', rmask, gmask, bmask, amask);
},
SDL_CreateRGBSurfaceFrom: function(pixels, width, height, depth, pitch, rmask, gmask, bmask, amask) {
// TODO: Actually fill pixel data to created surface.
// TODO: Take into account depth and pitch parameters.
console.log('TODO: Partially unimplemented SDL_CreateRGBSurfaceFrom called!');
return SDL.makeSurface(width, height, 0, false, 'CreateRGBSurfaceFrom', rmask, gmask, bmask, amask);
},
SDL_DisplayFormatAlpha: function(surf) {
var oldData = SDL.surfaces[surf];
var ret = SDL.makeSurface(oldData.width, oldData.height, oldData.flags, false, 'copy:' + oldData.source);
var newData = SDL.surfaces[ret];
//newData.ctx.putImageData(oldData.ctx.getImageData(0, 0, oldData.width, oldData.height), 0, 0);
newData.ctx.drawImage(oldData.canvas, 0, 0);
return ret;
},
SDL_FreeSurface: function(surf) {
if (surf) SDL.freeSurface(surf);
},
SDL_UpperBlit__deps: ['SDL_LockSurface'],
SDL_UpperBlit: function(src, srcrect, dst, dstrect) {
var srcData = SDL.surfaces[src];
var dstData = SDL.surfaces[dst];
var sr, dr;
if (srcrect) {
sr = SDL.loadRect(srcrect);
} else {
sr = { x: 0, y: 0, w: srcData.width, h: srcData.height };
}
if (dstrect) {
dr = SDL.loadRect(dstrect);
} else {
dr = { x: 0, y: 0, w: -1, h: -1 };
}
var oldAlpha = dstData.ctx.globalAlpha;
dstData.ctx.globalAlpha = srcData.alpha/255;
dstData.ctx.drawImage(srcData.canvas, sr.x, sr.y, sr.w, sr.h, dr.x, dr.y, sr.w, sr.h);
dstData.ctx.globalAlpha = oldAlpha;
if (dst != SDL.screen) {
// XXX As in IMG_Load, for compatibility we write out |pixels|
Runtime.warnOnce('WARNING: copying canvas data to memory for compatibility');
_SDL_LockSurface(dst);
dstData.locked--; // The surface is not actually locked in this hack
}
return 0;
},
SDL_LowerBlit: 'SDL_UpperBlit',
SDL_FillRect: function(surf, rect, color) {
var surfData = SDL.surfaces[surf];
assert(!surfData.locked); // but we could unlock and re-lock if we must..
if (surfData.isFlagSet(0x00200000 /* SDL_HWPALETTE */)) {
//in SDL_HWPALETTE color is index (0..255)
//so we should translate 1 byte value to
//32 bit canvas
var index = color * 3;
color = SDL.translateRGBAToColor(surfData.colors[index], surfData.colors[index +1], surfData.colors[index +2], 255);
}
var r = rect ? SDL.loadRect(rect) : { x: 0, y: 0, w: surfData.width, h: surfData.height };
surfData.ctx.save();
surfData.ctx.fillStyle = SDL.translateColorToCSSRGBA(color);
surfData.ctx.fillRect(r.x, r.y, r.w, r.h);
surfData.ctx.restore();
return 0;
},
SDL_BlitSurface__deps: ['SDL_UpperBlit'],
SDL_BlitSurface: function(src, srcrect, dst, dstrect) {
return _SDL_UpperBlit(src, srcrect, dst, dstrect);
},
zoomSurface: function(src, x, y, smooth) {
var srcData = SDL.surfaces[src];
var w = srcData.width * x;
var h = srcData.height * y;
var ret = SDL.makeSurface(Math.abs(w), Math.abs(h), srcData.flags, false, 'zoomSurface');
var dstData = SDL.surfaces[ret];
if (x >= 0 && y >= 0) dstData.ctx.drawImage(srcData.canvas, 0, 0, w, h);
else {
dstData.ctx.save();
dstData.ctx.scale(x < 0 ? -1 : 1, y < 0 ? -1 : 1);
dstData.ctx.drawImage(srcData.canvas, w < 0 ? w : 0, h < 0 ? h : 0, Math.abs(w), Math.abs(h));
// XXX I think this should work according to the spec, but currently
// fails on FF: dstData.ctx.drawImage(srcData.canvas, 0, 0, w, h);
dstData.ctx.restore();
}
return ret;
},
rotozoomSurface__deps: ['zoomSurface'],
rotozoomSurface: function(src, angle, zoom, smooth) {
if (angle % 360 === 0) {
return _zoomSurface(src, zoom, zoom, smooth);
}
var srcData = SDL.surfaces[src];
var w = srcData.width * zoom;
var h = srcData.height * zoom;
var diagonal = Math.ceil(Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2)));
var ret = SDL.makeSurface(diagonal, diagonal, srcData.flags, false, 'rotozoomSurface');
var dstData = SDL.surfaces[ret];
dstData.ctx.translate(diagonal / 2, diagonal / 2);
dstData.ctx.rotate(-angle * Math.PI / 180);
dstData.ctx.drawImage(srcData.canvas, -w / 2, -h / 2, w, h);
return ret;
},
SDL_SetAlpha: function(surf, flag, alpha) {
SDL.surfaces[surf].alpha = alpha;
},
SDL_SetColorKey: function(surf, flag, key) {
// SetColorKey assigns one color to be rendered as transparent. I don't
// think the canvas API allows for anything like this, and iterating through
// each pixel to replace that color seems prohibitively expensive.
Runtime.warnOnce('SDL_SetColorKey is a no-op for performance reasons');
return 0;
},
SDL_GetTicks: function() {
return Math.floor(Date.now() - SDL.startTime);
},
SDL_PollEvent: function(ptr) {
return SDL.pollEvent(ptr);
},
SDL_PushEvent: function(ptr) {
SDL.events.push(ptr); // XXX Should we copy it? Not clear from API
return 0;
},
SDL_PeepEvents: function(events, requestedEventCount, action, from, to) {
switch(action) {
case 2: { // SDL_GETEVENT
// We only handle 1 event right now
assert(requestedEventCount == 1);
var index = 0;
var retrievedEventCount = 0;
// this should look through the entire queue until it has filled up the events
// array
while (index < SDL.events.length && retrievedEventCount < requestedEventCount) {
var event = SDL.events[index];
var type = SDL.DOMEventToSDLEvent[event.type];
if (from <= type && type <= to) {
SDL.makeCEvent(event, events);
SDL.events.splice(index, 1);
retrievedEventCount++;
} else {
index++;
}
}
return retrievedEventCount;
}
default: throw 'SDL_PeepEvents does not yet support that action: ' + action;
}
},
SDL_PumpEvents: function(){
SDL.events.forEach(function(event) {
SDL.handleEvent(event);
});
},
// An Emscripten-specific extension to SDL: Some browser APIs require that they are called from within an event handler function.
// Allow recording a callback that will be called for each received event.
emscripten_SDL_SetEventHandler: function(handler, userdata) {
SDL.eventHandler = handler;
SDL.eventHandlerContext = userdata;
},
SDL_SetColors: function(surf, colors, firstColor, nColors) {
var surfData = SDL.surfaces[surf];
// we should create colors array
// only once cause client code
// often wants to change portion
// of palette not all palette.
if (!surfData.colors) {
surfData.colors = new Uint8Array(256 * 3); //256 RGB colors
}
for (var i = 0; i < nColors; ++i) {
var index = (firstColor + i) * 3;
surfData.colors[index] = {{{ makeGetValue('colors', 'i*4', 'i8', null, true) }}};
surfData.colors[index + 1] = {{{ makeGetValue('colors', 'i*4 + 1', 'i8', null, true) }}};
surfData.colors[index + 2] = {{{ makeGetValue('colors', 'i*4 + 2', 'i8', null, true) }}};
}
return 1;
},
SDL_SetPalette__deps: ['SDL_SetColors'],
SDL_SetPalette: function(surf, flags, colors, firstColor, nColors) {
return _SDL_SetColors(surf, colors, firstColor, nColors);
},
SDL_MapRGB: function(fmt, r, g, b) {
// Canvas screens are always RGBA. We assume the machine is little-endian.
return r&0xff|(g&0xff)<<8|(b&0xff)<<16|0xff000000;
},
SDL_MapRGBA: function(fmt, r, g, b, a) {
// Canvas screens are always RGBA. We assume the machine is little-endian.
return r&0xff|(g&0xff)<<8|(b&0xff)<<16|(a&0xff)<<24;
},
SDL_GetAppState: function() {
var state = 0;
if (Browser.pointerLock) {
state |= 0x01; // SDL_APPMOUSEFOCUS
}
if (document.hasFocus()) {
state |= 0x02; // SDL_APPINPUTFOCUS
}
state |= 0x04; // SDL_APPACTIVE
return state;
},
SDL_WM_GrabInput: function() {},
SDL_WM_ToggleFullScreen: function(surf) {
if (Browser.isFullScreen) {
Module['canvas'].cancelFullScreen();
return 1;
} else {
if (!SDL.canRequestFullscreen) {
return 0;
}
SDL.isRequestingFullscreen = true;
return 1;
}
},
// SDL_Image
IMG_Init: function(flags) {
return flags; // We support JPG, PNG, TIF because browsers do
},
IMG_Load_RW__deps: ['SDL_LockSurface', 'SDL_FreeRW'],
IMG_Load_RW: function(rwopsID, freeSrc) {
try {
// stb_image integration support
function cleanup() {
if (rwops && freeSrc) _SDL_FreeRW(rwopsID);
};
function addCleanup(func) {
var old = cleanup;
cleanup = function added_cleanup() {
old();
func();
}
}
function callStbImage(func, params) {
var x = Module['_malloc']({{{ QUANTUM_SIZE }}});
var y = Module['_malloc']({{{ QUANTUM_SIZE }}});
var comp = Module['_malloc']({{{ QUANTUM_SIZE }}});
addCleanup(function() {
Module['_free'](x);
Module['_free'](y);
Module['_free'](comp);
if (data) Module['_stbi_image_free'](data);
});
var data = Module['_' + func].apply(null, params.concat([x, y, comp, 0]));
if (!data) return null;
return {
rawData: true,
data: data,
width: {{{ makeGetValue('x', 0, 'i32') }}},
height: {{{ makeGetValue('y', 0, 'i32') }}},
size: {{{ makeGetValue('x', 0, 'i32') }}} * {{{ makeGetValue('y', 0, 'i32') }}} * {{{ makeGetValue('comp', 0, 'i32') }}},
bpp: {{{ makeGetValue('comp', 0, 'i32') }}}
};
}
var rwops = SDL.rwops[rwopsID];
if (rwops === undefined) {
return 0;
}
var filename = rwops.filename;
if (filename === undefined) {
#if STB_IMAGE
var raw = callStbImage('stbi_load_from_memory', [rwops.bytes, rwops.count]);
if (!raw) return 0;
#else
Runtime.warnOnce('Only file names that have been preloaded are supported for IMG_Load_RW. Consider using STB_IMAGE=1 if you want synchronous image decoding (see settings.js)');
return 0;
#endif
}
if (!raw) {
filename = PATH.resolve(filename);
var raw = Module["preloadedImages"][filename];
if (!raw) {
if (raw === null) Module.printErr('Trying to reuse preloaded image, but freePreloadedMediaOnUse is set!');
#if STB_IMAGE
var name = Module['_malloc'](filename.length+1);
writeStringToMemory(filename, name);
addCleanup(function() {
Module['_free'](name);
});
var raw = callStbImage('stbi_load', [name]);
if (!raw) return 0;
#else
Runtime.warnOnce('Cannot find preloaded image ' + filename);
Runtime.warnOnce('Cannot find preloaded image ' + filename + '. Consider using STB_IMAGE=1 if you want synchronous image decoding (see settings.js)');
return 0;
#endif
} else if (Module['freePreloadedMediaOnUse']) {
Module["preloadedImages"][filename] = null;
}
}
var surf = SDL.makeSurface(raw.width, raw.height, 0, false, 'load:' + filename);
var surfData = SDL.surfaces[surf];
surfData.ctx.globalCompositeOperation = "copy";
if (!raw.rawData) {
surfData.ctx.drawImage(raw, 0, 0, raw.width, raw.height, 0, 0, raw.width, raw.height);
} else {
var imageData = surfData.ctx.getImageData(0, 0, surfData.width, surfData.height);
if (raw.bpp == 4) {
// rgba
imageData.data.set({{{ makeHEAPView('U8', 'raw.data', 'raw.data+raw.size') }}});
} else if (raw.bpp == 3) {
// rgb
var pixels = raw.size/3;
var data = imageData.data;
var sourcePtr = raw.data;
var destPtr = 0;
for (var i = 0; i < pixels; i++) {
data[destPtr++] = {{{ makeGetValue('sourcePtr++', 0, 'i8', null, 1) }}};
data[destPtr++] = {{{ makeGetValue('sourcePtr++', 0, 'i8', null, 1) }}};
data[destPtr++] = {{{ makeGetValue('sourcePtr++', 0, 'i8', null, 1) }}};
data[destPtr++] = 255;
}
} else if (raw.bpp == 1) {
// grayscale
var pixels = raw.size;
var data = imageData.data;
var sourcePtr = raw.data;
var destPtr = 0;
for (var i = 0; i < pixels; i++) {
var value = {{{ makeGetValue('sourcePtr++', 0, 'i8', null, 1) }}};
data[destPtr++] = value;
data[destPtr++] = value;
data[destPtr++] = value;
data[destPtr++] = 255;
}
} else {
Module.printErr('cannot handle bpp ' + raw.bpp);
return 0;
}
surfData.ctx.putImageData(imageData, 0, 0);
}
surfData.ctx.globalCompositeOperation = "source-over";
// XXX SDL does not specify that loaded images must have available pixel data, in fact
// there are cases where you just want to blit them, so you just need the hardware
// accelerated version. However, code everywhere seems to assume that the pixels
// are in fact available, so we retrieve it here. This does add overhead though.
_SDL_LockSurface(surf);
surfData.locked--; // The surface is not actually locked in this hack
if (SDL.GL) {
// After getting the pixel data, we can free the canvas and context if we do not need to do 2D canvas blitting
surfData.canvas = surfData.ctx = null;
}
return surf;
} finally {
cleanup();
}
},
SDL_LoadBMP: 'IMG_Load',
SDL_LoadBMP_RW: 'IMG_Load_RW',
IMG_Load__deps: ['IMG_Load_RW', 'SDL_RWFromFile'],
IMG_Load: function(filename){
var rwops = _SDL_RWFromFile(filename);
var result = _IMG_Load_RW(rwops, 1);
return result;
},
// SDL_Audio
SDL_OpenAudio: function(desired, obtained) {
try {
SDL.audio = {
freq: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.freq, 'i32', 0, 1) }}},
format: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.format, 'i16', 0, 1) }}},
channels: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.channels, 'i8', 0, 1) }}},
samples: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.samples, 'i16', 0, 1) }}}, // Samples in the CB buffer per single sound channel.
callback: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.callback, 'void*', 0, 1) }}},
userdata: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.userdata, 'void*', 0, 1) }}},
paused: true,
timer: null
};
// The .silence field tells the constant sample value that corresponds to the safe un-skewed silence value for the wave data.
if (SDL.audio.format == 0x0008 /*AUDIO_U8*/) {
SDL.audio.silence = 128; // Audio ranges in [0, 255], so silence is half-way in between.
} else if (SDL.audio.format == 0x8010 /*AUDIO_S16LSB*/) {
SDL.audio.silence = 0; // Signed data in range [-32768, 32767], silence is 0.
} else {
throw 'Invalid SDL audio format ' + SDL.audio.format + '!';
}
// Round the desired audio frequency up to the next 'common' frequency value.
// Web Audio API spec states 'An implementation must support sample-rates in at least the range 22050 to 96000.'
if (SDL.audio.freq <= 0) {
throw 'Unsupported sound frequency ' + SDL.audio.freq + '!';
} else if (SDL.audio.freq <= 22050) {
SDL.audio.freq = 22050; // Take it safe and clamp everything lower than 22kHz to that.
} else if (SDL.audio.freq <= 32000) {
SDL.audio.freq = 32000;
} else if (SDL.audio.freq <= 44100) {
SDL.audio.freq = 44100;
} else if (SDL.audio.freq <= 48000) {
SDL.audio.freq = 48000;
} else if (SDL.audio.freq <= 96000) {
SDL.audio.freq = 96000;
} else {
throw 'Unsupported sound frequency ' + SDL.audio.freq + '!';
}
if (SDL.audio.channels == 0) {
SDL.audio.channels = 1; // In SDL both 0 and 1 mean mono.
} else if (SDL.audio.channels < 0 || SDL.audio.channels > 32) {
throw 'Unsupported number of audio channels for SDL audio: ' + SDL.audio.channels + '!';
} else if (SDL.audio.channels != 1 && SDL.audio.channels != 2) { // Unsure what SDL audio spec supports. Web Audio spec supports up to 32 channels.
console.log('Warning: Using untested number of audio channels ' + SDL.audio.channels);
}
if (SDL.audio.samples < 128 || SDL.audio.samples > 524288 /* arbitrary cap */) {
throw 'Unsupported audio callback buffer size ' + SDL.audio.samples + '!';
} else if ((SDL.audio.samples & (SDL.audio.samples-1)) != 0) {
throw 'Audio callback buffer size ' + SDL.audio.samples + ' must be a power-of-two!';
}
var totalSamples = SDL.audio.samples*SDL.audio.channels;
SDL.audio.bytesPerSample = (SDL.audio.format == 0x0008 /*AUDIO_U8*/ || SDL.audio.format == 0x8008 /*AUDIO_S8*/) ? 1 : 2;
SDL.audio.bufferSize = totalSamples*SDL.audio.bytesPerSample;
SDL.audio.buffer = _malloc(SDL.audio.bufferSize);
// To account for jittering in frametimes, always have multiple audio buffers queued up for the audio output device.
// This helps that we won't starve that easily if a frame takes long to complete.
SDL.audio.numSimultaneouslyQueuedBuffers = Module['SDL_numSimultaneouslyQueuedBuffers'] || 3;
// Create a callback function that will be routinely called to ask more audio data from the user application.
SDL.audio.caller = function SDL_audio_caller() {
if (!SDL.audio) {
return;
}
Runtime.dynCall('viii', SDL.audio.callback, [SDL.audio.userdata, SDL.audio.buffer, SDL.audio.bufferSize]);
SDL.audio.pushAudio(SDL.audio.buffer, SDL.audio.bufferSize);
};
SDL.audio.audioOutput = new Audio();
// As a workaround use Mozilla Audio Data API on Firefox until it ships with Web Audio and sound quality issues are fixed.
if (typeof(SDL.audio.audioOutput['mozSetup'])==='function') {
SDL.audio.audioOutput['mozSetup'](SDL.audio.channels, SDL.audio.freq); // use string attributes on mozOutput for closure compiler
SDL.audio.mozBuffer = new Float32Array(totalSamples);
SDL.audio.nextPlayTime = 0;
SDL.audio.pushAudio = function SDL_audio_pushAudio(ptr, size) {
--SDL.audio.numAudioTimersPending;
var mozBuffer = SDL.audio.mozBuffer;
// The input audio data for SDL audio is either 8-bit or 16-bit interleaved across channels, output for Mozilla Audio Data API
// needs to be Float32 interleaved, so perform a sample conversion.
if (SDL.audio.format == 0x8010 /*AUDIO_S16LSB*/) {
for (var i = 0; i < totalSamples; i++) {
mozBuffer[i] = ({{{ makeGetValue('ptr', 'i*2', 'i16', 0, 0) }}}) / 0x8000;
}
} else if (SDL.audio.format == 0x0008 /*AUDIO_U8*/) {
for (var i = 0; i < totalSamples; i++) {
var v = ({{{ makeGetValue('ptr', 'i', 'i8', 0, 0) }}});
mozBuffer[i] = ((v >= 0) ? v-128 : v+128) /128;
}
}
// Submit the audio data to audio device.
SDL.audio.audioOutput['mozWriteAudio'](mozBuffer);
// Compute when the next audio callback should be called.
var curtime = Date.now() / 1000.0 - SDL.audio.startTime;
#if ASSERTIONS
if (curtime > SDL.audio.nextPlayTime && SDL.audio.nextPlayTime != 0) {
console.log('warning: Audio callback had starved sending audio by ' + (curtime - SDL.audio.nextPlayTime) + ' seconds.');
}
#endif
var playtime = Math.max(curtime, SDL.audio.nextPlayTime);
var buffer_duration = SDL.audio.samples / SDL.audio.freq;
SDL.audio.nextPlayTime = playtime + buffer_duration;
// Schedule the next audio callback call to occur when the current one finishes.
SDL.audio.timer = Browser.safeSetTimeout(SDL.audio.caller, 1000.0 * (playtime-curtime));
++SDL.audio.numAudioTimersPending;
// And also schedule extra buffers _now_ if we have too few in queue.
if (SDL.audio.numAudioTimersPending < SDL.audio.numSimultaneouslyQueuedBuffers) {
++SDL.audio.numAudioTimersPending;
Browser.safeSetTimeout(SDL.audio.caller, 1.0);
}
}
} else {
// Initialize Web Audio API if we haven't done so yet. Note: Only initialize Web Audio context ever once on the web page,
// since initializing multiple times fails on Chrome saying 'audio resources have been exhausted'.
SDL.openAudioContext();
if (!SDL.audioContext) throw 'Web Audio API is not available!';
SDL.audio.soundSource = new Array(); // Use an array of sound sources as a ring buffer to queue blocks of synthesized audio to Web Audio API.
SDL.audio.nextSoundSource = 0; // Index of the next sound buffer in the ring buffer queue to play.
SDL.audio.nextPlayTime = 0; // Time in seconds when the next audio block is due to start.
// The pushAudio function with a new audio buffer whenever there is new audio data to schedule to be played back on the device.
SDL.audio.pushAudio=function(ptr,sizeBytes) {
try {
--SDL.audio.numAudioTimersPending;
if (SDL.audio.paused) return;
var sizeSamples = sizeBytes / SDL.audio.bytesPerSample; // How many samples fit in the callback buffer?
var sizeSamplesPerChannel = sizeSamples / SDL.audio.channels; // How many samples per a single channel fit in the cb buffer?
if (sizeSamplesPerChannel != SDL.audio.samples) {
throw 'Received mismatching audio buffer size!';
}
// Allocate new sound buffer to be played.
var source = SDL.audioContext['createBufferSource']();
if (SDL.audio.soundSource[SDL.audio.nextSoundSource]) {
SDL.audio.soundSource[SDL.audio.nextSoundSource]['disconnect'](); // Explicitly disconnect old source, since we know it shouldn't be running anymore.
}
SDL.audio.soundSource[SDL.audio.nextSoundSource] = source;
var soundBuffer = SDL.audioContext['createBuffer'](SDL.audio.channels,sizeSamplesPerChannel,SDL.audio.freq);
SDL.audio.soundSource[SDL.audio.nextSoundSource]['connect'](SDL.audioContext['destination']);
SDL.fillWebAudioBufferFromHeap(ptr, sizeSamplesPerChannel, soundBuffer);
// Workaround https://bugzilla.mozilla.org/show_bug.cgi?id=883675 by setting the buffer only after filling. The order is important here!
source['buffer'] = soundBuffer;
// Schedule the generated sample buffer to be played out at the correct time right after the previously scheduled
// sample buffer has finished.
var curtime = SDL.audioContext['currentTime'];
#if ASSERTIONS
if (curtime > SDL.audio.nextPlayTime && SDL.audio.nextPlayTime != 0) {
console.log('warning: Audio callback had starved sending audio by ' + (curtime - SDL.audio.nextPlayTime) + ' seconds.');
}
#endif
var playtime = Math.max(curtime, SDL.audio.nextPlayTime);
var ss = SDL.audio.soundSource[SDL.audio.nextSoundSource];
if (typeof ss['start'] !== 'undefined') {
ss['start'](playtime);
} else if (typeof ss['noteOn'] !== 'undefined') {
ss['noteOn'](playtime);
}
var buffer_duration = sizeSamplesPerChannel / SDL.audio.freq;
SDL.audio.nextPlayTime = playtime + buffer_duration;
// Timer will be scheduled before the buffer completed playing.
// Extra buffers are needed to avoid disturbing playing buffer.
SDL.audio.nextSoundSource = (SDL.audio.nextSoundSource + 1) % (SDL.audio.numSimultaneouslyQueuedBuffers + 2);
var secsUntilNextCall = playtime-curtime;
// Queue the next audio frame push to be performed when the previously queued buffer has finished playing.
var preemptBufferFeedMSecs = 1000*buffer_duration/2.0;
SDL.audio.timer = Browser.safeSetTimeout(SDL.audio.caller, Math.max(0.0, 1000.0*secsUntilNextCall-preemptBufferFeedMSecs));
++SDL.audio.numAudioTimersPending;
// If we are risking starving, immediately queue extra buffers.
if (SDL.audio.numAudioTimersPending < SDL.audio.numSimultaneouslyQueuedBuffers) {
++SDL.audio.numAudioTimersPending;
Browser.safeSetTimeout(SDL.audio.caller, 1.0);
}
} catch(e) {
console.log('Web Audio API error playing back audio: ' + e.toString());
}
}
}
if (obtained) {
// Report back the initialized audio parameters.
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.freq, 'SDL.audio.freq', 'i32') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.format, 'SDL.audio.format', 'i16') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.channels, 'SDL.audio.channels', 'i8') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.silence, 'SDL.audio.silence', 'i8') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.samples, 'SDL.audio.samples', 'i16') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.callback, 'SDL.audio.callback', '*') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.userdata, 'SDL.audio.userdata', '*') }}};
}
SDL.allocateChannels(32);
} catch(e) {
console.log('Initializing SDL audio threw an exception: "' + e.toString() + '"! Continuing without audio.');
SDL.audio = null;
SDL.allocateChannels(0);
if (obtained) {
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.freq, 0, 'i32') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.format, 0, 'i16') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.channels, 0, 'i8') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.silence, 0, 'i8') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.samples, 0, 'i16') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.callback, 0, '*') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.userdata, 0, '*') }}};
}
}
if (!SDL.audio) {
return -1;
}
return 0;
},
SDL_PauseAudio: function(pauseOn) {
if (!SDL.audio) {
return;
}
if (pauseOn) {
if (SDL.audio.timer !== undefined) {
clearTimeout(SDL.audio.timer);
SDL.audio.numAudioTimersPending = 0;
SDL.audio.timer = undefined;
}
if (SDL.audio.scriptProcessorNode !== undefined) {
SDL.audio.scriptProcessorNode['disconnect']();
SDL.audio.scriptProcessorNode = undefined;
}
} else if (!SDL.audio.timer && !SDL.audio.scriptProcessorNode) {
// If we are using the same sampling frequency as the native sampling rate of the Web Audio graph is using, we can feed our buffers via
// Web Audio ScriptProcessorNode, which is a pull-mode API that calls back to our code to get audio data.
if (SDL.audioContext !== undefined && SDL.audio.freq == SDL.audioContext['sampleRate'] && typeof SDL.audioContext['createScriptProcessor'] !== 'undefined') {
var sizeSamplesPerChannel = SDL.audio.bufferSize / SDL.audio.bytesPerSample / SDL.audio.channels; // How many samples per a single channel fit in the cb buffer?
SDL.audio.scriptProcessorNode = SDL.audioContext['createScriptProcessor'](sizeSamplesPerChannel, 0, SDL.audio.channels);
SDL.audio.scriptProcessorNode['onaudioprocess'] = function (e) {
Runtime.dynCall('viii', SDL.audio.callback, [SDL.audio.userdata, SDL.audio.buffer, SDL.audio.bufferSize]);
SDL.fillWebAudioBufferFromHeap(SDL.audio.buffer, sizeSamplesPerChannel, e['outputBuffer']);
}
SDL.audio.scriptProcessorNode['connect'](SDL.audioContext['destination']);
} else { // If we are using a different sampling rate, must manually queue audio data to the graph via timers.
// Start the audio playback timer callback loop.
SDL.audio.numAudioTimersPending = 1;
SDL.audio.timer = Browser.safeSetTimeout(SDL.audio.caller, 1);
SDL.audio.startTime = Date.now() / 1000.0; // Only used for Mozilla Audio Data API. Not needed for Web Audio API.
}
}
SDL.audio.paused = pauseOn;
},
SDL_CloseAudio__deps: ['SDL_PauseAudio', 'free'],
SDL_CloseAudio: function() {
if (SDL.audio) {
try{
for(var i = 0; i < SDL.audio.soundSource.length; ++i) {
if (!(typeof(SDL.audio.soundSource[i]==='undefined'))) {
SDL.audio.soundSource[i].stop(0);
}
}
} catch(e) {}
SDL.audio.soundSource = null;
_SDL_PauseAudio(1);
_free(SDL.audio.buffer);
SDL.audio = null;
SDL.allocateChannels(0);
}
},
SDL_LockAudio: function() {},
SDL_UnlockAudio: function() {},
SDL_CreateMutex: function() { return 0 },
SDL_LockMutex: function() {},
SDL_UnlockMutex: function() {},
SDL_mutexP: function() { return 0 },
SDL_mutexV: function() { return 0 },
SDL_DestroyMutex: function() {},
SDL_CreateCond: function() { return 0 },
SDL_CondSignal: function() {},
SDL_CondWait: function() {},
SDL_DestroyCond: function() {},
SDL_StartTextInput: function() {
SDL.textInput = true;
},
SDL_StopTextInput: function() {
SDL.textInput = false;
},
// SDL Mixer
Mix_Init: function(flags) {
if (!flags) return 0;
return 8; /* MIX_INIT_OGG */
},
Mix_Quit: function(){},
Mix_OpenAudio: function(frequency, format, channels, chunksize) {
SDL.openAudioContext();
SDL.allocateChannels(32);
// Just record the values for a later call to Mix_QuickLoad_RAW
SDL.mixerFrequency = frequency;
SDL.mixerFormat = format;
SDL.mixerNumChannels = channels;
SDL.mixerChunkSize = chunksize;
return 0;
},
Mix_CloseAudio: 'SDL_CloseAudio',
Mix_AllocateChannels: function(num) {
SDL.allocateChannels(num);
return num;
},
Mix_ChannelFinished: function(func) {
SDL.channelFinished = func;
},
Mix_Volume: function(channel, volume) {
if (channel == -1) {
for (var i = 0; i < SDL.numChannels-1; i++) {
_Mix_Volume(i, volume);
}
return _Mix_Volume(SDL.numChannels-1, volume);
}
return SDL.setGetVolume(SDL.channels[channel], volume);
},
Mix_SetPanning: function() {
return 0; // error
},
Mix_LoadWAV_RW: function(rwopsID, freesrc) {
var rwops = SDL.rwops[rwopsID];
if (rwops === undefined)
return 0;
var filename = '';
var audio;
var webAudio;
var bytes;
if (rwops.filename !== undefined) {
filename = PATH.resolve(rwops.filename);
var raw = Module["preloadedAudios"][filename];
if (!raw) {
if (raw === null) Module.printErr('Trying to reuse preloaded audio, but freePreloadedMediaOnUse is set!');
if (!Module.noAudioDecoding) Runtime.warnOnce('Cannot find preloaded audio ' + filename);
// see if we can read the file-contents from the in-memory FS
try {
bytes = FS.readFile(filename);
} catch (e) {
Module.printErr('Couldn\'t find file for: ' + filename);
return 0;
}
}
if (Module['freePreloadedMediaOnUse']) {
Module["preloadedAudios"][filename] = null;
}
audio = raw;
}
else if (rwops.bytes !== undefined) {
// For Web Audio context buffer decoding, we must make a clone of the audio data, but for <media> element,
// a view to existing data is sufficient.
if (SDL.webAudioAvailable()) bytes = HEAPU8.buffer.slice(rwops.bytes, rwops.bytes + rwops.count);
else bytes = HEAPU8.subarray(rwops.bytes, rwops.bytes + rwops.count);
}
else {
return 0;
}
var arrayBuffer = bytes ? bytes.buffer || bytes : bytes;
// To allow user code to work around browser bugs with audio playback on <audio> elements an Web Audio, enable
// the user code to hook in a callback to decide on a file basis whether each file should use Web Audio or <audio> for decoding and playback.
// In particular, see https://bugzilla.mozilla.org/show_bug.cgi?id=654787 and ?id=1012801 for tradeoffs.
var canPlayWithWebAudio = Module['SDL_canPlayWithWebAudio'] === undefined || Module['SDL_canPlayWithWebAudio'](filename, arrayBuffer);
if (bytes !== undefined && SDL.webAudioAvailable() && canPlayWithWebAudio) {
audio = undefined;
webAudio = {};
// The audio decoding process is asynchronous, which gives trouble if user code plays the audio data back immediately
// after loading. Therefore prepare an array of callback handlers to run when this audio decoding is complete, which
// will then start the playback (with some delay).
webAudio.onDecodeComplete = []; // While this member array exists, decoding hasn't finished yet.
function onDecodeComplete(data) {
webAudio.decodedBuffer = data;
// Call all handlers that were waiting for this decode to finish, and clear the handler list.
webAudio.onDecodeComplete.forEach(function(e) { e(); });
webAudio.onDecodeComplete = undefined; // Don't allow more callback handlers since audio has finished decoding.
}
SDL.audioContext['decodeAudioData'](arrayBuffer, onDecodeComplete);
} else if (audio === undefined && bytes) {
// Here, we didn't find a preloaded audio but we either were passed a filepath for
// which we loaded bytes, or we were passed some bytes
var blob = new Blob([bytes], {type: rwops.mimetype});
var url = URL.createObjectURL(blob);
audio = new Audio();
audio.src = url;
audio.mozAudioChannelType = 'content'; // bugzilla 910340
}
var id = SDL.audios.length;
// Keep the loaded audio in the audio arrays, ready for playback
SDL.audios.push({
source: filename,
audio: audio, // Points to the <audio> element, if loaded
webAudio: webAudio // Points to a Web Audio -specific resource object, if loaded
});
return id;
},
Mix_QuickLoad_RAW: function(mem, len) {
var audio;
var webAudio;
var numSamples = len >> 1; // len is the length in bytes, and the array contains 16-bit PCM values
var buffer = new Float32Array(numSamples);
for (var i = 0; i < numSamples; ++i) {
buffer[i] = ({{{ makeGetValue('mem', 'i*2', 'i16', 0, 0) }}}) / 0x8000; // hardcoded 16-bit audio, signed (TODO: reSign if not ta2?)
}
if (SDL.webAudioAvailable()) {
webAudio = {};
webAudio.decodedBuffer = buffer;
} else {
var audio = new Audio();
audio.mozAudioChannelType = 'content'; // bugzilla 910340
// Record the number of channels and frequency for later usage
audio.numChannels = SDL.mixerNumChannels;
audio.frequency = SDL.mixerFrequency;
// FIXME: doesn't make sense to keep the audio element in the buffer
}
var id = SDL.audios.length;
SDL.audios.push({
source: '',
audio: audio,
webAudio: webAudio,
buffer: buffer
});
return id;
},
Mix_FreeChunk: function(id) {
SDL.audios[id] = null;
},
Mix_ReserveChannels: function(num) {
SDL.channelMinimumNumber = num;
},
Mix_PlayChannel: function(channel, id, loops) {
// TODO: handle fixed amount of N loops. Currently loops either 0 or infinite times.
// Get the audio element associated with the ID
var info = SDL.audios[id];
if (!info) return -1;
if (!info.audio && !info.webAudio) return -1;
// If the user asks us to allocate a channel automatically, get the first
// free one.
if (channel == -1) {
for (var i = SDL.channelMinimumNumber; i < SDL.numChannels; i++) {
if (!SDL.channels[i].audio) {
channel = i;
break;
}
}
if (channel == -1) {
Module.printErr('All ' + SDL.numChannels + ' channels in use!');
return -1;
}
}
var channelInfo = SDL.channels[channel];
var audio;
if (info.webAudio) {
// Create an instance of the WebAudio object.
audio = {};
audio.resource = info; // This new object is an instance that refers to this existing resource.
audio.paused = false;
audio.currentPosition = 0;
// Make our instance look similar to the instance of a <media> to make api simple.
audio.play = function() { SDL.playWebAudio(this); }
audio.pause = function() { SDL.pauseWebAudio(this); }
} else {
// We clone the audio node to utilize the preloaded audio buffer, since
// the browser has already preloaded the audio file.
audio = info.audio.cloneNode(true);
audio.numChannels = info.audio.numChannels;
audio.frequency = info.audio.frequency;
}
audio['onended'] = function SDL_audio_onended() { // TODO: cache these
if (channelInfo.audio == this) { channelInfo.audio.paused = true; channelInfo.audio = null; }
if (SDL.channelFinished) Runtime.getFuncWrapper(SDL.channelFinished, 'vi')(channel);
}
channelInfo.audio = audio;
// TODO: handle N loops. Behavior matches Mix_PlayMusic
audio.loop = loops != 0;
audio.volume = channelInfo.volume;
audio.play();
return channel;
},
Mix_PlayChannelTimed: 'Mix_PlayChannel', // XXX ignore Timing
Mix_FadingChannel: function(channel) {
return 0; // MIX_NO_FADING, TODO
},
Mix_HaltChannel: function(channel) {
function halt(channel) {
var info = SDL.channels[channel];
if (info.audio) {
info.audio.pause();
info.audio = null;
}
if (SDL.channelFinished) {
Runtime.getFuncWrapper(SDL.channelFinished, 'vi')(channel);
}
}
if (channel != -1) {
halt(channel);
} else {
for (var i = 0; i < SDL.channels.length; ++i) halt(i);
}
return 0;
},
Mix_HookMusicFinished__deps: ['Mix_HaltMusic'],
Mix_HookMusicFinished: function(func) {
SDL.hookMusicFinished = func;
if (SDL.music.audio) { // ensure the callback will be called, if a music is already playing
SDL.music.audio['onended'] = _Mix_HaltMusic;
}
},
Mix_VolumeMusic: function(volume) {
return SDL.setGetVolume(SDL.music, volume);
},
Mix_LoadMUS_RW: 'Mix_LoadWAV_RW',
Mix_LoadMUS__deps: ['Mix_LoadMUS_RW', 'SDL_RWFromFile', 'SDL_FreeRW'],
Mix_LoadMUS: function(filename) {
var rwops = _SDL_RWFromFile(filename);
var result = _Mix_LoadMUS_RW(rwops);
_SDL_FreeRW(rwops);
return result;
},
Mix_FreeMusic: 'Mix_FreeChunk',
Mix_PlayMusic__deps: ['Mix_HaltMusic'],
Mix_PlayMusic: function(id, loops) {
// Pause old music if it exists.
if (SDL.music.audio) {
if (!SDL.music.audio.paused) Module.printErr('Music is already playing. ' + SDL.music.source);
SDL.music.audio.pause();
}
var info = SDL.audios[id];
var audio;
if (info.webAudio) { // Play via Web Audio API
// Create an instance of the WebAudio object.
audio = {};
audio.resource = info; // This new webAudio object is an instance that refers to this existing resource.
audio.paused = false;
audio.currentPosition = 0;
audio.play = function() { SDL.playWebAudio(this); }
audio.pause = function() { SDL.pauseWebAudio(this); }
} else if (info.audio) { // Play via the <audio> element
audio = info.audio;
}
audio['onended'] = function() { if (SDL.music.audio == this) _Mix_HaltMusic(); } // will send callback
audio.loop = loops != 0; // TODO: handle N loops for finite N
audio.volume = SDL.music.volume;
SDL.music.audio = audio;
audio.play();
return 0;
},
Mix_PauseMusic: function() {
var audio = SDL.music.audio;
if (audio) audio.pause();
return 0;
},
Mix_ResumeMusic: function() {
var audio = SDL.music.audio;
if (audio) audio.play();
return 0;
},
Mix_HaltMusic: function() {
var audio = SDL.music.audio;
if (audio) {
audio.src = audio.src; // rewind <media> element
audio.currentPosition = 0; // rewind Web Audio graph playback.
audio.pause();
}
SDL.music.audio = null;
if (SDL.hookMusicFinished) {
Runtime.dynCall('v', SDL.hookMusicFinished);
}
return 0;
},
Mix_FadeInMusicPos: 'Mix_PlayMusic', // XXX ignore fading in effect
Mix_FadeOutMusic: 'Mix_HaltMusic', // XXX ignore fading out effect
Mix_PlayingMusic: function() {
return (SDL.music.audio && !SDL.music.audio.paused) ? 1 : 0;
},
// http://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_38.html#SEC38
// "Note: Does not check if the channel has been paused."
Mix_Playing: function(channel) {
if (channel === -1) {
var count = 0;
for (var i = 0; i < SDL.channels.length; i++) {
count += _Mix_Playing(i);
}
return count;
}
var info = SDL.channels[channel];
if (info && info.audio && !info.audio.paused) {
return 1;
}
return 0;
},
Mix_Pause: function(channel) {
if (channel === -1) {
for (var i = 0; i<SDL.channels.length;i++) {
_Mix_Pause(i);
}
return;
}
var info = SDL.channels[channel];
if (info && info.audio) {
info.audio.pause();
} else {
//Module.printErr('Mix_Pause: no sound found for channel: ' + channel);
}
},
// http://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_39.html#SEC39
Mix_Paused: function(channel) {
if (channel === -1) {
var pausedCount = 0;
for (var i = 0; i<SDL.channels.length;i++) {
pausedCount += _Mix_Paused(i);
}
return pausedCount;
}
var info = SDL.channels[channel];
if (info && info.audio && info.audio.paused) {
return 1;
}
return 0;
},
Mix_PausedMusic: function() {
return (SDL.music.audio && SDL.music.audio.paused) ? 1 : 0;
},
// http://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_33.html#SEC33
Mix_Resume: function(channel) {
if (channel === -1) {
for (var i = 0; i<SDL.channels.length;i++) {
_Mix_Resume(i);
}
return;
}
var info = SDL.channels[channel];
if (info && info.audio) info.audio.play();
},
// SDL TTF
TTF_Init: function() {
var canvas = document.createElement('canvas');
SDL.ttfContext = canvas.getContext('2d');
return 0;
},
TTF_OpenFont: function(filename, size) {
filename = FS.standardizePath(Pointer_stringify(filename));
var id = SDL.fonts.length;
SDL.fonts.push({
name: filename, // but we don't actually do anything with it..
size: size
});
return id;
},
TTF_CloseFont: function(font) {
SDL.fonts[font] = null;
},
TTF_RenderText_Solid: function(font, text, color) {
// XXX the font and color are ignored
text = Pointer_stringify(text) || ' '; // if given an empty string, still return a valid surface
var fontData = SDL.fonts[font];
var w = SDL.estimateTextWidth(fontData, text);
var h = fontData.size;
var color = SDL.loadColorToCSSRGB(color); // XXX alpha breaks fonts?
var fontString = h + 'px ' + fontData.name;
var surf = SDL.makeSurface(w, h, 0, false, 'text:' + text); // bogus numbers..
var surfData = SDL.surfaces[surf];
surfData.ctx.save();
surfData.ctx.fillStyle = color;
surfData.ctx.font = fontString;
surfData.ctx.textBaseline = 'top';
surfData.ctx.fillText(text, 0, 0);
surfData.ctx.restore();
return surf;
},
TTF_RenderText_Blended: 'TTF_RenderText_Solid', // XXX ignore blending vs. solid
TTF_RenderText_Shaded: 'TTF_RenderText_Solid', // XXX ignore blending vs. solid
TTF_RenderUTF8_Solid: 'TTF_RenderText_Solid',
TTF_SizeText: function(font, text, w, h) {
var fontData = SDL.fonts[font];
if (w) {
{{{ makeSetValue('w', '0', 'SDL.estimateTextWidth(fontData, Pointer_stringify(text))', 'i32') }}};
}
if (h) {
{{{ makeSetValue('h', '0', 'fontData.size', 'i32') }}};
}
return 0;
},
TTF_FontAscent: function(font) {
var fontData = SDL.fonts[font];
return Math.floor(fontData.size*0.98); // XXX
},
TTF_FontDescent: function(font) {
var fontData = SDL.fonts[font];
return Math.floor(fontData.size*0.02); // XXX
},
TTF_FontHeight: function(font) {
var fontData = SDL.fonts[font];
return fontData.size;
},
// SDL gfx
$SDL_gfx: {
drawRectangle: function(surf, x1, y1, x2, y2, action, cssColor) {
x1 = x1 << 16 >> 16;
y1 = y1 << 16 >> 16;
x2 = x2 << 16 >> 16;
y2 = y2 << 16 >> 16;
var surfData = SDL.surfaces[surf];
assert(!surfData.locked); // but we could unlock and re-lock if we must..
// TODO: if ctx does not change, leave as is, and also do not re-set xStyle etc.
var x = x1 < x2 ? x1 : x2;
var y = y1 < y2 ? y1 : y2;
var w = Math.abs(x2 - x1);
var h = Math.abs(y2 - y1);
surfData.ctx.save();
surfData.ctx[action + 'Style'] = cssColor;
surfData.ctx[action + 'Rect'](x, y, w, h);
surfData.ctx.restore();
},
drawLine: function(surf, x1, y1, x2, y2, cssColor) {
x1 = x1 << 16 >> 16;
y1 = y1 << 16 >> 16;
x2 = x2 << 16 >> 16;
y2 = y2 << 16 >> 16;
var surfData = SDL.surfaces[surf];
assert(!surfData.locked); // but we could unlock and re-lock if we must..
surfData.ctx.save();
surfData.ctx.strokeStyle = cssColor;
surfData.ctx.beginPath();
surfData.ctx.moveTo(x1, y1);
surfData.ctx.lineTo(x2, y2);
surfData.ctx.stroke();
surfData.ctx.restore();
},
// See http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
drawEllipse: function(surf, x, y, rx, ry, action, cssColor) {
x = x << 16 >> 16;
y = y << 16 >> 16;
rx = rx << 16 >> 16;
ry = ry << 16 >> 16;
var surfData = SDL.surfaces[surf];
assert(!surfData.locked); // but we could unlock and re-lock if we must..
surfData.ctx.save();
surfData.ctx.beginPath();
surfData.ctx.translate(x, y);
surfData.ctx.scale(rx, ry);
surfData.ctx.arc(0, 0, 1, 0, 2 * Math.PI);
surfData.ctx.restore();
surfData.ctx.save();
surfData.ctx[action + 'Style'] = cssColor;
surfData.ctx[action]();
surfData.ctx.restore();
},
// the gfx library uses something different from the rest of SDL...
translateColorToCSSRGBA: function(rgba) {
return 'rgba(' + (rgba>>>24) + ',' + (rgba>>16 & 0xff) + ',' + (rgba>>8 & 0xff) + ',' + (rgba&0xff) + ')';
}
},
boxColor__deps: ['$SDL_gfx'],
boxColor: function(surf, x1, y1, x2, y2, color) {
return SDL_gfx.drawRectangle(surf, x1, y1, x2, y2, 'fill', SDL_gfx.translateColorToCSSRGBA(color));
},
boxRGBA__deps: ['$SDL_gfx'],
boxRGBA: function(surf, x1, y1, x2, y2, r, g, b, a) {
return SDL_gfx.drawRectangle(surf, x1, y1, x2, y2, 'fill', SDL.translateRGBAToCSSRGBA(r, g, b, a));
},
rectangleColor__deps: ['$SDL_gfx'],
rectangleColor: function(surf, x1, y1, x2, y2, color) {
return SDL_gfx.drawRectangle(surf, x1, y1, x2, y2, 'stroke', SDL_gfx.translateColorToCSSRGBA(color));
},
rectangleRGBA__deps: ['$SDL_gfx'],
rectangleRGBA: function(surf, x1, y1, x2, y2, r, g, b, a) {
return SDL_gfx.drawRectangle(surf, x1, y1, x2, y2, 'stroke', SDL.translateRGBAToCSSRGBA(r, g, b, a));
},
ellipseColor__deps: ['$SDL_gfx'],
ellipseColor: function(surf, x, y, rx, ry, color) {
return SDL_gfx.drawEllipse(surf, x, y, rx, ry, 'stroke', SDL_gfx.translateColorToCSSRGBA(color));
},
ellipseRGBA__deps: ['$SDL_gfx'],
ellipseRGBA: function(surf, x, y, rx, ry, r, g, b, a) {
return SDL_gfx.drawEllipse(surf, x, y, rx, ry, 'stroke', SDL.translateRGBAToCSSRGBA(r, g, b, a));
},
filledEllipseColor__deps: ['$SDL_gfx'],
filledEllipseColor: function(surf, x, y, rx, ry, color) {
return SDL_gfx.drawEllipse(surf, x, y, rx, ry, 'fill', SDL_gfx.translateColorToCSSRGBA(color));
},
filledEllipseRGBA__deps: ['$SDL_gfx'],
filledEllipseRGBA: function(surf, x, y, rx, ry, r, g, b, a) {
return SDL_gfx.drawEllipse(surf, x, y, rx, ry, 'fill', SDL.translateRGBAToCSSRGBA(r, g, b, a));
},
lineColor__deps: ['$SDL_gfx'],
lineColor: function(surf, x1, y1, x2, y2, color) {
return SDL_gfx.drawLine(surf, x1, y1, x2, y2, SDL_gfx.translateColorToCSSRGBA(color));
},
lineRGBA__deps: ['$SDL_gfx'],
lineRGBA: function(surf, x1, y1, x2, y2, r, g, b, a) {
return SDL_gfx.drawLine(surf, x1, y1, x2, y2, SDL.translateRGBAToCSSRGBA(r, g, b, a));
},
pixelRGBA__deps: ['boxRGBA'],
pixelRGBA: function(surf, x1, y1, r, g, b, a) {
// This cannot be fast, to render many pixels this way!
_boxRGBA(surf, x1, y1, x1, y1, r, g, b, a);
},
// GL
SDL_GL_SetAttribute: function(attr, value) {
if (!(attr in SDL.glAttributes)) {
abort('Unknown SDL GL attribute (' + attr + '). Please check if your SDL version is supported.');
}
SDL.glAttributes[attr] = value;
},
SDL_GL_GetAttribute: function(attr, value) {
if (!(attr in SDL.glAttributes)) {
abort('Unknown SDL GL attribute (' + attr + '). Please check if your SDL version is supported.');
}
if (value) {{{ makeSetValue('value', '0', 'SDL.glAttributes[attr]', 'i32') }}};
return 0;
},
SDL_GL_GetProcAddress__deps: ['emscripten_GetProcAddress'],
SDL_GL_GetProcAddress: function(name_) {
return _emscripten_GetProcAddress(name_);
},
SDL_GL_SwapBuffers: function() {
#if PROXY_TO_WORKER
// postMainLoop is where the proxy code listens, to know when to proxy buffered render commands
if (Module['postMainLoop']) Module['postMainLoop']();
#endif
},
// SDL 2
SDL_GL_ExtensionSupported: function(extension) {
return Module.ctx.getExtension(extension) | 0;
},
SDL_DestroyWindow: function(window) {},
SDL_DestroyRenderer: function(renderer) {},
SDL_GetWindowFlags: function(x, y) {
if (Browser.isFullScreen) {
return 1;
}
return 0;
},
SDL_GL_SwapWindow: function(window) {},
SDL_GL_MakeCurrent: function(window, context) {},
SDL_GL_DeleteContext: function(context) {},
SDL_GL_SetSwapInterval: function(state) {},
SDL_SetWindowTitle: function(window, title) {
if (title) document.title = Pointer_stringify(title);
},
SDL_GetWindowSize: function(window, width, height){
var w = Module['canvas'].width;
var h = Module['canvas'].height;
if (width) {{{ makeSetValue('width', '0', 'w', 'i32') }}};
if (height) {{{ makeSetValue('height', '0', 'h', 'i32') }}};
},
SDL_LogSetOutputFunction: function(callback, userdata) {},
SDL_SetWindowFullscreen: function(window, fullscreen) {
if (Browser.isFullScreen) {
Module['canvas'].cancelFullScreen();
return 1;
} else {
return 0;
}
},
SDL_GetWindowFlags: function() {},
SDL_ClearError: function() {},
SDL_getenv: 'getenv',
// TODO
SDL_SetGamma: function(r, g, b) {
return -1;
},
SDL_SetGammaRamp: function(redTable, greenTable, blueTable) {
return -1;
},
// Joysticks
SDL_NumJoysticks: function() {
var count = 0;
var gamepads = SDL.getGamepads();
// The length is not the number of gamepads; check which ones are defined.
for (var i = 0; i < gamepads.length; i++) {
if (gamepads[i] !== undefined) count++;
}
return count;
},
SDL_JoystickName: function(deviceIndex) {
var gamepad = SDL.getGamepad(deviceIndex);
if (gamepad) {
var name = gamepad.id;
if (SDL.joystickNamePool.hasOwnProperty(name)) {
return SDL.joystickNamePool[name];
}
return SDL.joystickNamePool[name] = allocate(intArrayFromString(name), 'i8', ALLOC_NORMAL);
}
return 0;
},
SDL_JoystickOpen: function(deviceIndex) {
var gamepad = SDL.getGamepad(deviceIndex);
if (gamepad) {
// Use this as a unique 'pointer' for this joystick.
var joystick = deviceIndex+1;
SDL.recordJoystickState(joystick, gamepad);
return joystick;
}
return 0;
},
SDL_JoystickOpened: function(deviceIndex) {
return SDL.lastJoystickState.hasOwnProperty(deviceIndex+1) ? 1 : 0;
},
SDL_JoystickIndex: function(joystick) {
// joystick pointers are simply the deviceIndex+1.
return joystick - 1;
},
SDL_JoystickNumAxes: function(joystick) {
var gamepad = SDL.getGamepad(joystick - 1);
if (gamepad) {
return gamepad.axes.length;
}
return 0;
},
SDL_JoystickNumBalls: function(joystick) { return 0; },
SDL_JoystickNumHats: function(joystick) { return 0; },
SDL_JoystickNumButtons: function(joystick) {
var gamepad = SDL.getGamepad(joystick - 1);
if (gamepad) {
return gamepad.buttons.length;
}
return 0;
},
SDL_JoystickUpdate: function() {
SDL.queryJoysticks();
},
SDL_JoystickEventState: function(state) {
if (state < 0) {
// SDL_QUERY: Return current state.
return SDL.joystickEventState;
}
return SDL.joystickEventState = state;
},
SDL_JoystickGetAxis: function(joystick, axis) {
var gamepad = SDL.getGamepad(joystick - 1);
if (gamepad && gamepad.axes.length > axis) {
return SDL.joystickAxisValueConversion(gamepad.axes[axis]);
}
return 0;
},
SDL_JoystickGetHat: function(joystick, hat) { return 0; },
SDL_JoystickGetBall: function(joystick, ball, dxptr, dyptr) { return -1; },
SDL_JoystickGetButton: function(joystick, button) {
var gamepad = SDL.getGamepad(joystick - 1);
if (gamepad && gamepad.buttons.length > button) {
return SDL.getJoystickButtonState(gamepad.buttons[button]) ? 1 : 0;
}
return 0;
},
SDL_JoystickClose: function(joystick) {
delete SDL.lastJoystickState[joystick];
},
// Misc
SDL_InitSubSystem: function(flags) { return 0 },
SDL_RWFromConstMem: function(mem, size) {
var id = SDL.rwops.length; // TODO: recycle ids when they are null
SDL.rwops.push({ bytes: mem, count: size });
return id;
},
SDL_RWFromMem: 'SDL_RWFromConstMem',
SDL_RWFromFile: function(_name, mode) {
var id = SDL.rwops.length; // TODO: recycle ids when they are null
var name = Pointer_stringify(_name)
SDL.rwops.push({ filename: name, mimetype: Browser.getMimetype(name) });
return id;
},
SDL_FreeRW: function(rwopsID) {
SDL.rwops[rwopsID] = null;
while (SDL.rwops.length > 0 && SDL.rwops[SDL.rwops.length-1] === null) {
SDL.rwops.pop();
}
},
SDL_GetNumAudioDrivers: function() { return 1 },
SDL_GetCurrentAudioDriver: function() {
return allocate(intArrayFromString('Emscripten Audio'), 'i8', ALLOC_NORMAL);
},
SDL_GetAudioDriver__deps: ['SDL_GetCurrentAudioDriver'],
SDL_GetAudioDriver: function(index) { return _SDL_GetCurrentAudioDriver() },
SDL_EnableUNICODE: function(on) {
var ret = SDL.unicode || 0;
SDL.unicode = on;
return ret;
},
SDL_AddTimer: function(interval, callback, param) {
return window.setTimeout(function() {
Runtime.dynCall('iii', callback, [interval, param]);
}, interval);
},
SDL_RemoveTimer: function(id) {
window.clearTimeout(id);
return true;
},
SDL_CreateThread: function() {
throw 'SDL threads cannot be supported in the web platform because they assume shared state. See emscripten_create_worker etc. for a message-passing concurrency model that does let you run code in another thread.'
},
SDL_WaitThread: function() { throw 'SDL_WaitThread' },
SDL_GetThreadID: function() { throw 'SDL_GetThreadID' },
SDL_ThreadID: function() { return 0; },
SDL_AllocRW: function() { throw 'SDL_AllocRW: TODO' },
SDL_CondBroadcast: function() { throw 'SDL_CondBroadcast: TODO' },
SDL_CondWaitTimeout: function() { throw 'SDL_CondWaitTimeout: TODO' },
SDL_WM_IconifyWindow: function() { throw 'SDL_WM_IconifyWindow TODO' },
Mix_SetPostMix: function() { Runtime.warnOnce('Mix_SetPostMix: TODO') },
Mix_VolumeChunk: function(chunk, volume) { throw 'Mix_VolumeChunk: TODO' },
Mix_SetPosition: function(channel, angle, distance) { throw 'Mix_SetPosition: TODO' },
Mix_QuerySpec: function() { throw 'Mix_QuerySpec: TODO' },
Mix_FadeInChannelTimed: function() { throw 'Mix_FadeInChannelTimed' },
Mix_FadeOutChannel: function() { throw 'Mix_FadeOutChannel' },
Mix_Linked_Version: function() { throw 'Mix_Linked_Version: TODO' },
SDL_SaveBMP_RW: function() { throw 'SDL_SaveBMP_RW: TODO' },
SDL_WM_SetIcon: function() { /* This function would set the application window icon surface, which doesn't apply for web canvases, so a no-op. */ },
SDL_HasRDTSC: function() { return 0; },
SDL_HasMMX: function() { return 0; },
SDL_HasMMXExt: function() { return 0; },
SDL_Has3DNow: function() { return 0; },
SDL_Has3DNowExt: function() { return 0; },
SDL_HasSSE: function() { return 0; },
SDL_HasSSE2: function() { return 0; },
SDL_HasAltiVec: function() { return 0; }
};
autoAddDeps(LibrarySDL, '$SDL');
mergeInto(LibraryManager.library, LibrarySDL);
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