web build scripts + qol fixes
parent
644fd23a0d
commit
f1ac78a461
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@ -1,5 +1,9 @@
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build
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build_rel
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build_web
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emsdk
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deploy_web
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butler
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screenshots
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build.bat
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run.bat
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@ -14,7 +14,7 @@ if(MSVC)
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endif()
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if (EMSCRIPTEN)
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s INITIAL_MEMORY=268435456 -s FORCE_FILESYSTEM=1 --preload-file ${CMAKE_SOURCE_DIR}/art@art/")
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s INITIAL_MEMORY=268435456 -s FORCE_FILESYSTEM=1 --preload-file ${CMAKE_SOURCE_DIR}/art@art/ --shell-file ${CMAKE_SOURCE_DIR}/web/eco2d.html")
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set(CMAKE_EXECUTABLE_SUFFIX ".html") # This line is used to set your executable to build with the emscripten html template so that you can directly open it.
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set(CMAKE_COMPILE_WARNING_AS_ERROR OFF)
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set(CMAKE_CXX_)
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@ -13,8 +13,8 @@
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#include "debug_ui.h"
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#include "utils/raylib_helpers.h"
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static uint16_t screenWidth = 1600;
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static uint16_t screenHeight = 900;
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static uint16_t screenWidth = 1024;
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static uint16_t screenHeight = 768;
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static float target_zoom = 1.5f;
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static bool request_shutdown;
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@ -29,9 +29,11 @@ void platform_init() {
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SetTraceLogLevel(LOG_ERROR);
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InitWindow(screenWidth, screenHeight, "eco2d");
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SetWindowState(/*FLAG_WINDOW_UNDECORATED|*/FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE|FLAG_MSAA_4X_HINT);
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#if !defined(PLATFORM_WEB)
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screenWidth = (uint16_t)GetScreenWidth();
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screenHeight = (uint16_t)GetScreenHeight();
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#endif
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// ToggleFullscreen();
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// SetTargetFPS(60.0);
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@ -0,0 +1,44 @@
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#!/bin/bash
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set -xe
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if [ ! -d "build_web" ]; then
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echo "Build directory not found. Run setup_web.sh first."
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exit 1
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fi
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if [ ! -d "butler" ]; then
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mkdir butler
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wget https://broth.itch.ovh/butler/linux-amd64/LATEST/archive/default -O butler.zip
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mv butler.zip butler/
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pushd butler/
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unzip butler.zip
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rm -rf butler.zip
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chmod +x ./butler
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./butler -V
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popd
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fi
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# Build web
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if [ -f "build_web/eco2d.html" ]; then
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rm -rf build_web/eco2d.html
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fi
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cmake --build build_web
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# Package all assets
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if [ ! -f "build_web/eco2d.html" ]; then
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echo "Build data not found. Compilation errors?"
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exit 1
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fi
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mkdir deploy_web
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cp build_web/eco2d.* deploy_web/
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pushd deploy_web/
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mv eco2d.html index.html
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popd
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# Deploy to itch.io
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./butler/butler push deploy_web/ zaklaus/eco2d:html-latest
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# Teardown
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rm -rf deploy_web
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@ -0,0 +1,5 @@
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#!/bin/bash
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set -xe
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python -m http.server --directory build_web --bind 127.0.0.1
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@ -0,0 +1,20 @@
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#!/bin/bash
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set -xe
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# Setup emsdk
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if [ ! -d "emsdk" ]; then
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wget https://github.com/emscripten-core/emsdk/archive/refs/heads/main.zip -O emscripten.zip
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unzip emscripten.zip
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mv emsdk-main emsdk
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rm -rf emscripten.zip
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fi
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source ./emsdk/emsdk_env.sh
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emsdk update
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emsdk install latest
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emsdk activate latest
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source ./emsdk/emsdk_env.sh
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# Setup web build
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emcmake cmake -S . -B build_web -DCMAKE_BUILD_TYPE=Debug -DPLATFORM=Web
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@ -0,0 +1,85 @@
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<!doctype html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8">
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>eco2d web game</title>
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<meta name="title" content="eco2d web game">
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<meta name="description" content="Small C99 2D game engine with a focus on prototyping">
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<meta name="keywords" content="eco2d, html5, ecs, C, librg, chunks">
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<meta name="viewport" content="width=device-width">
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<!-- Open Graph metatags for sharing -->
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<meta property="og:title" content="eco2d web game">
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<meta property="og:image:type" content="image/png">
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<meta property="og:image" content="https://avatars.githubusercontent.com/u/31039603?s=400&u=371f601b81fd4c6843f910b4565a54704caaa374&v=4">
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<meta property="og:site_name" content="zpl.pw">
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<meta property="og:url" content="https://github.com/zpl-c/eco2d">
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<meta property="og:description" content="Small C99 2D game engine with a focus on prototyping">
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<!-- Twitter metatags for sharing -->
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<meta name="twitter:card" content="summary">
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<meta name="twitter:site" content="@DMadarasz">
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<meta name="twitter:title" content="eco2d web game">
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<meta name="twitter:image" content="https://avatars.githubusercontent.com/u/31039603?s=400&u=371f601b81fd4c6843f910b4565a54704caaa374&v=4">
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<meta name="twitter:url" content="https://github.com/zpl-c/eco2d">
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<meta name="twitter:description" content="Small C99 2D game engine with a focus on prototyping">
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<style>
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body { margin: 0px; background-color: black;}
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canvas.emscripten { border: 0px none; background-color: black; }
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.overlay { position: absolute; top: 0; left: 0; width: 100%; height: 100%; }
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</style>
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<script type='text/javascript' src="https://cdn.jsdelivr.net/gh/eligrey/FileSaver.js/dist/FileSaver.min.js"> </script>
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<script type='text/javascript'>
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function saveFileFromMEMFSToDisk(memoryFSname, localFSname) // This can be called by C/C++ code
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{
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var isSafari = false; // Not supported, navigator.userAgent access is being restricted
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//var isSafari = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
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var data = FS.readFile(memoryFSname);
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var blob;
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if (isSafari) blob = new Blob([data.buffer], { type: "application/octet-stream" });
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else blob = new Blob([data.buffer], { type: "application/octet-binary" });
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// NOTE: SaveAsDialog is a browser setting. For example, in Google Chrome,
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// in Settings/Advanced/Downloads section you have a setting:
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// 'Ask where to save each file before downloading' - which you can set true/false.
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// If you enable this setting it would always ask you and bring the SaveAsDialog
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saveAs(blob, localFSname);
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}
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</script>
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</head>
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<body>
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<div class="overlay">
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<input type="button" value="Fullscreen" onclick="Module.requestFullscreen(false, true);">
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</div>
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<canvas class=emscripten id=canvas oncontextmenu=event.preventDefault() tabindex=-1></canvas>
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<script>
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var Module = {
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print: (function() {
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return function(text) {
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if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
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console.log(text);
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};
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})(),
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printErr: (function() {
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return function(text) {
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if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
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console.error(text);
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};
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})(),
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canvas: (function() {
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var canvas = document.getElementById('canvas');
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canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
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return canvas;
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})()
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};
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</script>
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{{{ SCRIPT }}}
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</body>
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</html>
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