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raylib.js
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raylib.js
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function make_environment(env) {
return new Proxy(env, {
get(target, prop, receiver) {
if (env[prop] !== undefined) {
return env[prop].bind(env);
}
return (...args) => {
throw new Error(`NOT IMPLEMENTED: ${prop} ${args}`);
}
}
});
}
let iota = 0;
const LOG_ALL = iota++; // Display all logs
const LOG_TRACE = iota++; // Trace logging, intended for internal use only
const LOG_DEBUG = iota++; // Debug logging, used for internal debugging, it should be disabled on release builds
const LOG_INFO = iota++; // Info logging, used for program execution info
const LOG_WARNING = iota++; // Warning logging, used on recoverable failures
const LOG_ERROR = iota++; // Error logging, used on unrecoverable failures
const LOG_FATAL = iota++; // Fatal logging, used to abort program: exit(EXIT_FAILURE)
const LOG_NONE = iota++; // Disable logging
class RaylibJs {
// TODO: We stole the font from the website
// (https://raylib.com/) and it's slightly different than
// the one that is "baked" into Raylib library itself. To
// account for the differences we scale the size with a
// magical factor.
//
// It would be nice to have a better approach...
#FONT_SCALE_MAGIC = 0.65;
#reset() {
this.previous = undefined;
this.wasm = undefined;
this.ctx = undefined;
this.dt = undefined;
this.targetFPS = 60;
this.seed = undefined;
this.entryFunction = undefined;
this.prevPressedKeyState = new Set();
this.currentPressedKeyState = new Set();
this.currentMouseWheelMoveState = 0;
this.currentMousePosition = {x: 0, y: 0};
this.images = [];
this.quit = false;
}
constructor() {
this.#reset();
}
stop() {
this.quit = true;
}
async start({ wasmPath, canvasId }) {
if (this.wasm !== undefined) {
console.error("The game is already running. Please stop() it first.");
return;
}
const canvas = document.getElementById(canvasId);
this.ctx = canvas.getContext("2d");
if (this.ctx === null) {
throw new Error("Could not create 2d canvas context");
}
this.wasm = await WebAssembly.instantiateStreaming(fetch(wasmPath), {
env: make_environment(this)
});
const keyDown = (e) => {
this.currentPressedKeyState.add(glfwKeyMapping[e.code]);
};
const keyUp = (e) => {
this.currentPressedKeyState.delete(glfwKeyMapping[e.code]);
};
const wheelMove = (e) => {
this.currentMouseWheelMoveState = Math.sign(-e.deltaY);
};
const mouseMove = (e) => {
this.currentMousePosition = {x: e.clientX, y: e.clientY};
};
window.addEventListener("keydown", keyDown);
window.addEventListener("keyup", keyUp);
window.addEventListener("wheel", wheelMove);
window.addEventListener("mousemove", mouseMove);
this.wasm.instance.exports.main();
const next = (timestamp) => {
if (this.quit) {
this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
window.removeEventListener("keydown", keyDown);
this.#reset()
return;
}
this.dt = (timestamp - this.previous)/1000.0;
this.previous = timestamp;
this.entryFunction();
window.requestAnimationFrame(next);
};
window.requestAnimationFrame((timestamp) => {
this.previous = timestamp;
window.requestAnimationFrame(next);
});
}
InitWindow(width, height, title_ptr) {
this.ctx.canvas.width = width;
this.ctx.canvas.height = height;
const buffer = this.wasm.instance.exports.memory.buffer;
document.title = cstr_by_ptr(buffer, title_ptr);
this.seed = Date.now();
}
WindowShouldClose(){
return false;
}
SetTargetFPS(fps) {
console.log(`The game wants to run at ${fps} FPS, but in Web we gonna just ignore it.`);
this.targetFPS = fps;
}
GetScreenWidth() {
return this.ctx.canvas.width;
}
GetScreenHeight() {
return this.ctx.canvas.height;
}
GetFrameTime() {
// TODO: This is a stopgap solution to prevent sudden jumps in dt when the user switches to a differen tab.
// We need a proper handling of Target FPS here.
return Math.min(this.dt, 1.0/this.targetFPS);
}
BeginDrawing() {}
EndDrawing() {
this.prevPressedKeyState.clear();
this.prevPressedKeyState = new Set(this.currentPressedKeyState);
this.currentMouseWheelMoveState = 0.0;
}
DrawCircleV(center_ptr, radius, color_ptr) {
const buffer = this.wasm.instance.exports.memory.buffer;
const [x, y] = new Float32Array(buffer, center_ptr, 2);
const [r, g, b, a] = new Uint8Array(buffer, color_ptr, 4);
const color = color_hex_unpacked(r, g, b, a);
this.ctx.beginPath();
this.ctx.arc(x, y, radius, 0, 2*Math.PI, false);
this.ctx.fillStyle = color;
this.ctx.fill();
}
ClearBackground(color_ptr) {
this.ctx.fillStyle = getColorFromMemory(this.wasm.instance.exports.memory.buffer, color_ptr);
this.ctx.fillRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
}
// RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
DrawText(text_ptr, posX, posY, fontSize, color_ptr) {
const buffer = this.wasm.instance.exports.memory.buffer;
const text = cstr_by_ptr(buffer, text_ptr);
const color = getColorFromMemory(buffer, color_ptr);
fontSize *= this.#FONT_SCALE_MAGIC;
this.ctx.fillStyle = color;
// TODO: since the default font is part of Raylib the css that defines it should be located in raylib.js and not in index.html
this.ctx.font = `${fontSize}px grixel`;
const lines = text.split('\n');
for (var i = 0; i < lines.length; i++) {
this.ctx.fillText(lines[i], posX, posY + fontSize + (i * fontSize));
}
}
// RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
DrawRectangle(posX, posY, width, height, color_ptr) {
const buffer = this.wasm.instance.exports.memory.buffer;
const color = getColorFromMemory(buffer, color_ptr);
this.ctx.fillStyle = color;
this.ctx.fillRect(posX, posY, width, height);
}
IsKeyPressed(key) {
return !this.prevPressedKeyState.has(key) && this.currentPressedKeyState.has(key);
}
IsKeyDown(key) {
return this.currentPressedKeyState.has(key);
}
GetMouseWheelMove() {
return this.currentMouseWheelMoveState;
}
IsGestureDetected() {
return false;
}
TextFormat(... args){
// TODO: Implement printf style formatting for TextFormat
return args[0];
}
TraceLog(logLevel, text_ptr, ... args) {
// TODO: Implement printf style formatting for TraceLog
const buffer = this.wasm.instance.exports.memory.buffer;
const text = cstr_by_ptr(buffer, text_ptr);
switch(logLevel) {
case LOG_ALL: console.log(`ALL: ${text} ${args}`); break;
case LOG_TRACE: console.log(`TRACE: ${text} ${args}`); break;
case LOG_DEBUG: console.log(`DEBUG: ${text} ${args}`); break;
case LOG_INFO: console.log(`INFO: ${text} ${args}`); break;
case LOG_WARNING: console.log(`WARNING: ${text} ${args}`); break;
case LOG_ERROR: console.log(`ERROR: ${text} ${args}`); break;
case LOG_FATAL: throw new Error(`FATAL: ${text}`);
case LOG_NONE: console.log(`NONE: ${text} ${args}`); break;
}
}
GetMousePosition(result_ptr) {
const bcrect = this.ctx.canvas.getBoundingClientRect();
const x = this.currentMousePosition.x - bcrect.left;
const y = this.currentMousePosition.y - bcrect.top;
const buffer = this.wasm.instance.exports.memory.buffer;
new Float32Array(buffer, result_ptr, 2).set([x, y]);
}
CheckCollisionPointRec(point_ptr, rec_ptr) {
const buffer = this.wasm.instance.exports.memory.buffer;
const [x, y] = new Float32Array(buffer, point_ptr, 2);
const [rx, ry, rw, rh] = new Float32Array(buffer, rec_ptr, 4);
return ((x >= rx) && x <= (rx + rw) && (y >= ry) && y <= (ry + rh));
}
Fade(result_ptr, color_ptr, alpha) {
const buffer = this.wasm.instance.exports.memory.buffer;
const [r, g, b, _] = new Uint8Array(buffer, color_ptr, 4);
const newA = Math.max(0, Math.min(255, 255.0*alpha));
new Uint8Array(buffer, result_ptr, 4).set([r, g, b, newA]);
}
DrawRectangleRec(rec_ptr, color_ptr) {
const buffer = this.wasm.instance.exports.memory.buffer;
const [x, y, w, h] = new Float32Array(buffer, rec_ptr, 4);
const color = getColorFromMemory(buffer, color_ptr);
this.ctx.fillStyle = color;
this.ctx.fillRect(x, y, w, h);
}
DrawRectangleLinesEx(rec_ptr, lineThick, color_ptr) {
const buffer = this.wasm.instance.exports.memory.buffer;
const [x, y, w, h] = new Float32Array(buffer, rec_ptr, 4);
const color = getColorFromMemory(buffer, color_ptr);
this.ctx.strokeStyle = color;
this.ctx.lineWidth = lineThick;
this.ctx.strokeRect(x + lineThick/2, y + lineThick/2, w - lineThick, h - lineThick);
}
MeasureText(text_ptr, fontSize) {
const buffer = this.wasm.instance.exports.memory.buffer;
const text = cstr_by_ptr(buffer, text_ptr);
fontSize *= this.#FONT_SCALE_MAGIC;
this.ctx.font = `${fontSize}px grixel`;
return this.ctx.measureText(text).width;
}
TextSubtext(text_ptr, position, length) {
const buffer = this.wasm.instance.exports.memory.buffer;
const text = cstr_by_ptr(buffer, text_ptr);
const subtext = text.substring(position, length);
var bytes = new Uint8Array(buffer, 0, subtext.length+1);
for(var i = 0; i < subtext.length; i++) {
bytes[i] = subtext.charCodeAt(i);
}
bytes[subtext.length] = 0;
return bytes;
}
// RLAPI Texture2D LoadTexture(const char *fileName);
LoadTexture(result_ptr, filename_ptr) {
const buffer = this.wasm.instance.exports.memory.buffer;
const filename = cstr_by_ptr(buffer, filename_ptr);
var result = new Uint32Array(buffer, result_ptr, 5)
var img = new Image();
img.src = filename;
this.images.push(img);
result[0] = this.images.indexOf(img);
// TODO: get the true width and height of the image
result[1] = 256; // width
result[2] = 256; // height
result[3] = 1; // mipmaps
result[4] = 7; // format PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
return result;
}
// RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
DrawTexture(texture_ptr, posX, posY, color_ptr) {
const buffer = this.wasm.instance.exports.memory.buffer;
const [id, width, height, mipmaps, format] = new Uint32Array(buffer, texture_ptr, 5);
// // TODO: implement tinting for DrawTexture
// const tint = getColorFromMemory(buffer, color_ptr);
this.ctx.drawImage(this.images[id], posX, posY);
}
// TODO: codepoints are not implemented
LoadFontEx(result_ptr, fileName_ptr/*, fontSize, codepoints, codepointCount*/) {
const buffer = this.wasm.instance.exports.memory.buffer;
const fileName = cstr_by_ptr(buffer, fileName_ptr);
// TODO: dynamically generate the name for the font
// Support more than one custom font
const font = new FontFace("myfont", `url(${fileName})`);
document.fonts.add(font);
font.load();
}
GenTextureMipmaps() {}
SetTextureFilter() {}
MeasureTextEx(result_ptr, font, text_ptr, fontSize, spacing) {
const buffer = this.wasm.instance.exports.memory.buffer;
const text = cstr_by_ptr(buffer, text_ptr);
const result = new Float32Array(buffer, result_ptr, 2);
this.ctx.font = fontSize+"px myfont";
const metrics = this.ctx.measureText(text)
result[0] = metrics.width;
result[1] = fontSize;
}
DrawTextEx(font, text_ptr, position_ptr, fontSize, spacing, tint_ptr) {
const buffer = this.wasm.instance.exports.memory.buffer;
const text = cstr_by_ptr(buffer, text_ptr);
const [posX, posY] = new Float32Array(buffer, position_ptr, 2);
const tint = getColorFromMemory(buffer, tint_ptr);
this.ctx.fillStyle = tint;
this.ctx.font = fontSize+"px myfont";
this.ctx.fillText(text, posX, posY + fontSize);
}
SetRandomSeed(seed) {
this.seed = seed;
}
// Here is the simple Park and Miller random number generator instead
// of SplitMix64 and Xoshiro128** combo used in raylib. (https://github.com/raysan5/raylib/blob/8a5fd3ac1d481ff978363b80298770ed8eeca9f8/src/external/rprand.h#L120)
// TODO: We'll need to implement the same algorithm in the future
GetRandomValue(min, max) {
if (min > max) [min, max] = [max, min];
this.seed = this.seed * 16807 % 2147483647;
return (this.seed % (max - min + 1)) + min;
}
raylib_js_set_entry(entry) {
this.entryFunction = this.wasm.instance.exports.__indirect_function_table.get(entry);
}
}
const glfwKeyMapping = {
"Space": 32,
"Quote": 39,
"Comma": 44,
"Minus": 45,
"Period": 46,
"Slash": 47,
"Digit0": 48,
"Digit1": 49,
"Digit2": 50,
"Digit3": 51,
"Digit4": 52,
"Digit5": 53,
"Digit6": 54,
"Digit7": 55,
"Digit8": 56,
"Digit9": 57,
"Semicolon": 59,
"Equal": 61,
"KeyA": 65,
"KeyB": 66,
"KeyC": 67,
"KeyD": 68,
"KeyE": 69,
"KeyF": 70,
"KeyG": 71,
"KeyH": 72,
"KeyI": 73,
"KeyJ": 74,
"KeyK": 75,
"KeyL": 76,
"KeyM": 77,
"KeyN": 78,
"KeyO": 79,
"KeyP": 80,
"KeyQ": 81,
"KeyR": 82,
"KeyS": 83,
"KeyT": 84,
"KeyU": 85,
"KeyV": 86,
"KeyW": 87,
"KeyX": 88,
"KeyY": 89,
"KeyZ": 90,
"BracketLeft": 91,
"Backslash": 92,
"BracketRight": 93,
"Backquote": 96,
// GLFW_KEY_WORLD_1 161 /* non-US #1 */
// GLFW_KEY_WORLD_2 162 /* non-US #2 */
"Escape": 256,
"Enter": 257,
"Tab": 258,
"Backspace": 259,
"Insert": 260,
"Delete": 261,
"ArrowRight": 262,
"ArrowLeft": 263,
"ArrowDown": 264,
"ArrowUp": 265,
"PageUp": 266,
"PageDown": 267,
"Home": 268,
"End": 269,
"CapsLock": 280,
"ScrollLock": 281,
"NumLock": 282,
"PrintScreen": 283,
"Pause": 284,
"F1": 290,
"F2": 291,
"F3": 292,
"F4": 293,
"F5": 294,
"F6": 295,
"F7": 296,
"F8": 297,
"F9": 298,
"F10": 299,
"F11": 300,
"F12": 301,
"F13": 302,
"F14": 303,
"F15": 304,
"F16": 305,
"F17": 306,
"F18": 307,
"F19": 308,
"F20": 309,
"F21": 310,
"F22": 311,
"F23": 312,
"F24": 313,
"F25": 314,
"NumPad0": 320,
"NumPad1": 321,
"NumPad2": 322,
"NumPad3": 323,
"NumPad4": 324,
"NumPad5": 325,
"NumPad6": 326,
"NumPad7": 327,
"NumPad8": 328,
"NumPad9": 329,
"NumpadDecimal": 330,
"NumpadDivide": 331,
"NumpadMultiply": 332,
"NumpadSubtract": 333,
"NumpadAdd": 334,
"NumpadEnter": 335,
"NumpadEqual": 336,
"ShiftLeft": 340,
"ControlLeft" : 341,
"AltLeft": 342,
"MetaLeft": 343,
"ShiftRight": 344,
"ControlRight": 345,
"AltRight": 346,
"MetaRight": 347,
"ContextMenu": 348,
// GLFW_KEY_LAST GLFW_KEY_MENU
}
function cstrlen(mem, ptr) {
let len = 0;
while (mem[ptr] != 0) {
len++;
ptr++;
}
return len;
}
function cstr_by_ptr(mem_buffer, ptr) {
const mem = new Uint8Array(mem_buffer);
const len = cstrlen(mem, ptr);
const bytes = new Uint8Array(mem_buffer, ptr, len);
return new TextDecoder().decode(bytes);
}
function color_hex_unpacked(r, g, b, a) {
r = r.toString(16).padStart(2, '0');
g = g.toString(16).padStart(2, '0');
b = b.toString(16).padStart(2, '0');
a = a.toString(16).padStart(2, '0');
return "#"+r+g+b+a;
}
function color_hex(color) {
const r = ((color>>(0*8))&0xFF).toString(16).padStart(2, '0');
const g = ((color>>(1*8))&0xFF).toString(16).padStart(2, '0');
const b = ((color>>(2*8))&0xFF).toString(16).padStart(2, '0');
const a = ((color>>(3*8))&0xFF).toString(16).padStart(2, '0');
return "#"+r+g+b+a;
}
function getColorFromMemory(buffer, color_ptr) {
const [r, g, b, a] = new Uint8Array(buffer, color_ptr, 4);
return color_hex_unpacked(r, g, b, a);
}