9 Commits

Author SHA1 Message Date
00e4d79db1 js: Enable STRICT_JS in Emscripten
This turns on "use strict" in JavaScript, which enforces declaring
variables among other things, and may allow better optimisations.
2022-11-10 00:40:52 +00:00
fa58dd85b7 js: Distinguish manual resizes from device pixel ratio changes
This adds a new callback, rescale_puzzle(), that's called when the
device pixel ratio changes.  This means that resize_puzzle() can safely
set the nominal canvas size, which means that manual resizing of the
puzzle now sticks.

Still missing: paying attention to the device pixel ratio when choosing
the initial (or reset) size.
2022-10-27 22:51:54 +01:00
5af0cd4ac1 js: Add a CMake variable to control whether Emscripten emits WASM
I've finally got bored of keeping (and occasionally losing) a patch
that turns it off unconditionally.
2022-10-27 09:59:04 +01:00
d5b53853aa Permit building GUI helper tools.
These look like puzzles, in that they link against a frontend and
provide the usual 'struct game', but they don't count as a puzzle for
purposes of shipping, or even having to have descriptions and icons.

There's one of these buried in the code already under an ifdef, which
I'll re-enable in the next commit.
2021-05-25 10:45:40 +01:00
77866e1335 wasm/js/emscripten: Fix page loading race
Using a stunt webserver which artificially introduces a 3s delay just
before the last line of the HTML output, I have reproduced a
uwer-reported loading/startup race bug:

Previously the wasm loading was started by the <script> element,
synchronously. If the wasm loading is fast, and finishes before the
HTML loading, the onRuntimeInitialized event may occur before
initPuzzles.  But initPuzzles sets up the event handler.

Fix this bug, and introduce a new comment containing an argument for
the correctness of the new approach.

Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
2021-04-22 21:22:48 +01:00
8fa545c76c Set ALLOW_MEMORY_GROWTH in the Emscripten build.
How embarrassing. When I updated the Emscripten build to use WASM, a
major reason I bothered to do it at all was that I'd heard that WASM
was capable of reallocating its memory arena larger on the fly. Turns
out that it _can_, but only if you specifically set the option in
Emscripten to allow it.

With this option set, I can finish a 25x25 Galaxies, where previously
the game would crash part way through (and not even a very large part)
with errors about memory growth in the Javascript console.
2021-04-16 18:07:15 +01:00
f6434e8496 Update web puzzles to current WASM-based Emscripten.
I presume this will improve performance. Also, if I've understood
correctly, WASM-based compiled web code is capable of automatically
growing its memory, which the previous asm.js build of the puzzles
could not do, and occasionally caused people to complain that if they
tried to play a _really big_ game in their browser, the JS would
eventually freeze because the emulated memory ran out.

I've been putting off doing this for ages because my previous
Emscripten build setup was so finicky that I didn't like to meddle
with it. But now that the new cmake system in this source tree makes
things generally easier, and particularly since I've just found out
that the up-to-date Emscripten is available as a Docker image (namely
"emscripten/emsdk"), this seemed like a good moment to give it a try.

The source and build changes required for this update weren't too
onerous. I was half expecting a huge API upheaval, and indeed there
was _some_ change, but very little:

 - in the JS initPuzzle function, move the call to Module.callMain()
   into Module.onRuntimeInitialized instead of doing it at the top
   level, because New Emscripten's .js output likes to load the
   accompanying .wasm file asynchronously, so you can't call the WASM
   main() until it actually exists.

 - in the JS-side library code, replace all uses of Emscripten's
   Pointer_stringify() function with the new name UTF8ToString(). (The
   new version also has an ASCIIToString(), so I guess the reason for
   the name change is that now you get to choose which character set
   you meant. I need to use UTF-8, so that the × and ÷ signs in Keen
   will work.)

 - set EXTRA_EXPORTED_RUNTIME_METHODS=[cwrap,callMain] on the emcc
   link command line, otherwise they aren't available for my JS setup
   code to call.

 - (removed -s ASM_JS=1 from the link options, though I'm not actually
   sure it made any difference one way or the other in the new WASM
   world)

 - be prepared for a set of .wasm files to show up as build products
   alongside the .js ones.

 - stop building with -DCMAKE_BUILD_TYPE=Release! I'm not sure why
   that was needed, but if I leave that flag on my cmake command line,
   the output .js file fails to embed my emccpre.js, so the initial
   call to initPuzzle() fails from the HTML wrapper page, meaning
   nothing at all happens.
2021-04-03 09:22:49 +01:00
e1b9047b55 emscripten.cmake: remove a rogue diagnostic.
I somehow left this in while I was trying to get the Emscripten cmake
build to work in the first place.
2021-04-03 08:44:22 +01:00
cc7f5503dc Migrate to a CMake-based build system.
This completely removes the old system of mkfiles.pl + Recipe + .R
files that I used to manage the various per-platform makefiles and
other build scripts in this code base. In its place is a
CMakeLists.txt setup, which is still able to compile for Linux,
Windows, MacOS, NestedVM and Emscripten.

The main reason for doing this is because mkfiles.pl was a horrible
pile of unmaintainable cruft. It was hard to keep up to date (e.g.
didn't reliably support the latest Visual Studio project files); it
was so specific to me that nobody else could maintain it (or was even
interested in trying, and who can blame them?), and it wasn't even
easy to _use_ if you weren't me. And it didn't even produce very good
makefiles.

In fact I've been wanting to hurl mkfiles.pl in the bin for years, but
was blocked by CMake not quite being able to support my clang-cl based
system for cross-compiling for Windows on Linux. But CMake 3.20 was
released this month and fixes the last bug in that area (it had to do
with preprocessing of .rc files), so now I'm unblocked!

CMake is not perfect, but it's better at mkfiles.pl's job than
mkfiles.pl was, and it has the great advantage that lots of other
people already know about it.

Other advantages of the CMake system:

 - Easier to build with. At least for the big three platforms, it's
   possible to write down a list of build commands that's actually the
   same everywhere ("cmake ." followed by "cmake --build ."). There's
   endless scope for making your end-user cmake commands more fancy
   than that, for various advantages, but very few people _have_ to.

 - Less effort required to add a new puzzle. You just add a puzzle()
   statement to the top-level CMakeLists.txt, instead of needing to
   remember eight separate fiddly things to put in the .R file. (Look
   at the reduction in CHECKLST.txt!)

 - The 'unfinished' subdirectory is now _built_ unconditionally, even
   if the things in it don't go into the 'make install' target. So
   they won't bit-rot in future.

 - Unix build: unified the old icons makefile with the main build, so
   that each puzzle builds without an icon, runs to build its icon,
   then relinks with it.

 - Windows build: far easier to switch back and forth between debug
   and release than with the old makefiles.

 - MacOS build: CMake has its own .dmg generator, which is surely
   better thought out than my ten-line bodge.

 - net reduction in the number of lines of code in the code base. In
   fact, that's still true _even_ if you don't count the deletion of
   mkfiles.pl itself - that script didn't even have the virtue of
   allowing everything else to be done exceptionally concisely.
2021-03-29 19:02:23 +01:00