mirror of https://github.com/libsdl-org/SDL
docs: Updated README-emscripten.md.
This is updated from the rewrite in the SDL2 branch.
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# Emscripten
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(This documentation is not very robust; we will update and expand this later.)
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## The state of things
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## A quick note about audio
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(As of September 2023, but things move quickly and we don't update this
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document often.)
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In modern times, all the browsers you probably care about (Chrome, Firefox,
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Edge, and Safari, on Windows, macOS, Linux, iOS and Android), support some
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reasonable base configurations:
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- WebAssembly (don't bother with asm.js any more)
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- WebGL (which will look like OpenGL ES 2 or 3 to your app).
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- Threads (see caveats, though!)
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- Game controllers
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- Autoupdating (so you can assume they have a recent version of the browser)
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All this to say we're at the point where you don't have to make a lot of
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concessions to get even a fairly complex SDL-based game up and running.
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## RTFM
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This document is a quick rundown of some high-level details. The
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documentation at [emscripten.org](https://emscripten.org/) is vast
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and extremely detailed for a wide variety of topics, and you should at
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least skim through it at some point.
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## Porting your app to Emscripten
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Many many things just need some simple adjustments and they'll compile
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like any other C/C++ code, as long as SDL was handling the platform-specific
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work for your program.
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First, you probably need this in at least one of your source files:
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```c
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#endif
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```
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Second: assembly language code has to go. Replace it with C. You can even use
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[x86 SIMD intrinsic functions in Emscripten](https://emscripten.org/docs/porting/simd.html)!
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Third: Middleware has to go. If you have a third-party library you link
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against, you either need an Emscripten port of it, or the source code to it
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to compile yourself, or you need to remove it.
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Fourth: You still start in a function called main(), but you need to get out of
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it and into a function that gets called repeatedly, and returns quickly,
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called a mainloop.
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Somewhere in your program, you probably have something that looks like a more
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complicated version of this:
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```c
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void main(void)
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{
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initialize_the_game();
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while (game_is_still_running) {
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check_for_new_input();
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think_about_stuff();
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draw_the_next_frame();
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}
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deinitialize_the_game();
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}
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```
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This will not work on Emscripten, because the main thread needs to be free
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to do stuff and can't sit in this loop forever. So Emscripten lets you set up
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a [mainloop](https://emscripten.org/docs/porting/emscripten-runtime-environment.html#browser-main-loop).
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```c
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static void mainloop(void) /* this will run often, possibly at the monitor's refresh rate */
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{
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if (!game_is_still_running) {
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deinitialize_the_game();
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#ifdef __EMSCRIPTEN__
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emscripten_cancel_main_loop(); /* this should "kill" the app. */
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#else
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exit(0);
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#endif
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}
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check_for_new_input();
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think_about_stuff();
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draw_the_next_frame();
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}
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void main(void)
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{
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initialize_the_game();
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(mainloop, 0, 1);
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#else
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while (1) { mainloop(); }
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#endif
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}
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```
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Basically, `emscripten_set_main_loop(mainloop, 0, 1);` says "run
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`mainloop` over and over until I end the program." The function will
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run, and return, freeing the main thread for other tasks, and then
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run again when it's time. The `1` parameter does some magic to make
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your main() function end immediately; this is useful because you
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don't want any shutdown code that might be sitting below this code
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to actually run if main() were to continue on, since we're just
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getting started.
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There's a lot of little details that are beyond the scope of this
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document, but that's the biggest intial set of hurdles to porting
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your app to the web.
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## Do you need threads?
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If you plan to use threads, they work on all major browsers now. HOWEVER,
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they bring with them a lot of careful considerations. Rendering _must_
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be done on the main thread. This is a general guideline for many
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platforms, but a hard requirement on the web.
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Many other things also must happen on the main thread; often times SDL
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and Emscripten make efforts to "proxy" work to the main thread that
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must be there, but you have to be careful (and read more detailed
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documentation than this for the finer points).
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Even when using threads, your main thread needs to set an Emscripten
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mainloop that runs quickly and returns, or things will fail to work
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correctly.
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You should definitely read [Emscripten's pthreads docs](https://emscripten.org/docs/porting/pthreads.html)
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for all the finer points. Mostly SDL's thread API will work as expected,
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but is built on pthreads, so it shares the same little incompatibilities
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that are documented there, such as where you can use a mutex, and when
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a thread will start running, etc.
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IMPORTANT: You have to decide to either build something that uses
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threads or something that doesn't; you can't have one build
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that works everywhere. This is an Emscripten (or maybe WebAssembly?
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Or just web browsers in general?) limitation. If you aren't using
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threads, it's easier to not enable them at all, at build time.
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If you use threads, you _have to_ run from a web server that has
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[COOP/COEP headers set correctly](https://web.dev/why-coop-coep/)
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or your program will fail to start at all.
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If building with threads, `__EMSCRIPTEN_PTHREADS__` will be defined
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for checking with the C preprocessor, so you can build something
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different depending on what sort of build you're compiling.
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## Audio
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Audio works as expected at the API level, but not exactly like other
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platforms.
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You'll only see a single default audio device. Audio capture also works;
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if the browser pops up a prompt to ask for permission to access the
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microphone, the SDL_OpenAudioDevice call will succeed and start producing
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silence at a regular interval. Once the user approves the request, real
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audio data will flow. If the user denies it, the app is not informed and
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will just continue to receive silence.
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Modern web browsers will not permit web pages to produce sound before the
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user has interacted with them; this is for several reasons, not the least
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of which being that no one likes when a random browser tab suddenly starts
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making noise and the user has to scramble to figure out which and silence
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it.
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user has interacted with them (clicked or tapped on them, usually); this is
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for several reasons, not the least of which being that no one likes when a
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random browser tab suddenly starts making noise and the user has to scramble
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to figure out which and silence it.
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To solve this, most browsers will refuse to let a web app use the audio
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subsystem at all before the user has interacted with (clicked on) the page
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in a meaningful way. SDL-based apps also have to deal with this problem; if
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the user hasn't interacted with the page, SDL_OpenAudioDevice will fail.
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SDL will allow you to open the audio device for playback in this
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circumstance, and your audio callback will fire, but SDL will throw the audio
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data away until the user interacts with the page. This helps apps that depend
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on the audio callback to make progress, and also keeps audio playback in sync
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once the app is finally allowed to make noise.
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There are two reasonable ways to deal with this: if you are writing some
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sort of media player thing, where the user expects there to be a volume
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control when you mouseover the canvas, just default that control to a muted
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state; if the user clicks on the control to unmute it, on this first click,
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open the audio device. This allows the media to play at start, the user can
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reasonably opt-in to listening, and you never get access denied to the audio
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device.
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There are two reasonable ways to deal with the silence at the app level:
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if you are writing some sort of media player thing, where the user expects
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there to be a volume control when you mouseover the canvas, just default
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that control to a muted state; if the user clicks on the control to unmute
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it, on this first click, open the audio device. This allows the media to
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play at start, and the user can reasonably opt-in to listening.
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Many games do not have this sort of UI, and are more rigid about starting
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audio along with everything else at the start of the process. For these, your
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for some Javascript code to steal for this approach.
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## Rendering
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If you use SDL's 2D render API, it will use GLES2 internally, which
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Emscripten will turn into WebGL calls. You can also use OpenGL ES 2
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directly by creating a GL context and drawing into it.
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Calling SDL_RenderPresent (or SDL_GL_SwapWindow) will not actually
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present anything on the screen until your return from your mainloop
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function.
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## Building SDL/emscripten
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First: do you _really_ need to build SDL from source?
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If you aren't developing SDL itself, have a desire to mess with its source
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code, or need something on the bleeding edge, don't build SDL. Just use
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Emscripten's packaged version!
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Compile and link your app with `-sUSE_SDL=2` and it'll use a build of
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SDL packaged with Emscripten. This comes from the same source code and
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fixes the Emscripten project makes to SDL are generally merged into SDL's
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revision control, so often this is much easier for app developers.
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`-sUSE_SDL=1` will select Emscripten's JavaScript reimplementation of SDL
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1.2 instead; if you need SDL 1.2, this might be fine, but we generally
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recommend you don't use SDL 1.2 in modern times.
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If you want to build SDL, though...
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SDL currently requires at least Emscripten 3.1.35 to build. Newer versions
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are likely to work, as well.
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Build:
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$ mkdir build
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$ cd build
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$ emcmake cmake ..
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$ emmake make
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This works on Linux/Unix and macOS. Please send comments about Windows.
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Or with cmake:
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Make sure you've [installed emsdk](https://emscripten.org/docs/getting_started/downloads.html)
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first, and run `source emsdk_env.sh` at the command line so it finds the
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tools.
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$ mkdir build
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$ cd build
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$ emcmake cmake ..
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$ emmake make
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(These cmake options might be overkill, but this has worked for me.)
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To build one of the tests:
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```bash
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mkdir build
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cd build
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emcmake cmake ..
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# you can also do `emcmake cmake -G Ninja ..` and then use `ninja` instead of this command.
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emmake make -j4
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```
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$ cd test/
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$ emcc -O2 --js-opts 0 -g4 testdraw.c -I../include ../build/.libs/libSDL3.a ../build/libSDL3_test.a -o a.html
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If you want to build with thread support, something like this works:
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Uses GLES2 renderer or software
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```bash
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mkdir build
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cd build
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emcmake cmake -DSDL_THREADS=On ..
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# you can also do `emcmake cmake -G Ninja ..` and then use `ninja` instead of this command.
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emmake make -j4
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```
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Some other SDL3 libraries can be easily built (assuming SDL3 is installed somewhere):
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To build the tests, add `-DSDL_TESTS=On` to the `emcmake cmake` command line.
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SDL_mixer (http://www.libsdl.org/projects/SDL_mixer/):
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$ emcmake cmake ..
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build as usual...
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## Building your app
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You need to compile with `emcc` instead of `gcc` or `clang` or whatever, but
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mostly it uses the same command line arguments as Clang.
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Link against the SDL/build/libSDL3.a file you generated by building SDL,
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link with `-sUSE_SDL=2` to use Emscripten's prepackaged SDL2 build.
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Usually you would produce a binary like this:
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```bash
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gcc -o mygame mygame.c # or whatever
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```
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But for Emscripten, you want to output something else:
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```bash
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emcc -o index.html mygame.c
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```
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This will produce several files...support Javascript and WebAssembly (.wasm)
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files. The `-o index.html` will produce a simple HTML page that loads and
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runs your app. You will (probably) eventually want to replace or customize
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that file and do `-o index.js` instead to just build the code pieces.
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If you're working on a program of any serious size, you'll likely need to
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link with `-sALLOW_MEMORY_GROWTH=1 -sMAXIMUM_MEMORY=1gb` to get access
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to more memory. If using pthreads, you'll need the `-sMAXIMUM_MEMORY=1gb`
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or the app will fail to start on iOS browsers, but this might be a bug that
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goes away in the future.
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## Data files
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Your game probably has data files. Here's how to access them.
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Filesystem access works like a Unix filesystem; you have a single directory
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tree, possibly interpolated from several mounted locations, no drive letters,
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'/' for a path separator. You can access them with standard file APIs like
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open() or fopen() or SDL_RWops. You can read or write from the filesystem.
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By default, you probably have a "MEMFS" filesystem (all files are stored in
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memory, but access to them is immediate and doesn't need to block). There are
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other options, like "IDBFS" (files are stored in a local database, so they
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don't need to be in RAM all the time and they can persist between runs of the
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program, but access is not synchronous). You can mix and match these file
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systems, mounting a MEMFS filesystem at one place and idbfs elsewhere, etc,
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but that's beyond the scope of this document. Please refer to Emscripten's
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[page on the topic](https://emscripten.org/docs/porting/files/file_systems_overview.html)
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for more info.
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The _easiest_ (but not the best) way to get at your data files is to embed
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them in the app itself. Emscripten's linker has support for automating this.
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```bash
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emcc -o index.html loopwave.c --embed-file=../test/sample.wav@/sounds/sample.wav
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```
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This will pack ../test/sample.wav in your app, and make it available at
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"/sounds/sample.wav" at runtime. Emscripten makes sure this data is available
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before your main() function runs, and since it's in MEMFS, you can just
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read it like you do on other platforms. `--embed-file` can also accept a
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directory to pack an entire tree, and you can specify the argument multiple
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times to pack unrelated things into the final installation.
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Note that this is absolutely the best approach if you have a few small
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files to include and shouldn't worry about the issue further. However, if you
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have hundreds of megabytes and/or thousands of files, this is not so great,
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since the user will download it all every time they load your page, and it
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all has to live in memory at runtime.
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[Emscripten's documentation on the matter](https://emscripten.org/docs/porting/files/packaging_files.html)
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gives other options and details, and is worth a read.
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## Debugging
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Debugging web apps is a mixed bag. You should compile and link with
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`-gsource-map`, which embeds a ton of source-level debugging information into
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the build, and make sure _the app source code is available on the web server_,
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which is often a scary proposition for various reasons.
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When you debug from the browser's tools and hit a breakpoint, you can step
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through the actual C/C++ source code, though, which can be nice.
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If you try debugging in Firefox and it doesn't work well for no apparent
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reason, try Chrome, and vice-versa. These tools are still relatively new,
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and improving all the time.
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SDL_Log() (or even plain old printf) will write to the Javascript console,
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and honestly I find printf-style debugging to be easier than setting up a build
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for proper debugging, so use whatever tools work best for you.
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## Questions?
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Please give us feedback on this document at [the SDL bug tracker](https://github.com/libsdl-org/SDL/issues).
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If something is wrong or unclear, we want to know!
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|
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SDL_gfx (http://cms.ferzkopp.net/index.php/software/13-sdl-gfx):
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$ emcmake cmake ..
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build as usual...
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