Add Emscripten/WebAssembly build target

Builds a browser-playable .html/.js/.wasm/.data via `./build-web.sh` (no
new CMake top-level target — Emscripten is detected at configure time and
takes the existing kobodl through a web-flavored pipeline).

Key pieces:
- CMakeLists.txt: route SDL3 through `--use-port=sdl3`; substitute
  `--use-port=libpng` for the missing sdl3_image port (Emscripten 5.0.7
  ships only sdl3 + sdl3_ttf). pthread (atomics+bulk-memory) lifted to
  kobo_deps so every TU agrees with wasm-ld's --shared-memory. Link with
  -sASYNCIFY (avoids rewriting kobo's blocking main loop around
  emscripten_set_main_loop), -sALLOW_MEMORY_GROWTH/-sMAXIMUM_MEMORY=1gb,
  -sPTHREAD_POOL_SIZE=4, -lidbfs.js, and --preload-file data@/data.
- graphics/img_compat.{h,c}: libpng-backed IMG_Load shim, used in
  sprite.c / gfxengine.cpp / filters.c via #include "img_compat.h".
  Native builds passthrough to <SDL3_image/SDL_image.h> unchanged.
- web/shell.html: HTML wrapper that mounts /home as IDBFS for persistent
  scores/config. Startup gated on addRunDependency until syncfs(true)
  finishes, then /home/scores is mkdir'd post-load (the game's addPlayer
  doesn't auto-create the score dir; see TODO in score.cpp).
  beforeunload + visibilitychange flushes /home back to IndexedDB.
- build-web.sh: emcmake wrapper + a static server that sets the
  COOP/COEP headers SharedArrayBuffer/pthreads require.

Source fixes needed to build under Emscripten's libc/libcxx:
- Renamed enemy_kind `pipe2` -> `pipe2k` (collided with libc pipe2(2)
  always declared in Emscripten's <unistd.h>).
- graphics/toolkit.cpp: added missing <stdio.h> for snprintf (Emscripten's
  libcxx headers don't pull it in transitively).
- states.cpp: gated the "Quit Kobo Deluxe" main-menu button on
  !__EMSCRIPTEN__; exit() on the web leaves a dead canvas.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Ville Lindholm 2026-06-04 18:47:10 +03:00
parent 0263be65d4
commit 0677b2cbca
No known key found for this signature in database
GPG Key ID: 89AE9EAA3B6FDE7C
13 changed files with 328 additions and 17 deletions

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@ -14,6 +14,13 @@ option(KOBO_ENABLE_OSS "Build OSS audio backend (Linux)" OFF)
option(KOBO_ENABLE_ALSA "Build ALSA audio backend (Linux)" OFF) option(KOBO_ENABLE_ALSA "Build ALSA audio backend (Linux)" OFF)
option(KOBO_ENABLE_EPM "Extreme Pickyness Mode (-Wall -Werror)" OFF) option(KOBO_ENABLE_EPM "Extreme Pickyness Mode (-Wall -Werror)" OFF)
# Emscripten target: SDL renderer maps to WebGL, no desktop GL needed.
if(EMSCRIPTEN)
set(KOBO_ENABLE_OPENGL OFF CACHE BOOL "Use OpenGL rendering layer" FORCE)
set(KOBO_ENABLE_OSS OFF CACHE BOOL "Build OSS audio backend" FORCE)
set(KOBO_ENABLE_ALSA OFF CACHE BOOL "Build ALSA audio backend" FORCE)
endif()
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Feature detection # Feature detection
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
@ -36,8 +43,21 @@ check_symbol_exists(_vsnprintf stdio.h HAVE__VSNPRINTF)
# Third-party libraries # Third-party libraries
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Migrating to SDL 3. Homebrew: `brew install sdl3 sdl3_image`. # Migrating to SDL 3. Homebrew: `brew install sdl3 sdl3_image`.
find_package(SDL3 CONFIG REQUIRED) # Emscripten 5.x ships an sdl3 port but no sdl3_image yet we substitute
find_package(SDL3_image CONFIG REQUIRED) # libpng + a small shim (graphics/img_compat.c) for IMG_Load. The
# `--use-port` flags must appear in both compile and link phases.
if(EMSCRIPTEN)
add_library(SDL3::SDL3 INTERFACE IMPORTED)
target_compile_options(SDL3::SDL3 INTERFACE --use-port=sdl3)
target_link_options(SDL3::SDL3 INTERFACE --use-port=sdl3)
add_library(SDL3_image::SDL3_image INTERFACE IMPORTED)
target_compile_options(SDL3_image::SDL3_image INTERFACE --use-port=libpng)
target_link_options(SDL3_image::SDL3_image INTERFACE --use-port=libpng)
else()
find_package(SDL3 CONFIG REQUIRED)
find_package(SDL3_image CONFIG REQUIRED)
endif()
if(KOBO_ENABLE_OPENGL) if(KOBO_ENABLE_OPENGL)
find_package(OpenGL) find_package(OpenGL)
@ -65,7 +85,17 @@ endif()
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Platform-specific install layout (matches the old autotools behavior) # Platform-specific install layout (matches the old autotools behavior)
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
if(APPLE) if(EMSCRIPTEN)
# In the browser, "data" is preloaded into Emscripten's virtual FS at /.
# Config/scores live under /home which we mount as IDBFS for persistence
# (see Module.preRun in the HTML shell / build-web.sh).
set(KOBO_BUNDLE_STYLE "web")
set(KOBO_EXEFILE "kobodl.html")
set(KOBO_DATA_DIR "/data")
set(KOBO_SCORE_DIR "/home/scores")
set(KOBO_CONFIG_DIR "/home")
set(KOBO_CONFIG_FILE ".kobodlrc")
elseif(APPLE)
set(KOBO_BUNDLE_STYLE "macosx") set(KOBO_BUNDLE_STYLE "macosx")
set(KOBO_EXEFILE "kobodl") set(KOBO_EXEFILE "kobodl")
set(KOBO_DATA_DIR "EXE>>../Resources") set(KOBO_DATA_DIR "EXE>>../Resources")
@ -139,6 +169,13 @@ if(UNIX AND NOT APPLE)
target_link_libraries(kobo_deps INTERFACE m) target_link_libraries(kobo_deps INTERFACE m)
endif() endif()
if(EMSCRIPTEN)
# -pthread enables wasm atomics+bulk-memory; every TU must agree on it or
# wasm-ld rejects --shared-memory.
target_compile_options(kobo_deps INTERFACE -pthread)
target_link_options(kobo_deps INTERFACE -pthread)
endif()
if(KOBO_ENABLE_EPM) if(KOBO_ENABLE_EPM)
target_compile_options(kobo_deps INTERFACE target_compile_options(kobo_deps INTERFACE
-Wall -Werror -Wwrite-strings -fno-builtin -Wall -Werror -Wwrite-strings -fno-builtin
@ -168,6 +205,32 @@ target_include_directories(kobodl PRIVATE ${CMAKE_SOURCE_DIR}/data/sfx)
target_link_libraries(kobodl PRIVATE graphics sound eel kobo_deps) target_link_libraries(kobodl PRIVATE graphics sound eel kobo_deps)
set_target_properties(kobodl PROPERTIES OUTPUT_NAME ${KOBO_EXEFILE}) set_target_properties(kobodl PROPERTIES OUTPUT_NAME ${KOBO_EXEFILE})
if(EMSCRIPTEN)
# ASYNCIFY lets the existing blocking main loop (gengine->run(), SDL_Delay)
# yield to the browser without rewriting it around emscripten_set_main_loop.
# pthread (atomics+bulk-memory) is applied via kobo_deps for every TU.
# The data directory is baked into the .data sidecar via --preload-file.
target_link_options(kobodl PRIVATE
-sASYNCIFY=1
-sALLOW_MEMORY_GROWTH=1
-sINITIAL_MEMORY=128MB
-sMAXIMUM_MEMORY=1gb
-sPTHREAD_POOL_SIZE=4
-sEXIT_RUNTIME=1
-sFORCE_FILESYSTEM=1
-sEXPORTED_RUNTIME_METHODS=FS,callMain
-lidbfs.js
--preload-file ${CMAKE_SOURCE_DIR}/data@/data
)
# Generate index.html alongside kobodl.html so it can be served as the
# default document. The shell file mounts /home as IDBFS for persistence.
if(EXISTS ${CMAKE_SOURCE_DIR}/web/shell.html)
target_link_options(kobodl PRIVATE
--shell-file ${CMAKE_SOURCE_DIR}/web/shell.html)
endif()
set_target_properties(kobodl PROPERTIES SUFFIX "")
endif()
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Install rules # Install rules
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
@ -189,6 +252,14 @@ elseif(KOBO_BUNDLE_STYLE STREQUAL "simple")
install(TARGETS kobodl RUNTIME DESTINATION KoboDeluxe) install(TARGETS kobodl RUNTIME DESTINATION KoboDeluxe)
install(DIRECTORY data/gfx data/sfx DESTINATION KoboDeluxe) install(DIRECTORY data/gfx data/sfx DESTINATION KoboDeluxe)
install(FILES COPYING COPYING.LIB README ChangeLog TODO DESTINATION KoboDeluxe) install(FILES COPYING COPYING.LIB README ChangeLog TODO DESTINATION KoboDeluxe)
elseif(KOBO_BUNDLE_STYLE STREQUAL "web")
# Emscripten emits kobodl.html / .js / .wasm / .data install all four.
install(TARGETS kobodl RUNTIME DESTINATION web)
install(FILES
${CMAKE_CURRENT_BINARY_DIR}/kobodl.js
${CMAKE_CURRENT_BINARY_DIR}/kobodl.wasm
${CMAKE_CURRENT_BINARY_DIR}/kobodl.data
DESTINATION web OPTIONAL)
else() else()
include(GNUInstallDirs) include(GNUInstallDirs)
install(TARGETS kobodl RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR}) install(TARGETS kobodl RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR})

48
build-web.sh Executable file
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@ -0,0 +1,48 @@
#!/bin/sh
# Build Kobo Deluxe as a WebAssembly app via Emscripten.
#
# Prereq: install and activate emsdk so emcmake / emcc are on PATH.
# git clone https://github.com/emscripten-core/emsdk ~/emsdk
# ~/emsdk/emsdk install latest && ~/emsdk/emsdk activate latest
# . ~/emsdk/emsdk_env.sh
#
# Output: build-web/kobodl.{html,js,wasm,data}
# Serve from build-web/ with any static server that sets the COOP/COEP headers
# required for SharedArrayBuffer (pthreads). Example:
# ./build-web.sh && ./build-web.sh serve
set -e
HERE="$(cd "$(dirname "$0")" && pwd)"
BUILD="$HERE/build-web"
case "${1:-build}" in
serve)
cd "$BUILD"
exec python3 -c "
import http.server, socketserver
class H(http.server.SimpleHTTPRequestHandler):
def end_headers(self):
self.send_header('Cross-Origin-Opener-Policy', 'same-origin')
self.send_header('Cross-Origin-Embedder-Policy', 'require-corp')
super().end_headers()
socketserver.TCPServer(('', 8000), H).serve_forever()
"
;;
clean)
rm -rf "$BUILD"
;;
build|*)
command -v emcmake >/dev/null 2>&1 || {
echo "emcmake not found. Source emsdk_env.sh first." >&2
exit 1
}
mkdir -p "$BUILD"
cd "$BUILD"
emcmake cmake -DCMAKE_BUILD_TYPE=Release "$HERE"
cmake --build . -j
echo
echo "Built: $BUILD/kobodl.html"
echo "Serve: ./build-web.sh serve (then open http://localhost:8000/kobodl.html)"
;;
esac

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@ -72,7 +72,7 @@ extern const enemy_kind bombdeto;
extern const enemy_kind cannon; extern const enemy_kind cannon;
extern const enemy_kind pipe1; extern const enemy_kind pipe1;
extern const enemy_kind core; extern const enemy_kind core;
extern const enemy_kind pipe2; extern const enemy_kind pipe2k;
extern const enemy_kind rock; extern const enemy_kind rock;
extern const enemy_kind ring; extern const enemy_kind ring;
extern const enemy_kind enemy_m1; extern const enemy_kind enemy_m1;
@ -434,7 +434,7 @@ inline int _enemy::realize()
inline int _enemy::is_pipe() inline int _enemy::is_pipe()
{ {
return ((_state != notuse) && ((ek == &pipe1) || (ek == &pipe2))); return ((_state != notuse) && ((ek == &pipe1) || (ek == &pipe2k)));
} }

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@ -755,10 +755,10 @@ void _enemy::move_core()
void _enemy::kill_core() void _enemy::kill_core()
{ {
enemies.make(&pipe2, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 3); enemies.make(&pipe2k, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 3);
enemies.make(&pipe2, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 7); enemies.make(&pipe2k, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 7);
enemies.make(&pipe2, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 1); enemies.make(&pipe2k, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 1);
enemies.make(&pipe2, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 5); enemies.make(&pipe2k, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 5);
enemies.make(&explosion4, CS2PIXEL(x), CS2PIXEL(y)); enemies.make(&explosion4, CS2PIXEL(x), CS2PIXEL(y));
sound.g_base_core_explo(x, y); sound.g_base_core_explo(x, y);
release(); release();
@ -978,19 +978,19 @@ void _enemy::move_pipe2()
} }
p ^= a; p ^= a;
if(p & U_MASK) if(p & U_MASK)
enemies.make(&pipe2, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 1); enemies.make(&pipe2k, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 1);
if(p & R_MASK) if(p & R_MASK)
enemies.make(&pipe2, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 3); enemies.make(&pipe2k, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 3);
if(p & D_MASK) if(p & D_MASK)
enemies.make(&pipe2, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 5); enemies.make(&pipe2k, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 5);
if(p & L_MASK) if(p & L_MASK)
enemies.make(&pipe2, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 7); enemies.make(&pipe2k, CS2PIXEL(x), CS2PIXEL(y), 0, 0, 7);
manage.add_score(10); manage.add_score(10);
release(); release();
} }
const enemy_kind pipe2 = { const enemy_kind pipe2k = {
0, 0,
&_enemy::make_pipe2, &_enemy::make_pipe2,
&_enemy::move_pipe2, &_enemy::move_pipe2,

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@ -9,6 +9,7 @@ add_library(graphics STATIC
toolkit.cpp toolkit.cpp
vidmodes.c vidmodes.c
region.c region.c
img_compat.c
) )
target_include_directories(graphics target_include_directories(graphics

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@ -23,7 +23,7 @@
#include <math.h> #include <math.h>
#include "logger.h" #include "logger.h"
#include "sdl_compat.h" #include "sdl_compat.h"
#include <SDL3_image/SDL_image.h> #include "img_compat.h"
#include "sprite.h" #include "sprite.h"
#include "filters.h" #include "filters.h"

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@ -28,7 +28,7 @@
#include "gfxengine.h" #include "gfxengine.h"
#include "filters.h" #include "filters.h"
#include <SDL3_image/SDL_image.h> #include "img_compat.h"
#include "sdl_compat.h" #include "sdl_compat.h"
#include "sofont.h" #include "sofont.h"
#include "window.h" #include "window.h"

92
graphics/img_compat.c Normal file
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@ -0,0 +1,92 @@
/*
* img_compat.c libpng-backed IMG_Load for the Emscripten build.
*
* Returns an RGBA8 SDL_Surface. Handles palette, grayscale, tRNS, and 16-bit
* inputs by normalizing to 8-bit RGBA in the read pipeline.
*/
#ifdef __EMSCRIPTEN__
#include "img_compat.h"
#include <png.h>
#include <stdio.h>
#include <stdlib.h>
SDL_Surface *IMG_Load(const char *file)
{
FILE *fp = fopen(file, "rb");
if(!fp)
return NULL;
unsigned char hdr[8];
if(fread(hdr, 1, 8, fp) != 8 || png_sig_cmp(hdr, 0, 8))
{
fclose(fp);
return NULL;
}
png_structp png = png_create_read_struct(PNG_LIBPNG_VER_STRING,
NULL, NULL, NULL);
if(!png) { fclose(fp); return NULL; }
png_infop info = png_create_info_struct(png);
if(!info)
{
png_destroy_read_struct(&png, NULL, NULL);
fclose(fp);
return NULL;
}
SDL_Surface *surf = NULL;
png_bytep *rows = NULL;
if(setjmp(png_jmpbuf(png)))
{
if(rows) free(rows);
if(surf) SDL_DestroySurface(surf);
png_destroy_read_struct(&png, &info, NULL);
fclose(fp);
return NULL;
}
png_init_io(png, fp);
png_set_sig_bytes(png, 8);
png_read_info(png, info);
png_uint_32 w, h;
int depth, ctype;
png_get_IHDR(png, info, &w, &h, &depth, &ctype, NULL, NULL, NULL);
if(depth == 16) png_set_strip_16(png);
if(ctype == PNG_COLOR_TYPE_PALETTE) png_set_palette_to_rgb(png);
if(ctype == PNG_COLOR_TYPE_GRAY && depth < 8)
png_set_expand_gray_1_2_4_to_8(png);
if(png_get_valid(png, info, PNG_INFO_tRNS))
png_set_tRNS_to_alpha(png);
if(ctype == PNG_COLOR_TYPE_GRAY || ctype == PNG_COLOR_TYPE_GRAY_ALPHA)
png_set_gray_to_rgb(png);
if(ctype == PNG_COLOR_TYPE_RGB || ctype == PNG_COLOR_TYPE_GRAY
|| ctype == PNG_COLOR_TYPE_PALETTE)
png_set_filler(png, 0xFF, PNG_FILLER_AFTER);
png_read_update_info(png, info);
surf = SDL_CreateSurface((int)w, (int)h, SDL_PIXELFORMAT_RGBA32);
if(!surf)
png_error(png, "SDL_CreateSurface failed");
rows = (png_bytep *)malloc(sizeof(png_bytep) * h);
if(!rows)
png_error(png, "row table alloc failed");
for(png_uint_32 y = 0; y < h; ++y)
rows[y] = (png_bytep)((unsigned char *)surf->pixels + y * surf->pitch);
png_read_image(png, rows);
png_read_end(png, NULL);
free(rows);
png_destroy_read_struct(&png, &info, NULL);
fclose(fp);
return surf;
}
#endif /* __EMSCRIPTEN__ */

32
graphics/img_compat.h Normal file
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@ -0,0 +1,32 @@
/*
* img_compat.h SDL3_image shim.
*
* On native builds, this is just a passthrough to <SDL3_image/SDL_image.h>.
* On Emscripten there is no SDL3_image port yet (only sdl3 and sdl3_ttf), so
* we provide an IMG_Load implementation backed by the libpng port. Only PNG
* decoding is needed Kobo Deluxe's assets are all .png.
*/
#ifndef KOBO_IMG_COMPAT_H
#define KOBO_IMG_COMPAT_H
#ifdef __EMSCRIPTEN__
#include <SDL3/SDL.h>
#ifdef __cplusplus
extern "C" {
#endif
SDL_Surface *IMG_Load(const char *file);
#ifdef __cplusplus
}
#endif
#else /* native */
#include <SDL3_image/SDL_image.h>
#endif
#endif /* KOBO_IMG_COMPAT_H */

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@ -30,7 +30,7 @@ TODO: tables as needed when loading banks.
#include <string.h> #include <string.h>
#include "logger.h" #include "logger.h"
#include "sdl_compat.h" #include "sdl_compat.h"
#include <SDL3_image/SDL_image.h> #include "img_compat.h"
#include "sprite.h" #include "sprite.h"
#include "filters.h" #include "filters.h"

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@ -23,6 +23,7 @@
#include <string.h> #include <string.h>
#include <stdlib.h> #include <stdlib.h>
#include <stdio.h>
#include "window.h" #include "window.h"
#include "toolkit.h" #include "toolkit.h"

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@ -1286,7 +1286,11 @@ void main_menu_t::build()
button("Return to Intro", 0); button("Return to Intro", 0);
else else
button("Abort Current Game", 101); button("Abort Current Game", 101);
#ifndef __EMSCRIPTEN__
// In the browser, exit() leaves the page on a dead canvas. Drop the
// option entirely; reloading the tab is the user's exit.
button("Quit Kobo Deluxe", MENU_TAG_CANCEL); button("Quit Kobo Deluxe", MENU_TAG_CANCEL);
#endif
} }
void main_menu_t::rebuild() void main_menu_t::rebuild()

62
web/shell.html Normal file
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@ -0,0 +1,62 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Kobo Deluxe</title>
<style>
html, body { margin: 0; height: 100%; background: #000; color: #ccc;
font-family: monospace; }
#wrap { display: flex; flex-direction: column; align-items: center;
justify-content: center; height: 100%; }
canvas { background: #000; image-rendering: pixelated; outline: none;
max-width: 100%; max-height: 100vh; }
#status { padding: 8px; font-size: 13px; }
</style>
</head>
<body>
<div id="wrap">
<canvas id="canvas" tabindex="-1" oncontextmenu="event.preventDefault()"></canvas>
<div id="status">Loading…</div>
</div>
<script>
var statusEl = document.getElementById('status');
var Module = {
canvas: (function () {
var c = document.getElementById('canvas');
c.addEventListener('webglcontextlost', function (e) {
alert('WebGL context lost. Reload to continue.'); e.preventDefault();
}, false);
return c;
})(),
print: function (t) { console.log(t); },
printErr: function (t) { console.warn(t); },
setStatus: function (t) { statusEl.textContent = t; },
preRun: [function () {
// Persist config + high scores across reloads via IndexedDB.
// syncfs(true) is async and replaces /home with whatever's in IDBFS,
// so we (1) gate startup on it via addRunDependency, and (2) re-mkdir
// /home/scores *after* the load (the game's addPlayer doesn't auto-
// create the score dir; see the TODO in score.cpp:504).
try { FS.mkdir('/home'); } catch (e) {}
FS.mount(IDBFS, {}, '/home');
Module.addRunDependency('idbfs');
FS.syncfs(true, function (err) {
if (err) console.warn('IDBFS load failed:', err);
try { FS.mkdir('/home/scores'); } catch (e) {}
Module.removeRunDependency('idbfs');
});
}],
postRun: [function () {
// Push the in-memory /home back to IndexedDB on tab close. visibility-
// change covers mobile, where beforeunload is unreliable.
var flush = function () { FS.syncfs(false, function () {}); };
window.addEventListener('beforeunload', flush);
document.addEventListener('visibilitychange', function () {
if (document.visibilityState === 'hidden') flush();
});
}],
};
</script>
{{{ SCRIPT }}}
</body>
</html>