Noah Petherbridge
af67b20d9b
* Initial WebAssembly build target for Doodle in the wasm/ folder. * Add a new render.Engine implementation, lib/render/canvas that uses the HTML 5 Canvas API instead of SDL2 for the WebAssembly target. * Ported the basic DrawLine(), DrawBox() etc. functions from SDL2 to Canvas context2d API. * Fonts are handled with CSS embedded fonts named after the font filename and defined in wasm/index.html * `make wasm` builds the WASM program, and `make wasm-serve` runs a dev Go server that hosts the WASM file for development. The server also watches the dev tree for *.go files and rebuilds the WASM binary automatically on change. * This build "basically" runs the game. UI and fonts all work and mouse movements and clicks are detected. No wallpaper support yet or texture caching (which will crash the game as soon as you click and draw a pixel in your map!)
129 lines
2.4 KiB
Go
129 lines
2.4 KiB
Go
// +build disabled
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package main
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import (
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"fmt"
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"io/ioutil"
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"log"
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"net/http"
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"os/exec"
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"path/filepath"
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"github.com/fsnotify/fsnotify"
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)
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func main() {
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const wasm = "/doodle.wasm"
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// Watch the dev directory for changes.
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go watchChanges()
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http.Handle("/", http.FileServer(http.Dir(".")))
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http.Handle("/fonts", http.FileServer(http.Dir("../fonts/")))
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http.HandleFunc(wasm, func(w http.ResponseWriter, r *http.Request) {
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w.Header().Set("Content-Type", "application/wasm")
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http.ServeFile(w, r, "."+wasm)
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})
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fmt.Println("Listening at http://localhost:8080/")
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log.Fatal(http.ListenAndServe(":8080", nil))
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}
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// onChange handler to rebuild the wasm file automatically.
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func onChange() {
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out, err := exec.Command("make").Output()
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if err != nil {
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log.Printf("error: %s", err)
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}
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log.Printf("%s", out)
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log.Printf("Doodle WASM file rebuilt")
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}
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// Watch the Doodle source tree for changes to Go files and rebuild
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// the wasm binary automatically.
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func watchChanges() {
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watcher, err := fsnotify.NewWatcher()
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if err != nil {
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log.Printf("error: %s", err)
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return
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}
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defer watcher.Close()
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done := make(chan bool)
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go func() {
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log.Println("Starting watch files loop")
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for {
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select {
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case event, ok := <-watcher.Events:
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if !ok {
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return
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}
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log.Printf("event: %s", event)
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if event.Op&fsnotify.Write == fsnotify.Write {
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log.Printf("modified file: %s", event.Name)
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onChange()
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}
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case err, ok := <-watcher.Errors:
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if !ok {
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return
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}
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log.Printf("error: %s", err)
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}
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}
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}()
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log.Println("Adding source directory to watcher")
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dirs := crawlDirectory("../")
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// Watch all these folders.
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for _, dir := range dirs {
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err = watcher.Add(dir)
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if err != nil {
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log.Printf("error: %s", err)
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}
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}
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<-done
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}
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// Crawl the filesystem and return paths with Go files.
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func crawlDirectory(root string) []string {
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var (
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ext = ".go"
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result []string
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has bool
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)
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files, err := ioutil.ReadDir(root)
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if err != nil {
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log.Fatalln(err)
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}
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for _, file := range files {
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if file.Name() == ".git" {
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continue
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}
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// Recursively scan subdirectories.
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if file.IsDir() {
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result = append(result,
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crawlDirectory(filepath.Join(root, file.Name()))...,
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)
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continue
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}
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// This root has a file we want?
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if filepath.Ext(file.Name()) == ext {
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has = true
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}
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}
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if has {
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result = append(result, root)
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}
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return result
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}
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