Add SDL2+OpenGL ES 2 renderer backend for Emscripten/WebGL
Implements Phase 1 of renderer abstraction plan: - SDL2Types.h: SFML-compatible type stubs in sf:: namespace - SDL2Renderer.h/cpp: OpenGL ES 2 rendering implementation - EmscriptenStubs.cpp: Stubs for missing POSIX functions (wait3, wait4, wcsftime) Build system changes: - Add MCRF_SDL2 compile-time backend selection - Add Emscripten SDL2 link options (-sUSE_SDL=2, -sFULL_ES2=1) - Fix LONG_BIT mismatch for Emscripten in pyport.h Code changes for SDL2/headless compatibility: - Guard ImGui includes with !MCRF_HEADLESS && !MCRF_SDL2 - Defer GL shader initialization until after context creation Current status: Python runs in browser, rendering WIP (canvas sizing issues) Build commands: emcmake cmake -DMCRF_SDL2=ON -B build-emscripten emmake make -C build-emscripten Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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13 changed files with 2665 additions and 34 deletions
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@ -7,7 +7,8 @@
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#include "Animation.h"
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#include "Timer.h"
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#include "BenchmarkLogger.h"
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#ifndef MCRF_HEADLESS
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// ImGui is only available for SFML builds (not headless, not SDL2)
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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#include "imgui.h"
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#include "imgui-SFML.h"
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#endif
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@ -86,8 +87,8 @@ GameEngine::GameEngine(const McRogueFaceConfig& cfg)
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window->setFramerateLimit(60);
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render_target = window.get();
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#ifndef MCRF_HEADLESS
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// Initialize ImGui for the window
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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// Initialize ImGui for the window (SFML builds only)
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if (ImGui::SFML::Init(*window)) {
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imguiInitialized = true;
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// Register settings handler before .ini is loaded (happens on first frame)
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@ -199,7 +200,7 @@ void GameEngine::cleanup()
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}
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// Shutdown ImGui AFTER window is closed to avoid X11 BadCursor errors
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#ifndef MCRF_HEADLESS
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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if (imguiInitialized) {
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ImGui::SFML::Shutdown();
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imguiInitialized = false;
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@ -361,8 +362,8 @@ void GameEngine::doFrame()
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if (!headless) {
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sUserInput();
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#ifndef MCRF_HEADLESS
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// Update ImGui
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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// Update ImGui (SFML builds only)
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if (imguiInitialized) {
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ImGui::SFML::Update(*window, clock.getElapsedTime());
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}
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@ -405,8 +406,8 @@ void GameEngine::doFrame()
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profilerOverlay->render(*render_target);
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}
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#ifndef MCRF_HEADLESS
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// Render ImGui overlays (console and scene explorer)
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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// Render ImGui overlays (console and scene explorer) - SFML builds only
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if (imguiInitialized && !headless) {
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console.render();
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sceneExplorer.render(*this);
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@ -593,8 +594,8 @@ void GameEngine::sUserInput()
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sf::Event event;
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while (window && window->pollEvent(event))
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{
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#ifndef MCRF_HEADLESS
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// Process event through ImGui first
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#if !defined(MCRF_HEADLESS) && !defined(MCRF_SDL2)
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// Process event through ImGui first (SFML builds only)
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if (imguiInitialized) {
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ImGui::SFML::ProcessEvent(*window, event);
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}
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