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- removed confusing CMake/Makefile build because it is easier to use the port
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145 changes: 53 additions & 92 deletions README.md
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Introduction
------------

This project is an emscripten port of GLFW written in C++ for the web/wasm platform. The currently supported
This project is an Emscripten port of GLFW written in C++ for the web/wasm platform. The currently supported
GLFW API is 3.4.

[![emscripten - 3.1.65](https://img.shields.io/badge/emscripten-3.1.65-blue)](https://emscripten.org)
Expand All @@ -14,7 +14,8 @@ GLFW API is 3.4.
Goal
----

The main goal of this project is to implement as much as the GLFW API possible (in a browser context).
The main goal of this project is to implement as much of the GLFW API that is possible to implement
in the context of a web browser.

Since this project is targeting the web/webassembly platform, which runs in more recent web browsers, it is also trying
to focus on using the most recent features and not use deprecated features (for example, uses `keyboardEvent.key`
Expand Down Expand Up @@ -138,26 +139,43 @@ Integration
Since ImGui [v1.91.0](https://github.com/ocornut/imgui/releases/tag/v1.91.0),
ImGui can be configured to use this port, allowing full gamepad and clipboard support amongst many other advantages.

Usage
-----
Quick start (Emscripten port)
-----------------------------

Check the [Usage](docs/Usage.md) documentation for details on how to use this implementation. Note that care has been
taken to be backward compatible with the pure JavaScript implementation built-in in emscripten.
Since Emscripten 3.1.55, using this library is really easy via the Emscripten `use-port` option:
`--use-port=contrib.glfw3` (no need to clone this repo at all!).
This is the recommended method to use this project.

Building
--------

### Using emscripten port

Since emscripten 3.1.55, using this port is really easy via the `--use-port=contrib.glfw3` option
(no need to clone this repo at all!). This is the recommended method to use this project.
### Command line

Example:

```sh
emcc --use-port=contrib.glfw3 main.cpp -o build/index.html
```

### CMake

With CMake, you need to provide the option both for compile and link phases:

```cmake
target_compile_options(${target} PUBLIC "--use-port=contrib.glfw3")
target_link_options(${target} PUBLIC "--use-port=contrib.glfw3")
```

### Makefile

This is an example from ImGui (`examples/example_emscripten_wgpu`)

```Makefile
EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
#LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
LDFLAGS += -s USE_WEBGPU=1
```

Port Options
------------

The port can be configured with the following options:

| Option | Description |
Expand All @@ -172,8 +190,8 @@ Example using `disableWarning` and `disableMultiWindow`:
emcc --use-port=contrib.glfw3:disableWarning=true:disableMultiWindow=true main.cpp -o build
```

> #### Note about availability in emscripten
> | emscripten | this port |
> #### Note about availability in Emscripten
> | Emscripten | this port |
> |------------|----------------|
> | 3.1.65 | 3.4.0.20240817 |
> | 3.1.63 | 3.4.0.20240627 |
Expand All @@ -182,7 +200,7 @@ emcc --use-port=contrib.glfw3:disableWarning=true:disableMultiWindow=true main.c
> | 3.1.56 | 1.1.0 |
> | 3.1.55 | 1.0.5 |
>
> Due to the release cadence of emscripten, if you want to be in charge of which version you use, you can simply
> Due to the release cadence of Emscripten, if you want to be in charge of which version you use, you can simply
> use the port that is checked-in under `port`: `--use-port=port/emscripten-glfw3.py`

Expand All @@ -196,73 +214,16 @@ emcc --use-port=contrib.glfw3:disableWarning=true:disableMultiWindow=true main.c
> embuilder clear contrib.glfw3:disableWarning=true:disableMultiWindow=true
> ```
### CMake
> [!IMPORTANT]
> This section is only intended if you want to include this library source code inside your project.
> It is highly recommended to use the port version instead as it is far easier to use:
> ```cmake
> target_compile_options(${target} PUBLIC "--use-port=contrib.glfw3")
> target_link_options(${target} PUBLIC "--use-port=contrib.glfw3")
> ```
If you use CMake, you should be able to simply add this project as a subdirectory. Check
[CMakeLists.txt](test/demo/CMakeLists.txt) for an example of the build options used.
With CMake, you can set the (CMake) option `EMSCRIPTEN_GLFW3_DISABLE_JOYSTICK` if your application does not care about
supporting joystick as it can be an extra burden on size and runtime polling.
You can also set the (CMake) option `EMSCRIPTEN_GLFW3_DISABLE_MULTI_WINDOW_SUPPORT` if your application does not need
multi window support, and you want a smaller code and faster execution.
When compiling in `Release` mode, the compilation flag `EMSCRIPTEN_GLFW3_DISABLE_WARNING` is automatically set.
### Makefile
> [!IMPORTANT]
> This section is only intended if you want to include this library source code inside your project.
> It is highly recommended to use the port version instead as it is far easier to use.
> For example, the following `Makefile` is shown as an illustration of what a `Makefile` to compile
> this project would look like.
> The actual changes required for ImGui using the port are actually much simpler:
> ```Makefile
> EMS += -s DISABLE_EXCEPTION_CATCHING=1 --use-port=contrib.glfw3
> #LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
> LDFLAGS += -s USE_WEBGPU=1
> ```
For testing purposes, I am successfully building ImGui (`examples/example_emscripten_wgpu`) against this
implementation with the following section in the `Makefile`:
```Makefile
# local glf3 port
EMS_GLFW3_DIR = /Volumes/Development/github/org.pongasoft/emscripten-glfw
SOURCES += $(EMS_GLFW3_DIR)/src/cpp/glfw3.cpp
SOURCES += $(EMS_GLFW3_DIR)/src/cpp/emscripten/glfw3/Clipboard.cpp \
$(EMS_GLFW3_DIR)/src/cpp/emscripten/glfw3/Context.cpp \
$(EMS_GLFW3_DIR)/src/cpp/emscripten/glfw3/ErrorHandler.cpp \
$(EMS_GLFW3_DIR)/src/cpp/emscripten/glfw3/Keyboard.cpp \
$(EMS_GLFW3_DIR)/src/cpp/emscripten/glfw3/Joystick.cpp \
$(EMS_GLFW3_DIR)/src/cpp/emscripten/glfw3/Window.cpp
CPPFLAGS += -I$(EMS_GLFW3_DIR)/include -I$(EMS_GLFW3_DIR)/external -DEMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
# ("EMS" options gets added to both CPPFLAGS and LDFLAGS, whereas some options are for linker only)
#EMS += -s DISABLE_EXCEPTION_CATCHING=1
#LDFLAGS += -s USE_GLFW=3 -s USE_WEBGPU=1
LDFLAGS += -s USE_WEBGPU=1 --js-library $(EMS_GLFW3_DIR)/src/js/lib_emscripten_glfw3.js
#LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
%.o:$(EMS_GLFW3_DIR)/src/cpp/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
Documentation
-------------
%.o:$(EMS_GLFW3_DIR)/src/cpp/emscripten/glfw3/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
```
Check the [documentation](docs/Usage.md) for details on how to use this implementation, including clipboard, joystick,
resizable canvas, Hi DPI, etc...
Note that care has been taken to be backward compatible with the pure JavaScript Emscripten built-in implementation.
Release Notes
-------------
#### 3.4.0.20240817 - 2024-08-17 | emscripten 3.1.65
#### 3.4.0.20240817 - 2024-08-17 | Emscripten 3.1.65
- Added a way to [tweak the timeouts](docs/Usage.md#keyboard-support) for the Super + Key workaround (Super is also known as Meta or Cmd)
- Added a way to set which keys are allowed to be [handled by the browser](docs/Usage.md#keyboard-support)
Expand All @@ -280,20 +241,20 @@ Release Notes
> Check the [Clipboard support](docs/Usage.md#clipboard-support) section for details on how to deal with the
> clipboard in your application.
#### 3.4.0.20240804 - 2024-08-04 | emscripten 3.1.65
#### 3.4.0.20240804 - 2024-08-04 | Emscripten 3.1.65
- Fixed `nullptr` issue when clipboard is empty
- Fixed the internal clipboard being wiped on asynchronous callback error
#### 3.4.0.20240731 - 2024-07-31 | emscripten 3.1.65
#### 3.4.0.20240731 - 2024-07-31 | Emscripten 3.1.65
- Added `emscripten_glfw_get_clipboard_string` the C version of `emscripten::glfw3::GetClipboardString` to
retrieve the clipboard asynchronously
- Added a helper class `emscripten::glfw3::FutureClipboardString` to greatly simplify the more frequent use-cases
- `GetClipboardString::value()` now returns the internal clipboard in case of error, instead of throwing exception
- Added `optimizationLevel` option to the emscripten port
#### 3.4.0.20240727 - 2024-07-27 | emscripten 3.1.65
#### 3.4.0.20240727 - 2024-07-27 | Emscripten 3.1.65
- Introduced C++ API (namespace `emscripten::glfw3`) included with `GLFW3/emscripten_glfw3.h`:
- provides a more correct API with sensible defaults (ex: `std::string_view` / `std::optional<std::string_view>`
Expand All @@ -312,11 +273,11 @@ Release Notes
- Fixed an issue with opacity: when using opacity, the handle is not working unless its z-index is higher than the
canvas z-index
#### 3.4.0.20240627 - 2024-06-27 | emscripten 3.1.63
#### 3.4.0.20240627 - 2024-06-27 | Emscripten 3.1.63
- Fixed internal implementation to use `EM_BOOL` (PR [#5](https://github.com/pongasoft/emscripten-glfw/pull/5))
#### 3.4.0.20240625 - 2024-06-25 | emscripten 3.1.63
#### 3.4.0.20240625 - 2024-06-25 | Emscripten 3.1.63
- Implemented workaround for [#4](https://github.com/pongasoft/emscripten-glfw/issues/4): _Using Super + "Key" on macOS results in "Key" not being released_.
Due to the [broken state](https://stackoverflow.com/questions/11818637/why-does-javascript-drop-keyup-events-when-the-metakey-is-pressed-on-mac-browser) of
Expand All @@ -328,32 +289,32 @@ Release Notes
- if "Key" is still held when "Super" is released, "Key" is released when "Super" gets released,
but immediately gets a down event (Up/Down event, final state is consistent": "Key" in `Pressed` state)
#### 3.4.0.20240617 - 2024-06-17 | emscripten 3.1.63
#### 3.4.0.20240617 - 2024-06-17 | Emscripten 3.1.63
- Fixed [#3](https://github.com/pongasoft/emscripten-glfw/issues/3): _glfwGetKey must return one of `GLFW_PRESS` or `GLFW_RELEASE`_
#### 3.4.0.20240616 - 2024-06-16 | emscripten 3.1.63
#### 3.4.0.20240616 - 2024-06-16 | Emscripten 3.1.63
- Implemented `glfwGetClipboardString`. Note that due to the async (and restrictive) nature of the
`navigator.clipboard.readText` call, this synchronous API returns whatever was set via a previous call
to `glfwSetClipboardString` and ignores the external clipboard entirely.
#### 3.4.0.20240601 - 2024-06-01 | emscripten 3.1.63
#### 3.4.0.20240601 - 2024-06-01 | Emscripten 3.1.63
- Fixed [#2](https://github.com/pongasoft/emscripten-glfw/issues/2): Dynamically changing HiDPI awareness does not trigger content callback
#### 3.4.0.20240514 - 2024-05-14 | emscripten 3.1.60
#### 3.4.0.20240514 - 2024-05-14 | Emscripten 3.1.60
- Implemented `glfwSetClipboardString`
#### 3.4.0.20240501 - 2024-05-01 | emscripten 3.1.60
#### 3.4.0.20240501 - 2024-05-01 | Emscripten 3.1.60
- Fixed issue when calling `glfwGetWindowContentScale` with `nullptr`
- Renamed javascript api/impl since these names are not unique to avoid potential conflicts
- Added `glfw3native.h` to `GLFW`. Although not used (at this moment) by this implementation, this allows
calling code to include it if necessary since it is part of a normal GLFW installation.
#### 3.4.0.20240318 - 2024-03-18 | emscripten 3.1.57
#### 3.4.0.20240318 - 2024-03-18 | Emscripten 3.1.57
- Fixed joystick/gamepad code that was improperly mapping `GLFW_GAMEPAD_AXIS_LEFT_TRIGGER`
`GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER`, `GLFW_GAMEPAD_BUTTON_LEFT_THUMB` and `GLFW_GAMEPAD_BUTTON_RIGHT_THUMB`
Expand All @@ -362,7 +323,7 @@ Release Notes
- Please note the change in version numbering, which from now on will be tied to the GLFW version implemented + date
of release of this port to avoid confusion
#### 1.1.0 - 2024-02-29 | emscripten 3.1.56
#### 1.1.0 - 2024-02-29 | Emscripten 3.1.56
- Upgraded to GLFW 3.4
- GLFW 3.4 features implemented
Expand All @@ -385,7 +346,7 @@ Release Notes
needs to be explicitly turned off (`glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE)`) if this is the desired
behavior.
#### 1.0.5 - 2024/02/18 | emscripten 3.1.55
#### 1.0.5 - 2024/02/18 | Emscripten 3.1.55
- Fixed memory corruption with joystick
Expand Down
20 changes: 10 additions & 10 deletions docs/Usage.md
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## Introduction

This emscripten/webassembly port of GLFW tries to implement as much of the GLFW API that is possible to implement
This Emscripten/webassembly port of GLFW tries to implement as much of the GLFW API that is possible to implement
in the context of a web browser.
See the list of [all functions](#glfw-functions) with some notes for details.
This page documents the most important aspects of the library.
Expand All @@ -26,8 +26,8 @@ This library offers 2 ways depending on your needs:

#### 1. Using JavaScript/Module

Every emscripten application needs to define a `Module` variable in JavaScript (see [example](https://github.com/emscripten-core/emscripten/blob/900aee0a2df98b28579d72b17f6fa73e48087e69/src/shell.html#L37)).
By convention in emscripten, the `Module["canvas"]` field represents the canvas associated to the window.
Every Emscripten application needs to define a `Module` variable in JavaScript (see [example](https://github.com/emscripten-core/emscripten/blob/900aee0a2df98b28579d72b17f6fa73e48087e69/src/shell.html#L37)).
By convention in Emscripten, the `Module["canvas"]` field represents the canvas associated to the window.
To be backward compatible with this option, this library supports it, and it is the default. Obviously, this can only
work if there is only one window, which is why there is another method.

Expand Down Expand Up @@ -169,7 +169,7 @@ emscripten::glfw3::MakeCanvasResizable(window, "#canvas1-container", "canvas1-ha
GLFW has a concept of a fullscreen window.
This is quite tricky for this implementation due to the restrictions imposed by browsers to go fullscreen.
Historically, emscripten has offered a way to do it from JavaScript by the means of a
Historically, Emscripten has offered a way to do it from JavaScript by the means of a
function that gets added automatically to the `Module` called `requestFullscreen`.
This implementation adds another JavaScript function `Module.glfwRequestFullscreen(target, lockPointer, resizeCanvas)`
Expand All @@ -180,7 +180,7 @@ with
calling `glfwSetInputMode(GLFW_CURSOR, xxx)`)
* `resizeCanvas`: boolean to resize (or not) the canvas to the fullscreen size
To be backward compatible with the current emscripten/glfw/javascript implementation, you can also call
To be backward compatible with the current Emscripten/GLFW/JavaScript implementation, you can also call
`Module.requestFullscreen(lockPointer, resizeCanvas)` and the library does its best to determine which
canvas to target.
Expand Down Expand Up @@ -240,7 +240,7 @@ glfwSetWindowAttrib(window, GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE); // for disablin
## Keyboard support
This implementation supports the keyboard and uses the same mapping defined in emscripten for scancodes. You can check
This implementation supports the keyboard and uses the same mapping defined in Emscripten for scancodes. You can check
[KeyboardMapping.h](../src/cpp/emscripten/glfw3/KeyboardMapping.h) for the full mapping. This implementation uses `KeyboardEvent.key` to compute an accurate
codepoint (provided to the `GLFWcharfun` callback) and not the deprecated `KeyboardEvent.charcode` like other
implementations.
Expand Down Expand Up @@ -467,7 +467,7 @@ This implementation adds the following functions to the `Module`:
| Function | Notes |
|-------------------------------------------------------------------|-------------------------------------------------------------------------------------------------------------------------------------------------------|
| `requestFullscreen(lockPointer, resizeCanvas)` | Same function added by the other emscripten implementations (for backward compatibility purposes) |
| `requestFullscreen(lockPointer, resizeCanvas)` | Same function added by the other Emscripten implementations (for backward compatibility purposes) |
| `glfwRequestFullscreen(target, lockPointer, resizeCanvas)` | The version specific to this implementation with the additional `target` argument (can be a canvas selector, a `HTMLCanvasElement` or a `GLFWwindow`) |
| `glfwGetWindow(any)` | Returns the `GLFWwindow` pointer associated to the canvas (`any` can be a canvas selector or a `HTMLCanvasElement`) |
| `glfwGetCanvas(any)` | Returns the canvas associated to the window (`any` can be a canvas selector or a `GLFWwindow`) |
Expand All @@ -493,7 +493,7 @@ Module = {
## Implementation size
This implementation being in C++ and implementing far more features than the `library_glfw.js` emscripten
This implementation being in C++ and implementing far more features than the `library_glfw.js` Emscripten
implementation, it has an impact on size.
As of initial release, I ran the following experiment on both implementations using [`example_minimal`](../examples/example_minimal)
Expand Down Expand Up @@ -534,7 +534,7 @@ As of initial release, I ran the following experiment on both implementations us
| Release (minimal) | - | js: 56813, wasm: 63965, total: 120778 | 1.02x |
> [!NOTE]
> The good news is that emscripten is improving and this implementation is benefitting from it.
> The good news is that Emscripten is improving and this implementation is benefitting from it.
## GLFW functions
Expand Down Expand Up @@ -658,7 +658,7 @@ This table contains the list of all the GLFW functions API and whether they are
</tr>
<tr>
<td>glfwGetJoystickName</td>
<td><img alt="Yes" src="https://img.shields.io/badge/Yes-00aa00"> Corresponds to <code>Gamepad.id</code> in JavaScript (limited to 64 characters due to emscripten limitation)</td>
<td><img alt="Yes" src="https://img.shields.io/badge/Yes-00aa00"> Corresponds to <code>Gamepad.id</code> in JavaScript (limited to 64 characters due to Emscripten limitation)</td>
<td><img alt="Yes" src="https://img.shields.io/badge/Yes-00aa00"></td>
</tr>
<tr>
Expand Down

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