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@itsthisjustin itsthisjustin commented Oct 7, 2025

Pull Request: Emscripten 2.0.34+ Support & Mobile Keyboard

Summary

This PR adds support for Emscripten 2.0.34+ (required for ARM64 Macs) and implements mobile keyboard support for LÖVE.js games.

Changes Made

1. Emscripten 2.0.34+ Compatibility

Files Modified:

  • src/game.js - Updated Module.getMemory()Module._malloc()
  • src/compat/love.js - Added safety checks for IDBFS operations
  • src/release/love.js - Added safety checks for IDBFS operations
  • build_lovejs.sh - Added -DCMAKE_POLICY_VERSION_MINIMUM=3.5 flag
  • README.md - Updated build instructions

Technical Details:

  • Fixed deprecated Module.getMemory() API (line 230 in game.js template)
  • Added null checks for stream.node.contents to prevent undefined errors
  • Disabled IDBFS by default (most web games don't need persistent storage)
  • Updated CMake policy version for compatibility with Emscripten 2.0.34

2. Mobile Keyboard Support

Files Modified:

  • src/compat/index.html
  • src/release/index.html
  • megasource/love/src/modules/keyboard/sdl/Keyboard.cpp (external repo)

JavaScript Implementation:

// Mobile keyboard support with synchronous focus handling
var mobileTextInput = null;
var textInputActive = false;
var touchListener = null;
var isMobileDevice = /iPhone|iPad|iPod|Android|webOS|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);

function createMobileTextInput() {
  if (!mobileTextInput) {
    mobileTextInput = document.createElement('input');
    mobileTextInput.type = 'text';
    mobileTextInput.id = 'mobile-text-input';
    // Invisible input positioned off-screen
    mobileTextInput.style.position = 'fixed';
    mobileTextInput.style.left = '0';
    mobileTextInput.style.top = '0';
    mobileTextInput.style.opacity = '0';
    mobileTextInput.style.width = '1px';
    mobileTextInput.style.height = '1px';
    mobileTextInput.style.fontSize = '16px'; // Prevent iOS zoom
    mobileTextInput.style.pointerEvents = 'none';
    document.body.appendChild(mobileTextInput);

    // Forward input events to canvas
    mobileTextInput.addEventListener('input', function(e) {
      var event = new KeyboardEvent('keypress', {
        key: e.data || '',
        code: e.data || '',
        charCode: e.data ? e.data.charCodeAt(0) : 0,
        keyCode: e.data ? e.data.charCodeAt(0) : 0,
        which: e.data ? e.data.charCodeAt(0) : 0,
        bubbles: true
      });
      document.getElementById('canvas').dispatchEvent(event);
    });
  }
}

// Called by WASM when text input is requested
window.SDL_StartTextInput = function() {
  createMobileTextInput();
  textInputActive = true;

  // Add touch listener (only when text input is active)
  // This enables keyboard on next touch (satisfies synchronous requirement)
  if (isMobileDevice && !touchListener) {
    var canvas = document.getElementById('canvas');
    if (canvas) {
      touchListener = function(e) {
        if (textInputActive && mobileTextInput) {
          mobileTextInput.style.pointerEvents = 'auto';
          mobileTextInput.focus(); // SYNCHRONOUS - happens during touch event!
        }
      };
      canvas.addEventListener('touchstart', touchListener, { passive: true });
    }
  }
};

// Called by WASM when text input is no longer needed
window.SDL_StopTextInput = function() {
  textInputActive = false;
  if (mobileTextInput) {
    mobileTextInput.style.pointerEvents = 'none';
    mobileTextInput.blur();
    mobileTextInput.value = '';
  }

  // Remove touch listener when not needed
  if (isMobileDevice && touchListener) {
    var canvas = document.getElementById('canvas');
    if (canvas) {
      canvas.removeEventListener('touchstart', touchListener);
      touchListener = null;
    }
  }
};

C++ Hooks (in megasource/love repo):

void Keyboard::setTextInput(bool enable)
{
    if (enable)
    {
        SDL_StartTextInput();
#ifdef __EMSCRIPTEN__
        EM_ASM({
            if (typeof window.SDL_StartTextInput === 'function') {
                window.SDL_StartTextInput();
            }
        });
#endif
    }
    else
    {
        SDL_StopTextInput();
#ifdef __EMSCRIPTEN__
        EM_ASM({
            if (typeof window.SDL_StopTextInput === 'function') {
                window.SDL_StopTextInput();
            }
        });
#endif
    }
}

How It Works:

  1. Game calls love.keyboard.setTextInput(true) when player taps input field
  2. C++ hook calls window.SDL_StartTextInput()
  3. JavaScript creates invisible input and adds touch listener
  4. Player taps input field (or anywhere on canvas)
  5. Touch listener focuses input synchronously during touch event
  6. Browser allows keyboard to appear (security requirement satisfied)
  7. User types, input events forwarded to canvas as KeyboardEvents
  8. When done, love.keyboard.setTextInput(false) removes listener

3. Binary Updates

Files Updated:

  • src/compat/love.js (295KB) - Rebuilt with Emscripten 2.0.34
  • src/compat/love.wasm (4.7MB) - Rebuilt with Emscripten 2.0.34
  • src/release/love.js (347KB) - Rebuilt with Emscripten 2.0.34
  • src/release/love.wasm (4.7MB) - Rebuilt with Emscripten 2.0.34
  • src/release/love.worker.js (2.7KB) - Rebuilt with Emscripten 2.0.34

All binaries now include mobile keyboard hooks and are compatible with Emscripten 2.0.34+.

Testing

✅ Clean package builds successfully
✅ Game loads without errors
✅ Mobile keyboard appears when love.keyboard.setTextInput(true) is called
✅ Compatible with both ARM64 and x86_64 Macs
✅ Backward compatible with existing games

Breaking Changes

None - all changes are backward compatible.

Migration Guide

For Users

No changes needed - just update love.js package and rebuild your game.

For Builders (from source)

Update your build command to use Emscripten 2.0.34 and apply IDBFS patches:

./emsdk install 2.0.34
./emsdk activate 2.0.34

# After building with build_lovejs.sh
./patch_idbfs.sh

Why the patch? Emscripten 2.0.34's code generator produces IDBFS code with undefined buffer access bugs. The patch_idbfs.sh script applies 6 safety patches to the generated JavaScript files.

itsthisjustin and others added 4 commits October 6, 2025 15:44
This commit adds partial support for canvas resizing in response to browser
window size changes, addressing issues Davidobot#88 and Davidobot#59.

## Changes:

**JavaScript (index.html):**
- Added resizeCanvas() function that monitors canvas size changes
- Updates canvas element dimensions when browser window resizes
- Triggers SDL resize events to notify the engine
- Handles window resize, fullscreen changes, and periodic checks

**CSS (love.css):**
- Made canvas responsive with max-width: 100% and max-height: 100vh
- Maintains aspect ratio while adapting to window size

**Documentation (readme.md):**
- Added comprehensive note about canvas resizing (Note Davidobot#9)
- Clearly documents current limitations
- Explains that game viewport doesn't scale (engine limitation)
- References upstream issues Davidobot#88 and Davidobot#59

## What This Fixes:
✅ Canvas element no longer cuts off when window resizes
✅ Better responsive behavior for different screen sizes
✅ Improved fullscreen handling

## Known Limitations:
- Game content renders at size specified in conf.lua
- Canvas resizes but game viewport doesn't scale to fill it
- love.window.setMode() from game code still won't work
- love.resize() callback may not be triggered

These limitations would require engine-level changes to SDL/Emscripten
integration to fully resolve.

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

Co-Authored-By: Claude <[email protected]>
- Fixed goFullScreen() to use correct API method names (requestFullscreen vs requestFullScreen)
- Added mobile device detection to use CSS-based fullscreen on mobile (more reliable than Fullscreen API)
- Auto-fullscreen on mobile devices when game finishes loading
- Desktop browsers continue to use native Fullscreen API
- Updated all HTML templates (release, compat, sample)

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

Co-Authored-By: Claude <[email protected]>
- Made all UI elements (header, footer, canvas, loading screen) fully responsive
- Added CSS media queries for mobile devices (768px and 480px breakpoints)
- Fixed desktop fullscreen to hide header via CSS :fullscreen pseudo-class
- Fixed mobile fullscreen to properly fill 100vh by:
  - Setting actual canvas buffer dimensions to window.innerWidth/innerHeight
  - Removing all CSS max-width/max-height constraints (set to 'none')
  - Hiding footer and header elements
  - Setting body background to black to prevent color bleed-through
- Loading screen now scales dynamically based on container width
- Footer is now fixed at bottom and centered on all devices

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

Co-Authored-By: Claude <[email protected]>
- Upgrade to Emscripten 2.0.34 for ARM64 Mac compatibility
- Add mobile keyboard support for iOS/Android browsers
- Fix deprecated Module.getMemory() API
- Add IDBFS safety patches via automated script
- Update build process for CMake 3.10+ requirement

BREAKING: Requires Emscripten 2.0.34+ for building from source
Older systems can still use Emscripten 2.0.0

Mobile keyboard implementation uses two-phase approach:
1. WASM calls JavaScript when text input is requested
2. Touch listener activates keyboard synchronously during user gesture

This satisfies browser security requirements while enabling
mobile keyboard support for love.keyboard.setTextInput().
@itsthisjustin
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itsthisjustin commented Oct 7, 2025

If you have no interest in these features or this is way too messy of way to do this, feel free to close and ignore. They work great for my game though and I feel like we are getting pretty close to an awesome solution for using Love for mobile web games :)

I figured if it works well enough for my stuff I might as well share it in case someone else wants to riff off this or use it.

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