Mouse click event handler using WebAssembly
Demo in the browser (click on the canvas)
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#endif // __EMSCRIPTEN__
// Mouse Button Down:
emscripten_set_mousedown_callback(
"#canvas", nullptr, 0,
+[](int eventType, const EmscriptenMouseEvent *e, void *userData) -> EM_BOOL
{
// std::cout << "Mouse down: " << e->button << "\n";
std::cout << "x: " << e->targetX << ", y: " << e->targetY << "\n";
return EM_FALSE;
});
Size of the application:
main.cpp
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <cmath>
#include <iostream>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#endif // __EMSCRIPTEN__
struct AppContext
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_bool app_quit = SDL_FALSE;
};
int SDL_Fail()
{
SDL_LogError(SDL_LOG_CATEGORY_CUSTOM, "Error %s", SDL_GetError());
return -1;
}
int SDL_AppInit(void **appstate, int argc, char *argv[])
{
// init the library, here we make a window so we only need the Video capabilities.
if (SDL_Init(SDL_INIT_VIDEO))
{
return SDL_Fail();
}
// create a window
SDL_Window *window = SDL_CreateWindow("Window", 352, 430, SDL_WINDOW_RESIZABLE);
if (!window)
{
return SDL_Fail();
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, NULL);
if (!renderer)
{
return SDL_Fail();
}
// Mouse Button Down:
emscripten_set_mousedown_callback(
"#canvas", nullptr, 0,
+[](int eventType, const EmscriptenMouseEvent *e, void *userData) -> EM_BOOL {
// std::cout << "Mouse down: " << e->button << "\n";
std::cout << "x: " << e->targetX << ", y: " << e->targetY << "\n";
return EM_FALSE;
});
// print some information about the window
SDL_ShowWindow(window);
{
int width, height, bbwidth, bbheight;
SDL_GetWindowSize(window, &width, &height);
SDL_GetWindowSizeInPixels(window, &bbwidth, &bbheight);
SDL_Log("Window size: %ix%i", width, height);
SDL_Log("Backbuffer size: %ix%i", bbwidth, bbheight);
if (width != bbwidth)
{
SDL_Log("This is a highdpi environment.");
}
}
// set up the application data
*appstate = new AppContext {
window,
renderer,
};
SDL_Log("Application started successfully!");
return 0;
}
int SDL_AppEvent(void *appstate, const SDL_Event *event)
{
auto *app = (AppContext *)appstate;
if (event->type == SDL_EVENT_QUIT)
{
app->app_quit = SDL_TRUE;
}
return 0;
}
int SDL_AppIterate(void *appstate)
{
auto *app = (AppContext *)appstate;
// draw a color
auto time = SDL_GetTicks() / 1000.f;
auto red = (std::sin(time) + 1) / 2.0 * 255;
auto green = (std::sin(time / 2) + 1) / 2.0 * 255;
auto blue = (std::sin(time) * 2 + 1) / 2.0 * 255;
SDL_SetRenderDrawColor(app->renderer, red, green, blue, SDL_ALPHA_OPAQUE);
SDL_RenderClear(app->renderer);
SDL_RenderPresent(app->renderer);
return app->app_quit;
}
void SDL_AppQuit(void *appstate)
{
auto *app = (AppContext *)appstate;
if (app)
{
SDL_DestroyRenderer(app->renderer);
SDL_DestroyWindow(app->window);
delete app;
}
SDL_Quit();
SDL_Log("Application quit successfully!");
}