My step by step guides for SDL3 to build for Android and WebAssembly

Mouse click event handler using SDL3

Demo in the browser (click on the canvas)

int SDL_AppEvent(void *appstate, const SDL_Event *event)
{
    auto *app = (AppContext *)appstate;

    switch (event->type)
    {
        case SDL_EVENT_MOUSE_BUTTON_DOWN:
        {
            if (event->button.button == SDL_BUTTON_LEFT)
            {
                int x = event->button.x;
                int y = event->button.y;
                std::cout << "x: " << x << ", y = " << y << std::endl;
            }
            break;
        }
        case SDL_EVENT_QUIT:
        {
            app->app_quit = SDL_TRUE;
            break;
        }
        default:
        {
            break;
        }
    }

    return 0;
}

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();
    }

    // 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;

    switch (event->type)
    {
        case SDL_EVENT_MOUSE_BUTTON_DOWN:
        {
            if (event->button.button == SDL_BUTTON_LEFT)
            {
                int x = event->button.x;
                int y = event->button.y;
                std::cout << "x: " << x << ", y = " << y << std::endl;
            }
            break;
        }
        case SDL_EVENT_QUIT:
        {
            app->app_quit = SDL_TRUE;
            break;
        }
        default:
        {
            break;
        }
    }

    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!");
}