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authorFreeArtMan <dos21h@gmail.com>2018-05-19 10:54:04 +0100
committerFreeArtMan <dos21h@gmail.com>2018-05-19 10:54:04 +0100
commit582bef71d29f524748ef9059eea9ec1e9a361eb3 (patch)
treeba4c0ebf2125b7a384c9eb23bedeae6e14bebd49 /md/writeup
parentdc5f8d1412e2475f918a23e7eedecfa2488d3fc3 (diff)
downloadmd-content-582bef71d29f524748ef9059eea9ec1e9a361eb3.tar.gz
md-content-582bef71d29f524748ef9059eea9ec1e9a361eb3.zip
Updated webassembly/SDL with demo
Diffstat (limited to 'md/writeup')
-rw-r--r--md/writeup/web_assembly_sdl_example.md144
1 files changed, 101 insertions, 43 deletions
diff --git a/md/writeup/web_assembly_sdl_example.md b/md/writeup/web_assembly_sdl_example.md
index 0e36f79..d2fc0aa 100644
--- a/md/writeup/web_assembly_sdl_example.md
+++ b/md/writeup/web_assembly_sdl_example.md
@@ -33,8 +33,29 @@ Porting requiring to define loop that will be registered for webassembly engine
There need to be covered more things if there is need to use some fonts,images or files. But for
now its minimal example that will draw SDL window in your browser ;]
-## Source
+## Demo
+
+This example compilable for PC target and for webassembly. Enjoy playing with it.
+
+<script type='text/javascript'>
+ var Module = {};
+ fetch('/demo/sdl/index.wasm')
+ .then(response =>
+ response.arrayBuffer()
+ ).then(buffer => {
+ Module.canvas = document.getElementById("canvas");
+ Module.wasmBinary = buffer;
+ var script = document.createElement('script');
+ script.src = "/demo/sdl/index.js";
+ script.onload = function() {
+ console.log("Emscripten boilerplate loaded.")
+ }
+ document.body.appendChild(script);
+ });
+</script><canvas id="canvas" style="width:100%; height:100%;"></canvas>
+
+## Source
```c
@@ -50,29 +71,36 @@ now its minimal example that will draw SDL window in your browser ;]
#include <SDL2/SDL_ttf.h>
#endif
-#define SCREEN_WIDTH 200
+#define SCREEN_WIDTH 200
#define SCREEN_HEIGHT 200
SDL_Window *window = NULL;
-SDL_Surface *screen = NULL;
-SDL_Surface *blank = NULL;
+SDL_Renderer *renderer = NULL;
#define MAX(a,b) ((a) > (b) ? a : b)
#define MIN(a,b) ((a) < (b) ? a : b)
+int posX=0;
+int posY=0;
+int sizeW=20;
+int sizeH=20;
+
+static int quit = 0;
+
void render()
{
+
SDL_Rect r_scr;
- r_scr.x = 10;
- r_scr.y = 20;
- r_scr.w = 10;
- r_scr.h = 10;
- SDL_Rect r_im;
- r_im.x = 0;
- r_im.y = 0;
- r_im.w = 16;
- r_im.h = 16;
- SDL_BlitSurface(blank, NULL, screen, &r_scr);
+ r_scr.x = posX;
+ r_scr.y = posY;
+ r_scr.w = sizeW;
+ r_scr.h = sizeH;
+ SDL_SetRenderDrawColor( renderer, 0x00, 0x00, 0x00, 0xFF );
+ SDL_RenderClear(renderer);
+
+ SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0x00, 0x00);
+ SDL_RenderDrawRect(renderer, &r_scr);
+ SDL_RenderPresent(renderer);
}
#if __EMSCRIPTEN__
@@ -81,6 +109,61 @@ void main_tick() {
int main_tick() {
#endif
+ SDL_Event event;
+
+ while (SDL_PollEvent(&event))
+ {
+ switch (event.type)
+ {
+ case SDL_QUIT:
+ {
+ quit = 1;
+ break;
+ }
+ case SDL_KEYDOWN:
+ {
+ switch (event.key.keysym.sym)
+ {
+ case SDLK_UP:
+ {
+ if (posY>=20)
+ {
+ posY-=20;
+ }
+ break;
+ }
+ case SDLK_DOWN:
+ {
+ if (posY+sizeH<SCREEN_HEIGHT)
+ {
+ posY += 20;
+ }
+ break;
+ }
+ case SDLK_LEFT:
+ {
+ if (posX>=20)
+ {
+ posX-=20;
+ }
+ break;
+ }
+ case SDLK_RIGHT:
+ {
+ if (posX+sizeW<SCREEN_WIDTH)
+ {
+ posX+=20;
+ }
+ break;
+ }
+ }
+ break;
+ }
+ }
+
+ }
+
+
render();
SDL_UpdateWindowSurface(window);
@@ -95,24 +178,9 @@ void main_loop()
#if __EMSCRIPTEN__
emscripten_set_main_loop(main_tick, -1, 1);
#else
- int quit = 0;
- SDL_Event event;
-
-
while (0 == quit)
{
-
- while (SDL_PollEvent(&event))
- {
- quit = main_tick();
- switch (event.type)
- {
- case SDL_QUIT:
- quit = 1;
- break;
- }
-
- }
+ main_tick();
}
#endif
}
@@ -126,23 +194,13 @@ int main()
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
- screen = SDL_GetWindowSurface(window);
- SDL_GL_SetSwapInterval(1);
- blank = SDL_CreateRGBSurface(0, 16, 16, 32, 0, 255, 255, 50);
- Uint32 color = SDL_MapRGB(blank->format, 150, 0 , 0);
- for (int x = 0; x < 16; x++)
- {
- for (int y = 0; y < 16; y++)
- {
- Uint32 *bufp;
- bufp = (Uint32 *)blank->pixels + y*blank->pitch/4 + x;
- *bufp = color;
- }
- }
+ renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
+ SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0xff, 0xff);
main_loop();
+ SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();