diff options
-rw-r--r-- | src/library_sdl.js | 19 | ||||
-rw-r--r-- | tests/hello_world_sdl.cpp | 2 |
2 files changed, 4 insertions, 17 deletions
diff --git a/src/library_sdl.js b/src/library_sdl.js index 806ed0ec..9e305bec 100644 --- a/src/library_sdl.js +++ b/src/library_sdl.js @@ -78,14 +78,12 @@ // load-store consistency assumption, it should be written that way (see docs/paper.pdf). // Instead, do something like *ptr++ = R; *ptr++ = G; *ptr++ = B; // -// * SQL_Quit will wipe the screen with random noise. This is intentional, in order -// to make it clear when SDL has shut down (which could be due to an error). If you -// want your output to remain on the screen, do not call SDL_Quit. -// // * A normal C++ main loop with SDL_Delay will not work in JavaScript - there is no way // to wait for a short time without locking up the web page entirely. The simplest // solution here is to have a singleIteration() function which is a single loop // iteration, and from JS to do something like setInterval(_singleIteration, 1/30) +// +// * SQL_Quit does nothing. mergeInto(LibraryManager.library, { $SDL__deps: ['$Browser'], @@ -267,18 +265,7 @@ mergeInto(LibraryManager.library, { }, SDL_Quit: function() { - var surfData = SDL.surfaces[SDL.screen]; - if (surfData) { - surfData.image = surfData.ctx.getImageData(0, 0, surfData.width, surfData.height); - var num = surfData.image.data.length; - for (var i = 0; i < num; i++) { - surfData.image.data[i] = Math.floor(Math.random()*255); - } - surfData.ctx.putImageData(surfData.image, 0, 0); - } - if (SDL.audio) _SDL_CloseAudio(); // make sure we don't leave our audio timer running - __shutdownRuntime__(); - throw 'SDL_Quit!'; + print('SQL_Quit called (and ignored)'); }, SDL_LockSurface: function(surf) { diff --git a/tests/hello_world_sdl.cpp b/tests/hello_world_sdl.cpp index a317c0c5..f3fb8ae7 100644 --- a/tests/hello_world_sdl.cpp +++ b/tests/hello_world_sdl.cpp @@ -22,7 +22,7 @@ int main() { printf("you should see a colored cube."); - // SDL_Quit(); // Don't call SDL_Quit so that the canvas is not cleared + SDL_Quit(); return 0; } |