Port to wasm of 20 year old Win32 C program using tiny-wasm-runtime 2D Draw APIs.

This example (in winemu.c) uses the tiny-wasm-runtime "d2d" (Draw 2D) APIs. These allow drawing onto an HTML canvas from C/C++. See the balls example for a C++ Canvas class.

I have included the TypesScript below. You can see the C code in the examples/maze folder.

This C is interesting in that it is a combination of blocking and non blocking functions. The CalcMaze() function is blocking when the "slow draw" flag is set. It uses Sleep() in this case. For this reason, I use twrWasmModuleAsync. The solve section uses repeated calls to SolveStep(), which works well with a JavaScript main loop. I used a javascript interval timer to make repeated calls to the C SolveStep(). If all the C code was structured this way, twrWasmModule could have been used (instead of the Async version)

To port this code to tiny-wasm-runtime I wrote a (very tiny) Win32 compatible API. It only implements the features needed to port maze, but it might be useful to use as a starting point for porting your Win32 code to the web. In the maze example, the two files are winemu.c and winemu.h. You use winemu.h to replace windows.h

<body style="background-color:powderblue">
    <canvas id="twr_d2dcanvas" width="600" height="600"></canvas>

    <script type="module">
        import {mazeRunner} from "./maze-script.js";

import {twrWasmModuleAsync} from "tiny-wasm-runtime";

export async function mazeRunner() {

    const amod=new twrWasmModuleAsync();

    await amod.loadWasm('maze.wasm');

    //void CalcMaze(HWND hWnd, LONG cell_size, LONG is_black_bg, LONG isd - slow draw)
    await amod.callC(["CalcMaze", 0, 7, 0, 1]);
    await amod.callC(["SolveBegin"]);

    let timer = setInterval(async ()=>{
        let isdone=await amod.callC(["SolveStep", 0]);  //SolveStep(hwnd))
        if (isdone) clearInterval(timer);
    }, 50);