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Merge branch 'master' of https://github.com/raysan5/raylib

pull/4578/merge
Ray 3 週之前
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共有 4 個檔案被更改,包括 58 行新增29 行删除
  1. +6
    -2
      cmake/LibraryConfigurations.cmake
  2. +2
    -0
      cmake/raylib-config.cmake
  3. +1
    -0
      src/CMakeLists.txt
  4. +49
    -27
      src/platforms/rcore_desktop_sdl.c

+ 6
- 2
cmake/LibraryConfigurations.cmake 查看文件

@ -7,6 +7,8 @@ if(POLICY CMP0072)
cmake_policy(SET CMP0072 NEW)
endif()
set(RAYLIB_DEPENDENCIES "include(CMakeFindDependencyMacro)")
if (${PLATFORM} MATCHES "Desktop")
set(PLATFORM_CPP "PLATFORM_DESKTOP")
@ -120,15 +122,17 @@ elseif ("${PLATFORM}" MATCHES "SDL")
find_package(SDL3 QUIET)
if(SDL3_FOUND)
message(STATUS "Found SDL3 via find_package()")
set(LIBS_PUBLIC SDL3::SDL3)
set(RAYLIB_DEPENDENCIES "${RAYLIB_DEPENDENCIES}\nfind_dependency(SDL3 REQUIRED)")
set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
set(LIBS_PRIVATE SDL3::SDL3)
add_compile_definitions(USING_SDL3_PACKAGE)
else()
# Fallback to SDL2
find_package(SDL2 REQUIRED)
message(STATUS "Found SDL2 via find_package()")
set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
set(LIBS_PRIVATE SDL2::SDL2)
set(LIBS_PUBLIC SDL2::SDL2)
set(RAYLIB_DEPENDENCIES "${RAYLIB_DEPENDENCIES}\nfind_dependency(SDL3 REQUIRED)")
add_compile_definitions(USING_SDL2_PACKAGE)
endif()
endif()

+ 2
- 0
cmake/raylib-config.cmake 查看文件

@ -1,2 +1,4 @@
@PACKAGE_INIT@
@RAYLIB_DEPENDENCIES@
include("${CMAKE_CURRENT_LIST_DIR}/raylib-targets.cmake")

+ 1
- 0
src/CMakeLists.txt 查看文件

@ -92,6 +92,7 @@ if (BUILD_SHARED_LIBS)
endif ()
target_link_libraries(raylib PRIVATE $<BUILD_INTERFACE:${LIBS_PRIVATE}>)
target_link_libraries(raylib PUBLIC ${LIBS_PUBLIC})
# Sets some compile time definitions for the pre-processor
# If CUSTOMIZE_BUILD option is on you will not use config.h by default

+ 49
- 27
src/platforms/rcore_desktop_sdl.c 查看文件

@ -98,7 +98,7 @@ typedef struct {
SDL_GLContext glContext;
SDL_GameController *gamepad[MAX_GAMEPADS];
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0
SDL_Cursor *cursor;
bool cursorRelative;
} PlatformData;
@ -1706,19 +1706,34 @@ void PollInputEvents(void)
{
int jid = event.jdevice.which; // Joystick device index
if (CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
// check if already added at InitPlatform
for (int i = 0; i < MAX_GAMEPADS; ++i)
{
platform.gamepad[jid] = SDL_GameControllerOpen(jid);
platform.gamepadId[jid] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
if (jid == platform.gamepadId[i])
{
return;
}
}
if (platform.gamepad[jid])
int nextAvailableSlot = 0;
while (nextAvailableSlot < MAX_GAMEPADS && CORE.Input.Gamepad.ready[nextAvailableSlot])
{
++nextAvailableSlot;
}
if ((nextAvailableSlot < MAX_GAMEPADS) && !CORE.Input.Gamepad.ready[nextAvailableSlot])
{
platform.gamepad[nextAvailableSlot] = SDL_GameControllerOpen(jid);
platform.gamepadId[nextAvailableSlot] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
if (platform.gamepad[nextAvailableSlot])
{
CORE.Input.Gamepad.ready[jid] = true;
CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
CORE.Input.Gamepad.ready[nextAvailableSlot] = true;
CORE.Input.Gamepad.axisCount[nextAvailableSlot] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
memset(CORE.Input.Gamepad.name[nextAvailableSlot], 0, MAX_GAMEPAD_NAME_LENGTH);
strncpy(CORE.Input.Gamepad.name[nextAvailableSlot], SDL_GameControllerNameForIndex(nextAvailableSlot), MAX_GAMEPAD_NAME_LENGTH - 1);
}
else
{
@ -1746,7 +1761,7 @@ void PollInputEvents(void)
{
int button = -1;
switch (event.jbutton.button)
switch (event.gbutton.button)
{
case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
@ -1774,7 +1789,7 @@ void PollInputEvents(void)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (platform.gamepadId[i] == event.jbutton.which)
if (platform.gamepadId[i] == event.gbutton.which)
{
CORE.Input.Gamepad.currentButtonState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
@ -1787,7 +1802,7 @@ void PollInputEvents(void)
{
int button = -1;
switch (event.jbutton.button)
switch (event.gbutton.button)
{
case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
@ -1815,7 +1830,7 @@ void PollInputEvents(void)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (platform.gamepadId[i] == event.jbutton.which)
if (platform.gamepadId[i] == event.gbutton.which)
{
CORE.Input.Gamepad.currentButtonState[i][button] = 0;
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
@ -2044,21 +2059,28 @@ int InitPlatform(void)
platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero
}
for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
{
platform.gamepad[i] = SDL_GameControllerOpen(i);
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
int numJoysticks = 0;
SDL_JoystickID *joysticks = SDL_GetJoysticks(&numJoysticks); // array of joystick IDs, they do not start from 0
if (platform.gamepad[i])
if (joysticks)
{
for (int i = 0; (i < numJoysticks) && (i < MAX_GAMEPADS); i++)
{
CORE.Input.Gamepad.ready[i] = true;
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
platform.gamepad[i] = SDL_GameControllerOpen(joysticks[i]);
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
if (platform.gamepad[i])
{
CORE.Input.Gamepad.ready[i] = true;
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
}
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
}
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
n">SDL_free(joysticks);
}
// Disable mouse events being interpreted as touch events

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