/********************************************************************************************** * * rcore_desktop_sdl - Functions to manage window, graphics device and inputs * * PLATFORM: DESKTOP: SDL * - Windows (Win32, Win64) * - Linux (X11/Wayland desktop mode) * - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop) * - OSX/macOS (x64, arm64) * * LIMITATIONS: * - Limitation 01 * - Limitation 02 * * POSSIBLE IMPROVEMENTS: * - Improvement 01 * - Improvement 02 * * ADDITIONAL NOTES: * - TRACELOG() function is located in raylib [utils] module * * CONFIGURATION: * #define RCORE_PLATFORM_CUSTOM_FLAG * Custom flag for rcore on target platform -not used- * * DEPENDENCIES: * - SDL 2 (main library) * - Dependency 02 * * * LICENSE: zlib/libpng * * Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #include "rcore.h" #include "SDL.h" // SDL base library (window/rendered, input, timming... functionality) #include "SDL_opengl.h" // SDL OpenGL functionality (if required, instead of internal renderer) //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef struct { SDL_Window *window; SDL_GLContext glContext; SDL_Joystick *gamepad; } PlatformData; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- extern CoreData CORE; // Global CORE state context static PlatformData platform = { 0 }; // Platform specific data //---------------------------------------------------------------------------------- // Module Internal Functions Declaration //---------------------------------------------------------------------------------- static int InitPlatform(void); // Initialize platform (graphics, inputs and more) static void ClosePlatform(void); // Close platform //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- // NOTE: Functions declaration is provided by raylib.h //---------------------------------------------------------------------------------- // Module Functions Definition: Window and Graphics Device //---------------------------------------------------------------------------------- // Initialize window and OpenGL context // NOTE: data parameter could be used to pass any kind of required data to the initialization void InitWindow(int width, int height, const char *title) { TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION); TRACELOG(LOG_INFO, "Supported raylib modules:"); TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)"); TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)"); #if defined(SUPPORT_MODULE_RSHAPES) TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)"); #else TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)"); #endif #if defined(SUPPORT_MODULE_RTEXTURES) TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)"); #else TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)"); #endif #if defined(SUPPORT_MODULE_RTEXT) TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)"); #else TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)"); #endif #if defined(SUPPORT_MODULE_RMODELS) TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)"); #else TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)"); #endif #if defined(SUPPORT_MODULE_RAUDIO) TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)"); #else TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)"); #endif // Initialize window data CORE.Window.screen.width = width; CORE.Window.screen.height = height; CORE.Window.eventWaiting = false; CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title; // Initialize global input state memset(&CORE.Input, 0, sizeof(CORE.Input)); // Reset CORE.Input structure to 0 CORE.Input.Keyboard.exitKey = KEY_ESCAPE; CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f }; CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW; CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN; // Initialize platform //-------------------------------------------------------------- InitPlatform(); //-------------------------------------------------------------- // Initialize rlgl default data (buffers and shaders) // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); // Setup default viewport SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) // Load default font // WARNING: External function: Module required: rtext LoadFontDefault(); #if defined(SUPPORT_MODULE_RSHAPES) // Set font white rectangle for shapes drawing, so shapes and text can be batched together // WARNING: rshapes module is required, if not available, default internal white rectangle is used Rectangle rec = GetFontDefault().recs[95]; if (CORE.Window.flags & FLAG_MSAA_4X_HINT) { // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 }); } else { // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); } #endif #else #if defined(SUPPORT_MODULE_RSHAPES) // Set default texture and rectangle to be used for shapes drawing // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8 Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes #endif #endif #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) { // Set default font texture filter for HighDPI (blurry) // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR); rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR); } #endif // Initialize random seed SetRandomSeed((unsigned int)time(NULL)); #if defined(SUPPORT_EVENTS_AUTOMATION) events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent)); CORE.Time.frameCounter = 0; #endif TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Application initialized successfully"); } // Close window and unload OpenGL context void CloseWindow(void) { #if defined(SUPPORT_GIF_RECORDING) if (gifRecording) { MsfGifResult result = msf_gif_end(&gifState); msf_gif_free(result); gifRecording = false; } #endif #if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT) UnloadFontDefault(); // WARNING: Module required: rtext #endif rlglClose(); // De-init rlgl // De-initialize platform //-------------------------------------------------------------- ClosePlatform(); //-------------------------------------------------------------- #if defined(SUPPORT_EVENTS_AUTOMATION) RL_FREE(events); #endif CORE.Window.ready = false; TRACELOG(LOG_INFO, "Window closed successfully"); } // Check if application should close bool WindowShouldClose(void) { if (CORE.Window.ready) return CORE.Window.shouldClose; else return true; } // Toggle fullscreen mode void ToggleFullscreen(void) { //SDL_SetWindowFullscreen } // Toggle borderless windowed mode void ToggleBorderlessWindowed(void) { //SDL_SetWindowFullscreen } // Set window state: maximized, if resizable void MaximizeWindow(void) { SDL_MaximizeWindow(platform.window); CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; } // Set window state: minimized void MinimizeWindow(void) { SDL_MinimizeWindow(platform.window); CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; } // Set window state: not minimized/maximized void RestoreWindow(void) { SDL_ShowWindow(platform.window); } // Set window configuration state using flags void SetWindowState(unsigned int flags) { //SDL_HideWindow(platform.window); } // Clear window configuration state flags void ClearWindowState(unsigned int flags) { TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform"); } // Set icon for window void SetWindowIcon(Image image) { TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform"); } // Set icon for window void SetWindowIcons(Image *images, int count) { TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform"); } // Set title for window void SetWindowTitle(const char *title) { CORE.Window.title = title; } // Set window position on screen (windowed mode) void SetWindowPosition(int x, int y) { TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform"); } // Set monitor for the current window void SetWindowMonitor(int monitor) { TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform"); } // Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) void SetWindowMinSize(int width, int height) { CORE.Window.screenMin.width = width; CORE.Window.screenMin.height = height; } // Set window maximum dimensions (FLAG_WINDOW_RESIZABLE) void SetWindowMaxSize(int width, int height) { CORE.Window.screenMax.width = width; CORE.Window.screenMax.height = height; } // Set window dimensions void SetWindowSize(int width, int height) { TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform"); } // Set window opacity, value opacity is between 0.0 and 1.0 void SetWindowOpacity(float opacity) { TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform"); } // Set window focused void SetWindowFocused(void) { TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform"); } // Get native window handle void *GetWindowHandle(void) { TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform"); return NULL; } // Get number of monitors int GetMonitorCount(void) { TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform"); return 1; } // Get number of monitors int GetCurrentMonitor(void) { TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform"); return 0; } // Get selected monitor position Vector2 GetMonitorPosition(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform"); return (Vector2){ 0, 0 }; } // Get selected monitor width (currently used by monitor) int GetMonitorWidth(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform"); return 0; } // Get selected monitor height (currently used by monitor) int GetMonitorHeight(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform"); return 0; } // Get selected monitor physical width in millimetres int GetMonitorPhysicalWidth(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform"); return 0; } // Get selected monitor physical height in millimetres int GetMonitorPhysicalHeight(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform"); return 0; } // Get selected monitor refresh rate int GetMonitorRefreshRate(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform"); return 0; } // Get the human-readable, UTF-8 encoded name of the selected monitor const char *GetMonitorName(int monitor) { TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform"); return ""; } // Get window position XY on monitor Vector2 GetWindowPosition(void) { TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform"); return (Vector2){ 0, 0 }; } // Get window scale DPI factor for current monitor Vector2 GetWindowScaleDPI(void) { TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform"); return (Vector2){ 1.0f, 1.0f }; } // Set clipboard text content void SetClipboardText(const char *text) { TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform"); } // Get clipboard text content // NOTE: returned string is allocated and freed by GLFW const char *GetClipboardText(void) { TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform"); return NULL; } // Show mouse cursor void ShowCursor(void) { CORE.Input.Mouse.cursorHidden = false; } // Hides mouse cursor void HideCursor(void) { CORE.Input.Mouse.cursorHidden = true; } // Enables cursor (unlock cursor) void EnableCursor(void) { // Set cursor position in the middle SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); CORE.Input.Mouse.cursorHidden = false; } // Disables cursor (lock cursor) void DisableCursor(void) { // Set cursor position in the middle SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2); CORE.Input.Mouse.cursorHidden = true; } // Swap back buffer with front buffer (screen drawing) void SwapScreenBuffer(void) { SDL_GL_SwapWindow(platform.window); } //---------------------------------------------------------------------------------- // Module Functions Definition: Misc //---------------------------------------------------------------------------------- // Get elapsed time measure in seconds double GetTime(void) { unsigned int ms = SDL_GetTicks(); // Elapsed time in milliseconds since SDL_Init() double time = (double)ms/1000; return time; } // Open URL with default system browser (if available) void OpenURL(const char *url) { SDL_OpenURL(url); } //---------------------------------------------------------------------------------- // Module Functions Definition: Inputs //---------------------------------------------------------------------------------- // Set internal gamepad mappings int SetGamepadMappings(const char *mappings) { TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform"); return 0; } // Set mouse position XY void SetMousePosition(int x, int y) { CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y }; CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition; } // Set mouse cursor void SetMouseCursor(int cursor) { TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform"); } // Register all input events void PollInputEvents(void) { #if defined(SUPPORT_GESTURES_SYSTEM) // NOTE: Gestures update must be called every frame to reset gestures correctly // because ProcessGestureEvent() is just called on an event, not every frame UpdateGestures(); #endif // Reset keys/chars pressed registered CORE.Input.Keyboard.keyPressedQueueCount = 0; CORE.Input.Keyboard.charPressedQueueCount = 0; // Reset key repeats for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; // Reset last gamepad button/axis registered state CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN; for (int i = 0; i < MAX_GAMEPADS; i++) CORE.Input.Gamepad.axisCount[i] = 0; // Register previous touch states for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; // Reset touch positions // TODO: It resets on target platform the mouse position and not filled again until a move-event, // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed! //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 }; // Register previous keys states // NOTE: Android supports up to 260 keys for (int i = 0; i < 260; i++) { CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; CORE.Input.Keyboard.keyRepeatInFrame[i] = 0; } // Poll input events for current plaform //----------------------------------------------------------------------------- /* // WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values const Uint8 *keys = SDL_GetKeyboardState(NULL); for (int i = 0; i < 256; ++i) { CORE.Input.Keyboard.currentKeyState[i] = keys[i]; //if (keys[i]) TRACELOG(LOG_WARNING, "Pressed key: %i", i); } */ SDL_Event event = { 0 }; while (SDL_PollEvent(&event) != 0) { // All input events can be processed after polling switch (event.type) { case SDL_QUIT: CORE.Window.shouldClose = true; break; // Window events are also polled (Minimized, maximized, close...) case SDL_WINDOWEVENT: { switch (event.window.event) { case SDL_WINDOWEVENT_LEAVE: case SDL_WINDOWEVENT_HIDDEN: case SDL_WINDOWEVENT_MINIMIZED: case SDL_WINDOWEVENT_FOCUS_LOST: case SDL_WINDOWEVENT_ENTER: case SDL_WINDOWEVENT_SHOWN: case SDL_WINDOWEVENT_FOCUS_GAINED: case SDL_WINDOWEVENT_MAXIMIZED: case SDL_WINDOWEVENT_RESTORED: default: break; } } break; // Keyboard events case SDL_KEYDOWN: { CORE.Input.Keyboard.currentKeyState[event.key.keysym.sym] = 1; if (event.key.keysym.sym == SDLK_ESCAPE) { CORE.Window.shouldClose = true; } } break; case SDL_KEYUP: break; // Check mouse events case SDL_MOUSEBUTTONDOWN: { CORE.Input.Mouse.currentButtonState[event.button.button - 1] = 1; } break; case SDL_MOUSEBUTTONUP: break; case SDL_MOUSEWHEEL: { CORE.Input.Mouse.currentWheelMove.x = (float)event.wheel.x; CORE.Input.Mouse.currentWheelMove.y = (float)event.wheel.y; } break; case SDL_MOUSEMOTION: { CORE.Input.Mouse.currentPosition.x = (float)event.motion.x; CORE.Input.Mouse.currentPosition.y = (float)event.motion.y; } break; // Check gamepad events case SDL_JOYAXISMOTION: { // Motion on gamepad 0 if (event.jaxis.which == 0) { // X axis motion if (event.jaxis.axis == 0) { //... } // Y axis motion else if (event.jaxis.axis == 1) { //... } } } break; default: break; } } //----------------------------------------------------------------------------- } //---------------------------------------------------------------------------------- // Module Internal Functions Definition //---------------------------------------------------------------------------------- // Initialize platform: graphics, inputs and more static int InitPlatform(void) { // Initialize SDL internal global state int result = SDL_Init(SDL_INIT_EVERYTHING); if (result < 0) { TRACELOG(LOG_WARNING, "SDL: Failed to initialize SDL"); return -1; } unsigned int flags = 0; flags |= SDL_WINDOW_SHOWN; flags |= SDL_WINDOW_OPENGL; flags |= SDL_WINDOW_INPUT_FOCUS; flags |= SDL_WINDOW_MOUSE_FOCUS; flags |= SDL_WINDOW_MOUSE_CAPTURE; // Window has mouse captured // Check window creation flags if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) { CORE.Window.fullscreen = true; flags |= SDL_WINDOW_FULLSCREEN; } //if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) == 0) flags |= SDL_WINDOW_HIDDEN; if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) flags |= SDL_WINDOW_BORDERLESS; if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) flags |= SDL_WINDOW_RESIZABLE; if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) flags |= SDL_WINDOW_MINIMIZED; if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) flags |= SDL_WINDOW_MAXIMIZED; if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) { flags &= ~SDL_WINDOW_INPUT_FOCUS; flags &= ~SDL_WINDOW_MOUSE_FOCUS; } if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) flags |= SDL_WINDOW_ALWAYS_ON_TOP; if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) flags &= ~SDL_WINDOW_MOUSE_CAPTURE; if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) flags |= SDL_WINDOW_ALLOW_HIGHDPI; //if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) flags |= SDL_WINDOW_TRANSPARENT; // Alternative: SDL_GL_ALPHA_SIZE = 8 //if ((CORE.Window.flags & FLAG_FULLSCREEN_DESKTOP) > 0) flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; // NOTE: Some OpenGL context attributes must be set before window creation SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); //SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG | SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); if (CORE.Window.flags & FLAG_MSAA_4X_HINT) { SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); } // Init window platform.window = SDL_CreateWindow(CORE.Window.title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CORE.Window.screen.width, CORE.Window.screen.height, flags); // Init OpenGL context platform.glContext = SDL_GL_CreateContext(platform.window); // Check window and glContext have been initialized succesfully if ((platform.window != NULL) && (platform.glContext != NULL)) { CORE.Window.ready = true; CORE.Window.render.width = CORE.Window.screen.width; CORE.Window.render.height = CORE.Window.screen.height; CORE.Window.currentFbo.width = CORE.Window.render.width; CORE.Window.currentFbo.height = CORE.Window.render.height; TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); } else { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; } // Load OpenGL extensions // NOTE: GL procedures address loader is required to load extensions rlLoadExtensions(SDL_GL_GetProcAddress); // Init input gamepad if (SDL_NumJoysticks() >= 1) { SDL_Joystick *gamepad = SDL_JoystickOpen(0); //if (SDL_Joystick *gamepad == NULL) SDL_Log("WARNING: Unable to open game controller! SDL Error: %s\n", SDL_GetError()); } // Initialize hi-res timer //InitTimer(); CORE.Time.previous = GetTime(); // Get time as double // Initialize base path for storage CORE.Storage.basePath = GetWorkingDirectory(); return 0; } static void ClosePlatform(void) { SDL_GL_DeleteContext(platform.glContext); // Deinitialize OpenGL context SDL_DestroyWindow(platform.window); SDL_Quit(); // Deinitialize SDL internal global state } // EOF