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47 KiB

/**********************************************************************************************
*
* 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 "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;
SDL_Cursor *cursor;
bool cursorRelative;
} PlatformData;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
extern CoreData CORE; // Global CORE state context
static PlatformData platform = { 0 }; // Platform specific data
//----------------------------------------------------------------------------------
// Local Variables Definition
//----------------------------------------------------------------------------------
#define SCANCODE_MAPPED_NUM 100
static const KeyboardKey ScancodeToKey[SCANCODE_MAPPED_NUM] = {
KEY_NULL, // SDL_SCANCODE_UNKNOWN
0,
0,
0,
KEY_A, // SDL_SCANCODE_A
KEY_B, // SDL_SCANCODE_B
KEY_C, // SDL_SCANCODE_C
KEY_D, // SDL_SCANCODE_D
KEY_E, // SDL_SCANCODE_E
KEY_F, // SDL_SCANCODE_F
KEY_G, // SDL_SCANCODE_G
KEY_H, // SDL_SCANCODE_H
KEY_I, // SDL_SCANCODE_I
KEY_J, // SDL_SCANCODE_J
KEY_K, // SDL_SCANCODE_K
KEY_L, // SDL_SCANCODE_L
KEY_M, // SDL_SCANCODE_M
KEY_N, // SDL_SCANCODE_N
KEY_O, // SDL_SCANCODE_O
KEY_P, // SDL_SCANCODE_P
KEY_Q, // SDL_SCANCODE_Q
KEY_R, // SDL_SCANCODE_R
KEY_S, // SDL_SCANCODE_S
KEY_T, // SDL_SCANCODE_T
KEY_U, // SDL_SCANCODE_U
KEY_V, // SDL_SCANCODE_V
KEY_W, // SDL_SCANCODE_W
KEY_X, // SDL_SCANCODE_X
KEY_Y, // SDL_SCANCODE_Y
KEY_Z, // SDL_SCANCODE_Z
KEY_ONE, // SDL_SCANCODE_1
KEY_TWO, // SDL_SCANCODE_2
KEY_THREE, // SDL_SCANCODE_3
KEY_FOUR, // SDL_SCANCODE_4
KEY_FIVE, // SDL_SCANCODE_5
KEY_SIX, // SDL_SCANCODE_6
KEY_SEVEN, // SDL_SCANCODE_7
KEY_EIGHT, // SDL_SCANCODE_8
KEY_NINE, // SDL_SCANCODE_9
KEY_ZERO, // SDL_SCANCODE_0
KEY_ENTER, // SDL_SCANCODE_RETURN
KEY_ESCAPE, // SDL_SCANCODE_ESCAPE
KEY_BACKSPACE, // SDL_SCANCODE_BACKSPACE
KEY_TAB, // SDL_SCANCODE_TAB
KEY_SPACE, // SDL_SCANCODE_SPACE
KEY_MINUS, // SDL_SCANCODE_MINUS
KEY_EQUAL, // SDL_SCANCODE_EQUALS
KEY_LEFT_BRACKET, // SDL_SCANCODE_LEFTBRACKET
KEY_RIGHT_BRACKET, // SDL_SCANCODE_RIGHTBRACKET
KEY_BACKSLASH, // SDL_SCANCODE_BACKSLASH
0, // SDL_SCANCODE_NONUSHASH
KEY_SEMICOLON, // SDL_SCANCODE_SEMICOLON
KEY_APOSTROPHE, // SDL_SCANCODE_APOSTROPHE
KEY_GRAVE, // SDL_SCANCODE_GRAVE
KEY_COMMA, // SDL_SCANCODE_COMMA
KEY_PERIOD, // SDL_SCANCODE_PERIOD
KEY_SLASH, // SDL_SCANCODE_SLASH
KEY_CAPS_LOCK, // SDL_SCANCODE_CAPSLOCK
KEY_F1, // SDL_SCANCODE_F1
KEY_F2, // SDL_SCANCODE_F2
KEY_F3, // SDL_SCANCODE_F3
KEY_F4, // SDL_SCANCODE_F4
KEY_F5, // SDL_SCANCODE_F5
KEY_F6, // SDL_SCANCODE_F6
KEY_F7, // SDL_SCANCODE_F7
KEY_F8, // SDL_SCANCODE_F8
KEY_F9, // SDL_SCANCODE_F9
KEY_F10, // SDL_SCANCODE_F10
KEY_F11, // SDL_SCANCODE_F11
KEY_F12, // SDL_SCANCODE_F12
KEY_PRINT_SCREEN, // SDL_SCANCODE_PRINTSCREEN
KEY_SCROLL_LOCK, // SDL_SCANCODE_SCROLLLOCK
KEY_PAUSE, // SDL_SCANCODE_PAUSE
KEY_INSERT, // SDL_SCANCODE_INSERT
KEY_HOME, // SDL_SCANCODE_HOME
KEY_PAGE_UP, // SDL_SCANCODE_PAGEUP
KEY_DELETE, // SDL_SCANCODE_DELETE
KEY_END, // SDL_SCANCODE_END
KEY_PAGE_DOWN, // SDL_SCANCODE_PAGEDOWN
KEY_RIGHT, // SDL_SCANCODE_RIGHT
KEY_LEFT, // SDL_SCANCODE_LEFT
KEY_DOWN, // SDL_SCANCODE_DOWN
KEY_UP, // SDL_SCANCODE_UP
KEY_NUM_LOCK, // SDL_SCANCODE_NUMLOCKCLEAR
KEY_KP_DIVIDE, // SDL_SCANCODE_KP_DIVIDE
KEY_KP_MULTIPLY, // SDL_SCANCODE_KP_MULTIPLY
KEY_KP_SUBTRACT, // SDL_SCANCODE_KP_MINUS
KEY_KP_ADD, // SDL_SCANCODE_KP_PLUS
KEY_KP_ENTER, // SDL_SCANCODE_KP_ENTER
KEY_KP_1, // SDL_SCANCODE_KP_1
KEY_KP_2, // SDL_SCANCODE_KP_2
KEY_KP_3, // SDL_SCANCODE_KP_3
KEY_KP_4, // SDL_SCANCODE_KP_4
KEY_KP_5, // SDL_SCANCODE_KP_5
KEY_KP_6, // SDL_SCANCODE_KP_6
KEY_KP_7, // SDL_SCANCODE_KP_7
KEY_KP_8, // SDL_SCANCODE_KP_8
KEY_KP_9, // SDL_SCANCODE_KP_9
KEY_KP_0, // SDL_SCANCODE_KP_0
KEY_KP_DECIMAL // SDL_SCANCODE_KP_PERIOD
};
static const int CursorsLUT[] = {
SDL_SYSTEM_CURSOR_ARROW, // 0 MOUSE_CURSOR_DEFAULT
SDL_SYSTEM_CURSOR_ARROW, // 1 MOUSE_CURSOR_ARROW
SDL_SYSTEM_CURSOR_IBEAM, // 2 MOUSE_CURSOR_IBEAM
SDL_SYSTEM_CURSOR_CROSSHAIR, // 3 MOUSE_CURSOR_CROSSHAIR
SDL_SYSTEM_CURSOR_HAND, // 4 MOUSE_CURSOR_POINTING_HAND
SDL_SYSTEM_CURSOR_SIZEWE, // 5 MOUSE_CURSOR_RESIZE_EW
SDL_SYSTEM_CURSOR_SIZENS, // 6 MOUSE_CURSOR_RESIZE_NS
SDL_SYSTEM_CURSOR_SIZENWSE, // 7 MOUSE_CURSOR_RESIZE_NWSE
SDL_SYSTEM_CURSOR_SIZENESW, // 8 MOUSE_CURSOR_RESIZE_NESW
SDL_SYSTEM_CURSOR_SIZEALL, // 9 MOUSE_CURSOR_RESIZE_ALL
SDL_SYSTEM_CURSOR_NO // 10 MOUSE_CURSOR_NOT_ALLOWED
//SDL_SYSTEM_CURSOR_WAIT, // No equivalent implemented on MouseCursor enum on raylib.h
//SDL_SYSTEM_CURSOR_WAITARROW, // No equivalent implemented on MouseCursor enum on raylib.h
};
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
int InitPlatform(void); // Initialize platform (graphics, inputs and more)
void ClosePlatform(void); // Close platform
static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode); // Help convert SDL scancodes to raylib key
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
// NOTE: Functions declaration is provided by raylib.h
//----------------------------------------------------------------------------------
// Module Functions Definition: Window and Graphics Device
//----------------------------------------------------------------------------------
// 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)
{
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0)
{
SDL_SetWindowFullscreen(platform.window, 0);
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
CORE.Window.fullscreen = false;
}
else
{
SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN);
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
CORE.Window.fullscreen = true;
}
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
}
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
if ((CORE.Window.flags & FLAG_BORDERLESS_WINDOWED_MODE) > 0)
{
SDL_SetWindowFullscreen(platform.window, 0);
CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
}
else
{
SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN_DESKTOP);
CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
}
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
}
// 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)
{
CORE.Window.flags |= flags;
if (flags & FLAG_VSYNC_HINT)
{
SDL_GL_SetSwapInterval(1);
}
if (flags & FLAG_FULLSCREEN_MODE)
{
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN);
CORE.Window.fullscreen = true;
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
}
if (flags & FLAG_WINDOW_RESIZABLE)
{
SDL_SetWindowResizable(platform.window, SDL_TRUE);
}
if (flags & FLAG_WINDOW_UNDECORATED)
{
SDL_SetWindowBordered(platform.window, SDL_FALSE);
}
if (flags & FLAG_WINDOW_HIDDEN)
{
SDL_HideWindow(platform.window);
}
if (flags & FLAG_WINDOW_MINIMIZED)
{
SDL_MinimizeWindow(platform.window);
}
if (flags & FLAG_WINDOW_MAXIMIZED)
{
SDL_MaximizeWindow(platform.window);
}
if (flags & FLAG_WINDOW_UNFOCUSED)
{
// NOTE: To be able to implement this part it seems that we should
// do it ourselves, via `Windows.h`, `X11/Xlib.h` or even `Cocoa.h`
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_TOPMOST)
{
SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE);
}
if (flags & FLAG_WINDOW_ALWAYS_RUN)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_TRANSPARENT)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_HIGHDPI)
{
// NOTE: Such a function does not seem to exist
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
{
//SDL_SetWindowGrab(platform.window, SDL_FALSE);
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
{
const int monitor = SDL_GetWindowDisplayIndex(platform.window);
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
}
if (flags & FLAG_MSAA_4X_HINT)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); // Enable multisampling buffers
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); // Enable multisampling
}
if (flags & FLAG_INTERLACED_HINT)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_SDL");
}
}
// Clear window configuration state flags
void ClearWindowState(unsigned int flags)
{
CORE.Window.flags &= ~flags;
if (flags & FLAG_VSYNC_HINT)
{
SDL_GL_SetSwapInterval(0);
}
if (flags & FLAG_FULLSCREEN_MODE)
{
SDL_SetWindowFullscreen(platform.window, 0);
CORE.Window.fullscreen = false;
}
if (flags & FLAG_WINDOW_RESIZABLE)
{
SDL_SetWindowResizable(platform.window, SDL_FALSE);
}
if (flags & FLAG_WINDOW_UNDECORATED)
{
SDL_SetWindowBordered(platform.window, SDL_TRUE);
}
if (flags & FLAG_WINDOW_HIDDEN)
{
SDL_ShowWindow(platform.window);
}
if (flags & FLAG_WINDOW_MINIMIZED)
{
SDL_RestoreWindow(platform.window);
}
if (flags & FLAG_WINDOW_MAXIMIZED)
{
SDL_RestoreWindow(platform.window);
}
if (flags & FLAG_WINDOW_UNFOCUSED)
{
//SDL_RaiseWindow(platform.window);
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_TOPMOST)
{
SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE);
}
if (flags & FLAG_WINDOW_ALWAYS_RUN)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_TRANSPARENT)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_HIGHDPI)
{
// NOTE: There also doesn't seem to be a feature to disable high DPI once enabled
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
{
//SDL_SetWindowGrab(platform.window, SDL_TRUE);
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
{
SDL_SetWindowFullscreen(platform.window, 0);
}
if (flags & FLAG_MSAA_4X_HINT)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); // Disable multisampling buffers
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); // Disable multisampling
}
if (flags & FLAG_INTERLACED_HINT)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_SDL");
}
}
// Set icon for window
void SetWindowIcon(Image image)
{
SDL_Surface* iconSurface = NULL;
Uint32 rmask, gmask, bmask, amask;
int depth = 0; // Depth in bits
int pitch = 0; // Pixel spacing (pitch) in bytes
switch (image.format)
{
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE:
rmask = 0xFF, gmask = 0;
bmask = 0, amask = 0;
depth = 8, pitch = image.width;
break;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
rmask = 0xFF, gmask = 0xFF00;
bmask = 0, amask = 0;
depth = 16, pitch = image.width * 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R5G6B5:
rmask = 0xF800, gmask = 0x07E0;
bmask = 0x001F, amask = 0;
depth = 16, pitch = image.width * 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8:
rmask = 0xFF0000, gmask = 0x00FF00;
bmask = 0x0000FF, amask = 0;
depth = 24, pitch = image.width * 3;
break;
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
rmask = 0xF800, gmask = 0x07C0;
bmask = 0x003E, amask = 0x0001;
depth = 16, pitch = image.width * 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4:
rmask = 0xF000, gmask = 0x0F00;
bmask = 0x00F0, amask = 0x000F;
depth = 16, pitch = image.width * 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8:
rmask = 0xFF000000, gmask = 0x00FF0000;
bmask = 0x0000FF00, amask = 0x000000FF;
depth = 32, pitch = image.width * 4;
break;
case PIXELFORMAT_UNCOMPRESSED_R32:
rmask = 0xFFFFFFFF, gmask = 0;
bmask = 0, amask = 0;
depth = 32, pitch = image.width * 4;
break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32:
rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF;
bmask = 0xFFFFFFFF, amask = 0;
depth = 96, pitch = image.width * 12;
break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32:
rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF;
bmask = 0xFFFFFFFF, amask = 0xFFFFFFFF;
depth = 128, pitch = image.width * 16;
break;
case PIXELFORMAT_UNCOMPRESSED_R16:
rmask = 0xFFFF, gmask = 0;
bmask = 0, amask = 0;
depth = 16, pitch = image.width * 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16:
rmask = 0xFFFF, gmask = 0xFFFF;
bmask = 0xFFFF, amask = 0;
depth = 48, pitch = image.width * 6;
break;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16:
rmask = 0xFFFF, gmask = 0xFFFF;
bmask = 0xFFFF, amask = 0xFFFF;
depth = 64, pitch = image.width * 8;
break;
default:
// Compressed formats are not supported
return;
}
iconSurface = SDL_CreateRGBSurfaceFrom(
image.data, image.width, image.height, depth, pitch,
rmask, gmask, bmask, amask
);
if (iconSurface)
{
SDL_SetWindowIcon(platform.window, iconSurface);
SDL_FreeSurface(iconSurface);
}
}
// 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)
{
SDL_SetWindowTitle(platform.window, title);
CORE.Window.title = title;
}
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
SDL_SetWindowPosition(platform.window, x, y);
CORE.Window.position.x = x;
CORE.Window.position.y = y;
}
// Set monitor for the current window
void SetWindowMonitor(int monitor)
{
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
// NOTE:
// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
// see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
// 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false;
const int screenWidth = CORE.Window.screen.width;
const int screenHeight = CORE.Window.screen.height;
SDL_Rect usableBounds;
if (SDL_GetDisplayUsableBounds(monitor, &usableBounds) == 0)
{
if (wasFullscreen == 1) ToggleFullscreen(); // Leave fullscreen.
// If the screen size is larger than the monitor usable area, anchor it on the top left corner, otherwise, center it
if ((screenWidth >= usableBounds.w) || (screenHeight >= usableBounds.h))
{
// NOTE:
// 1. There's a known issue where if the window larger than the target display bounds,
// when moving the windows to that display, the window could be clipped back
// ending up positioned partly outside the target display.
// 2. The workaround for that is, previously to moving the window,
// setting the window size to the target display size, so they match.
// 3. It was't done here because we can't assume changing the window size automatically
// is acceptable behavior by the user.
SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
CORE.Window.position.x = usableBounds.x;
CORE.Window.position.y = usableBounds.y;
}
else
{
const int x = usableBounds.x + (usableBounds.w/2) - (screenWidth/2);
const int y = usableBounds.y + (usableBounds.h/2) - (screenHeight/2);
SDL_SetWindowPosition(platform.window, x, y);
CORE.Window.position.x = x;
CORE.Window.position.y = y;
}
if (wasFullscreen == 1) ToggleFullscreen(); // Re-enter fullscreen
}
else TRACELOG(LOG_WARNING, "SDL: Failed to get selected display usable bounds");
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
}
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMinSize(int width, int height)
{
SDL_SetWindowMinimumSize(platform.window, width, height);
CORE.Window.screenMin.width = width;
CORE.Window.screenMin.height = height;
}
// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMaxSize(int width, int height)
{
SDL_SetWindowMaximumSize(platform.window, width, height);
CORE.Window.screenMax.width = width;
CORE.Window.screenMax.height = height;
}
// Set window dimensions
void SetWindowSize(int width, int height)
{
SDL_SetWindowSize(platform.window, width, height);
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
}
// Set window opacity, value opacity is between 0.0 and 1.0
void SetWindowOpacity(float opacity)
{
if (opacity >= 1.0f) opacity = 1.0f;
else if (opacity <= 0.0f) opacity = 0.0f;
SDL_SetWindowOpacity(platform.window, opacity);
}
// Set window focused
void SetWindowFocused(void)
{
SDL_RaiseWindow(platform.window);
}
// Get native window handle
void *GetWindowHandle(void)
{
return (void *)platform.window;
}
// Get number of monitors
int GetMonitorCount(void)
{
int monitorCount = 0;
monitorCount = SDL_GetNumVideoDisplays();
return monitorCount;
}
// Get number of monitors
int GetCurrentMonitor(void)
{
int currentMonitor = 0;
currentMonitor = SDL_GetWindowDisplayIndex(platform.window);
return currentMonitor;
}
// Get selected monitor position
Vector2 GetMonitorPosition(int monitor)
{
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
SDL_Rect displayBounds;
if (SDL_GetDisplayUsableBounds(monitor, &displayBounds) == 0)
{
return (Vector2){ (float)displayBounds.x, (float)displayBounds.y };
}
else TRACELOG(LOG_WARNING, "SDL: Failed to get selected display usable bounds");
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
return (Vector2){ 0.0f, 0.0f };
}
// Get selected monitor width (currently used by monitor)
int GetMonitorWidth(int monitor)
{
int width = 0;
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(monitor, &mode);
width = mode.w;
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
return width;
}
// Get selected monitor height (currently used by monitor)
int GetMonitorHeight(int monitor)
{
int height = 0;
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(monitor, &mode);
height = mode.h;
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
return height;
}
// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
int width = 0;
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
float ddpi = 0.0f;
SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL);
SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(monitor, &mode);
// Calculate size on inches, then convert to millimeter
if (ddpi > 0.0f) width = (mode.w/ddpi)*25.4f;
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
return width;
}
// Get selected monitor physical height in millimetres
int GetMonitorPhysicalHeight(int monitor)
{
int height = 0;
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
float ddpi = 0.0f;
SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL);
SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(monitor, &mode);
// Calculate size on inches, then convert to millimeter
if (ddpi > 0.0f) height = (mode.h/ddpi)*25.4f;
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
return height;
}
// Get selected monitor refresh rate
int GetMonitorRefreshRate(int monitor)
{
int refresh = 0;
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(monitor, &mode);
refresh = mode.refresh_rate;
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
return refresh;
}
// Get the human-readable, UTF-8 encoded name of the selected monitor
const char *GetMonitorName(int monitor)
{
const int monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount)) return SDL_GetDisplayName(monitor);
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
return "";
}
// Get window position XY on monitor
Vector2 GetWindowPosition(void)
{
int x = 0;
int y = 0;
SDL_GetWindowPosition(platform.window, &x, &y);
return (Vector2){ (float)x, (float)y };
}
// Get window scale DPI factor for current monitor
Vector2 GetWindowScaleDPI(void)
{
Vector2 scale = { 1.0f, 1.0f };
// NOTE: SDL_GetWindowDisplayScale was only added on SDL3
// see https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
// TODO: Implement the window scale factor calculation manually.
TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
return scale;
}
// Set clipboard text content
void SetClipboardText(const char *text)
{
SDL_SetClipboardText(text);
}
// Get clipboard text content
// NOTE: returned string must be freed with SDL_free()
const char *GetClipboardText(void)
{
return SDL_GetClipboardText();
}
// Show mouse cursor
void ShowCursor(void)
{
SDL_ShowCursor(SDL_ENABLE);
CORE.Input.Mouse.cursorHidden = false;
}
// Hides mouse cursor
void HideCursor(void)
{
SDL_ShowCursor(SDL_DISABLE);
CORE.Input.Mouse.cursorHidden = true;
}
// Enables cursor (unlock cursor)
void EnableCursor(void)
{
SDL_SetRelativeMouseMode(SDL_FALSE);
SDL_ShowCursor(SDL_ENABLE);
platform.cursorRelative = false;
CORE.Input.Mouse.cursorHidden = false;
}
// Disables cursor (lock cursor)
void DisableCursor(void)
{
SDL_SetRelativeMouseMode(SDL_TRUE);
platform.cursorRelative = true;
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)
// NOTE: This function is only safe to use if you control the URL given.
// A user could craft a malicious string performing another action.
// Only call this function yourself not with user input or make sure to check the string yourself.
// Ref: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url)
{
// Security check to (partially) avoid malicious code
if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
else SDL_OpenURL(url);
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
return SDL_GameControllerAddMapping(mappings);
}
// 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)
{
platform.cursor = SDL_CreateSystemCursor(CursorsLUT[cursor]);
SDL_SetCursor(platform.cursor);
CORE.Input.Mouse.cursor = cursor;
}
// 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 mouse wheel
CORE.Input.Mouse.currentWheelMove.x = 0;
CORE.Input.Mouse.currentWheelMove.y = 0;
// Register previous mouse position
if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
// 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 < MAX_KEYBOARD_KEYS; i++)
{
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
}
// Register previous mouse states
for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
// 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);
}
*/
CORE.Window.resizedLastFrame = false;
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;
case SDL_DROPFILE: // Dropped file
{
if (CORE.Window.dropFileCount == 0)
{
// When a new file is dropped, we reserve a fixed number of slots for all possible dropped files
// at the moment we limit the number of drops at once to 1024 files but this behaviour should probably be reviewed
// TODO: Pointers should probably be reallocated for any new file added...
CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *));
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file);
SDL_free(event.drop.file);
CORE.Window.dropFileCount++;
}
else if (CORE.Window.dropFileCount < 1024)
{
CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file);
SDL_free(event.drop.file);
CORE.Window.dropFileCount++;
}
else TRACELOG(LOG_WARNING, "FILE: Maximum drag and drop files at once is limited to 1024 files!");
} break;
// Window events are also polled (Minimized, maximized, close...)
case SDL_WINDOWEVENT:
{
switch (event.window.event)
{
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
{
const int width = event.window.data1;
const int height = event.window.data2;
SetupViewport(width, height);
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
CORE.Window.currentFbo.width = width;
CORE.Window.currentFbo.height = height;
CORE.Window.resizedLastFrame = true;
} break;
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:
{
KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode);
if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 1;
// TODO: Put exitKey verification outside the switch?
if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey])
{
CORE.Window.shouldClose = true;
}
} break;
case SDL_KEYUP:
{
KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode);
if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0;
} break;
// Check mouse events
case SDL_MOUSEBUTTONDOWN:
{
CORE.Input.Mouse.currentButtonState[event.button.button - 1] = 1;
} break;
case SDL_MOUSEBUTTONUP:
{
CORE.Input.Mouse.currentButtonState[event.button.button - 1] = 0;
} 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:
{
if (platform.cursorRelative)
{
CORE.Input.Mouse.currentPosition.x = (float)event.motion.xrel;
CORE.Input.Mouse.currentPosition.y = (float)event.motion.yrel;
CORE.Input.Mouse.previousPosition = (Vector2){ 0.0f, 0.0f };
}
else
{
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
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; }
// Initialize graphic device: display/window and graphic context
//----------------------------------------------------------------------------
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
// Check selection OpenGL version
if (rlGetVersion() == RL_OPENGL_21)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
}
else if (rlGetVersion() == RL_OPENGL_33)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#if defined(__APPLE__)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // OSX Requires forward compatibility
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#endif
}
else if (rlGetVersion() == RL_OPENGL_43)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); // Enable OpenGL Debug Context
#endif
}
else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
if (CORE.Window.flags & FLAG_VSYNC_HINT)
{
SDL_GL_SetSwapInterval(1);
}
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;
SDL_DisplayMode displayMode = { 0 };
SDL_GetCurrentDisplayMode(GetCurrentMonitor(), &displayMode);
CORE.Window.display.width = displayMode.w;
CORE.Window.display.height = displayMode.h;
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 graphics device");
return -1;
}
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
rlLoadExtensions(SDL_GL_GetProcAddress);
//----------------------------------------------------------------------------
// Initialize input events system
//----------------------------------------------------------------------------
if (SDL_NumJoysticks() >= 1)
{
platform.gamepad = SDL_JoystickOpen(0);
//if (platform.gamepadgamepad == NULL) TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
}
SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
//----------------------------------------------------------------------------
// Initialize timming system
//----------------------------------------------------------------------------
// NOTE: No need to call InitTimer(), let SDL manage it internally
CORE.Time.previous = GetTime(); // Get time as double
//----------------------------------------------------------------------------
// Initialize storage system
//----------------------------------------------------------------------------
CORE.Storage.basePath = GetWorkingDirectory(); // Define base path for storage
//----------------------------------------------------------------------------
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL): Initialized successfully");
return 0;
}
// Close platform
void ClosePlatform(void)
{
SDL_FreeCursor(platform.cursor); // Free cursor
SDL_GL_DeleteContext(platform.glContext); // Deinitialize OpenGL context
SDL_DestroyWindow(platform.window);
SDL_Quit(); // Deinitialize SDL internal global state
}
// Scancode to keycode mapping
static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode)
{
if (sdlScancode >= 0 && sdlScancode < SCANCODE_MAPPED_NUM)
{
return ScancodeToKey[sdlScancode];
}
return KEY_NULL; // No equivalent key in Raylib
}
// EOF