/**********************************************************************************************
							 | 
						|
								*
							 | 
						|
								*   rcore_desktop_sdl - Functions to manage window, graphics device and inputs
							 | 
						|
								*
							 | 
						|
								*   PLATFORM: DESKTOP: SDL
							 | 
						|
								*       - Windows (Win32, Win64)
							 | 
						|
								*       - Linux (X11/Wayland desktop mode)
							 | 
						|
								*       - Others (not tested)
							 | 
						|
								*
							 | 
						|
								*   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): Windowing and inputs management
							 | 
						|
								*       - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
							 | 
						|
								*
							 | 
						|
								*
							 | 
						|
								*   LICENSE: zlib/libpng
							 | 
						|
								*
							 | 
						|
								*   Copyright (c) 2013-2024 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, timing... functionality)
							 | 
						|
								
							 | 
						|
								#if defined(GRAPHICS_API_OPENGL_ES2)
							 | 
						|
								    // It seems it does not need to be included to work
							 | 
						|
								    //#include "SDL_opengles2.h"
							 | 
						|
								#else
							 | 
						|
								    #include "SDL_opengl.h"     // SDL OpenGL functionality (if required, instead of internal renderer)
							 | 
						|
								#endif
							 | 
						|
								
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								// Types and Structures Definition
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								typedef struct {
							 | 
						|
								    SDL_Window *window;
							 | 
						|
								    SDL_GLContext glContext;
							 | 
						|
								
							 | 
						|
								    SDL_Joystick *gamepad[MAX_GAMEPADS];
							 | 
						|
								    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 232
							 | 
						|
								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
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
							 | 
						|
								    0, 0, 0, 0,
							 | 
						|
								    KEY_LEFT_CONTROL,   //SDL_SCANCODE_LCTRL
							 | 
						|
								    KEY_LEFT_SHIFT,     //SDL_SCANCODE_LSHIFT
							 | 
						|
								    KEY_LEFT_ALT,       //SDL_SCANCODE_LALT
							 | 
						|
								    KEY_LEFT_SUPER,     //SDL_SCANCODE_LGUI
							 | 
						|
								    KEY_RIGHT_CONTROL,  //SDL_SCANCODE_RCTRL
							 | 
						|
								    KEY_RIGHT_SHIFT,    //SDL_SCANCODE_RSHIFT
							 | 
						|
								    KEY_RIGHT_ALT,      //SDL_SCANCODE_RALT
							 | 
						|
								    KEY_RIGHT_SUPER     //SDL_SCANCODE_RGUI
							 | 
						|
								};
							 | 
						|
								
							 | 
						|
								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: // Uses BGR for 24-bit
							 | 
						|
								            rmask = 0x0000FF, gmask = 0x00FF00;
							 | 
						|
								            bmask = 0xFF0000, 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 workaround 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 wasn'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 gamepad vibration
							 | 
						|
								void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
							 | 
						|
								{
							 | 
						|
								    //Limit input values to between 0.0f and 1.0f
							 | 
						|
								    leftMotor  = (0.0f > leftMotor)  ? 0.0f : leftMotor;
							 | 
						|
								    rightMotor = (0.0f > rightMotor) ? 0.0f : rightMotor;
							 | 
						|
								    leftMotor  = (1.0f < leftMotor)  ? 1.0f : leftMotor;
							 | 
						|
								    rightMotor = (1.0f < rightMotor) ? 1.0f : rightMotor;
							 | 
						|
								
							 | 
						|
								    if (IsGamepadAvailable(gamepad))
							 | 
						|
								    {
							 | 
						|
								        SDL_JoystickRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f));
							 | 
						|
								    }
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Set mouse position XY
							 | 
						|
								void SetMousePosition(int x, int y)
							 | 
						|
								{
							 | 
						|
								    SDL_WarpMouseInWindow(platform.window, x, 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;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								static void UpdateSDLTouchPoints(SDL_TouchFingerEvent event)
							 | 
						|
								{
							 | 
						|
								    CORE.Input.Touch.pointCount = SDL_GetNumTouchFingers(event.touchId);
							 | 
						|
								
							 | 
						|
								    for (int i=0; i<CORE.Input.Touch.pointCount; i++)
							 | 
						|
								    {
							 | 
						|
								        SDL_Finger *finger = SDL_GetTouchFinger(event.touchId, i);
							 | 
						|
								        CORE.Input.Touch.pointId[i] = finger->id;
							 | 
						|
								        CORE.Input.Touch.position[i].x = finger->x * CORE.Window.screen.width;
							 | 
						|
								        CORE.Input.Touch.position[i].y = finger->y * CORE.Window.screen.height;
							 | 
						|
								        CORE.Input.Touch.currentTouchState[i] = 1;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    for (int i=CORE.Input.Touch.pointCount; i<MAX_TOUCH_POINTS; i++)
							 | 
						|
								        CORE.Input.Touch.currentTouchState[i] = 0;
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// 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 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
							 | 
						|
								    for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
							 | 
						|
								    {
							 | 
						|
								        // Check if gamepad is available
							 | 
						|
								        if (CORE.Input.Gamepad.ready[i])
							 | 
						|
								        {
							 | 
						|
								            // Register previous gamepad button states
							 | 
						|
								            for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++)
							 | 
						|
								            {
							 | 
						|
								                CORE.Input.Gamepad.previousButtonState[i][k] = CORE.Input.Gamepad.currentButtonState[i][k];
							 | 
						|
								            }
							 | 
						|
								        }
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // Register previous touch states
							 | 
						|
								    for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
							 | 
						|
								
							 | 
						|
								    // Map touch position to mouse position for convenience
							 | 
						|
								    CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
							 | 
						|
								
							 | 
						|
								    int touchAction = -1;       // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
							 | 
						|
								    bool realTouch = false;     // Flag to differentiate real touch gestures from mouse ones
							 | 
						|
								
							 | 
						|
								    // 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 platform
							 | 
						|
								    //-----------------------------------------------------------------------------
							 | 
						|
								    /*
							 | 
						|
								    // 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;
							 | 
						|
								
							 | 
						|
								                if (event.key.repeat) CORE.Input.Keyboard.keyRepeatInFrame[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;
							 | 
						|
								
							 | 
						|
								            case SDL_TEXTINPUT:
							 | 
						|
								            {
							 | 
						|
								                // NOTE: event.text.text data comes an UTF-8 text sequence but we register codepoints (int)
							 | 
						|
								
							 | 
						|
								                int codepointSize = 0;
							 | 
						|
								
							 | 
						|
								                // Check if there is space available in the key queue
							 | 
						|
								                if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
							 | 
						|
								                {
							 | 
						|
								                    // Add character (key) to the queue
							 | 
						|
								                    CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = GetCodepointNext(event.text.text, &codepointSize);
							 | 
						|
								                    CORE.Input.Keyboard.keyPressedQueueCount++;
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								                // Check if there is space available in the queue
							 | 
						|
								                if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
							 | 
						|
								                {
							 | 
						|
								                    // Add character (codepoint) to the queue
							 | 
						|
								                    CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = GetCodepointNext(event.text.text, &codepointSize);
							 | 
						|
								                    CORE.Input.Keyboard.charPressedQueueCount++;
							 | 
						|
								                }
							 | 
						|
								            } break;
							 | 
						|
								
							 | 
						|
								            // Check mouse events
							 | 
						|
								            case SDL_MOUSEBUTTONDOWN:
							 | 
						|
								            {
							 | 
						|
								                // NOTE: SDL2 mouse button order is LEFT, MIDDLE, RIGHT, but raylib uses LEFT, RIGHT, MIDDLE like GLFW
							 | 
						|
								                //       The following conditions align SDL with raylib.h MouseButton enum order
							 | 
						|
								                int btn = event.button.button - 1;
							 | 
						|
								                if (btn == 2) btn = 1;
							 | 
						|
								                else if (btn == 1) btn = 2;
							 | 
						|
								
							 | 
						|
								                CORE.Input.Mouse.currentButtonState[btn] = 1;
							 | 
						|
								                CORE.Input.Touch.currentTouchState[btn] = 1;
							 | 
						|
								
							 | 
						|
								                touchAction = 1;
							 | 
						|
								            } break;
							 | 
						|
								            case SDL_MOUSEBUTTONUP:
							 | 
						|
								            {
							 | 
						|
								                // NOTE: SDL2 mouse button order is LEFT, MIDDLE, RIGHT, but raylib uses LEFT, RIGHT, MIDDLE like GLFW
							 | 
						|
								                //       The following conditions align SDL with raylib.h MouseButton enum order
							 | 
						|
								                int btn = event.button.button - 1;
							 | 
						|
								                if (btn == 2) btn = 1;
							 | 
						|
								                else if (btn == 1) btn = 2;
							 | 
						|
								
							 | 
						|
								                CORE.Input.Mouse.currentButtonState[btn] = 0;
							 | 
						|
								                CORE.Input.Touch.currentTouchState[btn] = 0;
							 | 
						|
								
							 | 
						|
								                touchAction = 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;
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								                CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
							 | 
						|
								                touchAction = 2;
							 | 
						|
								            } break;
							 | 
						|
								
							 | 
						|
								            case SDL_FINGERDOWN:
							 | 
						|
								            {
							 | 
						|
								                UpdateSDLTouchPoints(event.tfinger);
							 | 
						|
								                touchAction = 1;
							 | 
						|
								                realTouch = true;
							 | 
						|
								            } break;
							 | 
						|
								            case SDL_FINGERUP:
							 | 
						|
								            {
							 | 
						|
								                UpdateSDLTouchPoints(event.tfinger);
							 | 
						|
								                touchAction = 0;
							 | 
						|
								                realTouch = true;
							 | 
						|
								            } break;
							 | 
						|
								            case SDL_FINGERMOTION:
							 | 
						|
								            {
							 | 
						|
								                UpdateSDLTouchPoints(event.tfinger);
							 | 
						|
								                touchAction = 2;
							 | 
						|
								                realTouch = true;
							 | 
						|
								            } break;
							 | 
						|
								
							 | 
						|
								            // Check gamepad events
							 | 
						|
								            case SDL_JOYDEVICEADDED:
							 | 
						|
								            {
							 | 
						|
								                int jid = event.jdevice.which;
							 | 
						|
								                if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS)) {
							 | 
						|
								                    platform.gamepad[jid] = SDL_JoystickOpen(jid);
							 | 
						|
								
							 | 
						|
								                    if (platform.gamepad[jid])
							 | 
						|
								                    {
							 | 
						|
								                        CORE.Input.Gamepad.ready[jid] = true;
							 | 
						|
								                        CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(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;
							 | 
						|
								                        strncpy(CORE.Input.Gamepad.name[jid], SDL_JoystickName(platform.gamepad[jid]), 63);
							 | 
						|
								                        CORE.Input.Gamepad.name[jid][63] = '\0';
							 | 
						|
								                    }
							 | 
						|
								                    else
							 | 
						|
								                    {
							 | 
						|
								                        TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								            } break;
							 | 
						|
								            case SDL_JOYDEVICEREMOVED:
							 | 
						|
								            {
							 | 
						|
								                int jid = event.jdevice.which;
							 | 
						|
								                if (jid == SDL_JoystickInstanceID(platform.gamepad[jid])) {
							 | 
						|
								                    SDL_JoystickClose(platform.gamepad[jid]);
							 | 
						|
								                    platform.gamepad[jid] = SDL_JoystickOpen(0);
							 | 
						|
								                    CORE.Input.Gamepad.ready[jid] = false;
							 | 
						|
								                    memset(CORE.Input.Gamepad.name[jid], 0, 64);
							 | 
						|
								                }
							 | 
						|
								            } break;
							 | 
						|
								            case SDL_JOYBUTTONDOWN:
							 | 
						|
								            {
							 | 
						|
								                int button = -1;
							 | 
						|
								
							 | 
						|
								                switch (event.jbutton.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;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
							 | 
						|
								
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
							 | 
						|
								
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
							 | 
						|
								
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
							 | 
						|
								
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_LEFTSTICK: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_RIGHTSTICK: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
							 | 
						|
								                    default: break;
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								                if (button >= 0)
							 | 
						|
								                {
							 | 
						|
								                    CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 1;
							 | 
						|
								                    CORE.Input.Gamepad.lastButtonPressed = button;
							 | 
						|
								                }
							 | 
						|
								            } break;
							 | 
						|
								            case SDL_JOYBUTTONUP:
							 | 
						|
								            {
							 | 
						|
								                int button = -1;
							 | 
						|
								
							 | 
						|
								                switch (event.jbutton.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;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
							 | 
						|
								
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
							 | 
						|
								
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
							 | 
						|
								
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
							 | 
						|
								
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_LEFTSTICK: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
							 | 
						|
								                    case SDL_CONTROLLER_BUTTON_RIGHTSTICK: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
							 | 
						|
								                    default: break;
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								                if (button >= 0)
							 | 
						|
								                {
							 | 
						|
								                    CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 0;
							 | 
						|
								                    if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
							 | 
						|
								                }
							 | 
						|
								            } break;
							 | 
						|
								            case SDL_JOYAXISMOTION:
							 | 
						|
								            {
							 | 
						|
								                int axis = -1;
							 | 
						|
								
							 | 
						|
								                switch (event.jaxis.axis)
							 | 
						|
								                {
							 | 
						|
								                    case SDL_CONTROLLER_AXIS_LEFTX: axis = GAMEPAD_AXIS_LEFT_X; break;
							 | 
						|
								                    case SDL_CONTROLLER_AXIS_LEFTY: axis = GAMEPAD_AXIS_LEFT_Y; break;
							 | 
						|
								                    case SDL_CONTROLLER_AXIS_RIGHTX: axis = GAMEPAD_AXIS_RIGHT_X; break;
							 | 
						|
								                    case SDL_CONTROLLER_AXIS_RIGHTY: axis = GAMEPAD_AXIS_RIGHT_Y; break;
							 | 
						|
								                    case SDL_CONTROLLER_AXIS_TRIGGERLEFT: axis = GAMEPAD_AXIS_LEFT_TRIGGER; break;
							 | 
						|
								                    case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: axis = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
							 | 
						|
								                    default: break;
							 | 
						|
								                }
							 | 
						|
								
							 | 
						|
								                if (axis >= 0)
							 | 
						|
								                {
							 | 
						|
								                    // SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range
							 | 
						|
								                    float value = event.jaxis.value / (float) 32767;
							 | 
						|
								                    CORE.Input.Gamepad.axisState[event.jaxis.which][axis] = value;
							 | 
						|
								
							 | 
						|
								                    // Register button state for triggers in addition to their axes
							 | 
						|
								                    if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER))
							 | 
						|
								                    {
							 | 
						|
								                        int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER) ? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
							 | 
						|
								                        int pressed = (value > 0.1f);
							 | 
						|
								                        CORE.Input.Gamepad.currentButtonState[event.jaxis.which][button] = pressed;
							 | 
						|
								                        if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
							 | 
						|
								                        else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								            } break;
							 | 
						|
								            default: break;
							 | 
						|
								        }
							 | 
						|
								
							 | 
						|
								#if defined(SUPPORT_GESTURES_SYSTEM)
							 | 
						|
								        if (touchAction > -1)
							 | 
						|
								        {
							 | 
						|
								            // Process mouse events as touches to be able to use mouse-gestures
							 | 
						|
								            GestureEvent gestureEvent = { 0 };
							 | 
						|
								
							 | 
						|
								            // Register touch actions
							 | 
						|
								            gestureEvent.touchAction = touchAction;
							 | 
						|
								
							 | 
						|
								            // Assign a pointer ID
							 | 
						|
								            gestureEvent.pointId[0] = 0;
							 | 
						|
								
							 | 
						|
								            // Register touch points count
							 | 
						|
								            gestureEvent.pointCount = 1;
							 | 
						|
								
							 | 
						|
								            // Register touch points position, only one point registered
							 | 
						|
								            if (touchAction == 2 || realTouch) gestureEvent.position[0] = CORE.Input.Touch.position[0];
							 | 
						|
								            else gestureEvent.position[0] = GetMousePosition();
							 | 
						|
								
							 | 
						|
								            // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
							 | 
						|
								            gestureEvent.position[0].x /= (float)GetScreenWidth();
							 | 
						|
								            gestureEvent.position[0].y /= (float)GetScreenHeight();
							 | 
						|
								
							 | 
						|
								            // Gesture data is sent to gestures-system for processing
							 | 
						|
								            ProcessGestureEvent(gestureEvent);
							 | 
						|
								
							 | 
						|
								            touchAction = -1;
							 | 
						|
								        }
							 | 
						|
								#endif
							 | 
						|
								    }
							 | 
						|
								    //-----------------------------------------------------------------------------
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								// Module Internal Functions Definition
							 | 
						|
								//----------------------------------------------------------------------------------
							 | 
						|
								
							 | 
						|
								// Initialize platform: graphics, inputs and more
							 | 
						|
								int InitPlatform(void)
							 | 
						|
								{
							 | 
						|
								    // Initialize SDL internal global state, only required systems
							 | 
						|
								    // NOTE: Not all systems need to be initialized, SDL_INIT_AUDIO is not required, managed by miniaudio
							 | 
						|
								    int result = SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER);
							 | 
						|
								    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);
							 | 
						|
								        SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
							 | 
						|
								    }
							 | 
						|
								    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 successfully
							 | 
						|
								    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
							 | 
						|
								    //----------------------------------------------------------------------------
							 | 
						|
								    // Initialize gamepads
							 | 
						|
								    for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
							 | 
						|
								    {
							 | 
						|
								        platform.gamepad[i] = SDL_JoystickOpen(i);
							 | 
						|
								        if (platform.gamepad[i])
							 | 
						|
								        {
							 | 
						|
								            CORE.Input.Gamepad.ready[i] = true;
							 | 
						|
								            CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(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_JoystickName(platform.gamepad[i]), 63);
							 | 
						|
								            CORE.Input.Gamepad.name[i][63] = '\0';
							 | 
						|
								        }
							 | 
						|
								        else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // Disable mouse events being interpreted as touch events
							 | 
						|
								    // NOTE: This is wanted because there are SDL_FINGER* events available which provide unique data
							 | 
						|
								    //       Due to the way PollInputEvents() and rgestures.h are currently implemented, setting this won't break SUPPORT_MOUSE_GESTURES
							 | 
						|
								    SDL_SetHint(SDL_HINT_TOUCH_MOUSE_EVENTS, "0");
							 | 
						|
								
							 | 
						|
								    SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
							 | 
						|
								    //----------------------------------------------------------------------------
							 | 
						|
								
							 | 
						|
								    // Initialize timing system
							 | 
						|
								    //----------------------------------------------------------------------------
							 | 
						|
								    // NOTE: No need to call InitTimer(), let SDL manage it internally
							 | 
						|
								    CORE.Time.previous = GetTime();     // Get time as double
							 | 
						|
								
							 | 
						|
								    #if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
							 | 
						|
								    SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "1");     // SDL equivalent of timeBeginPeriod() and timeEndPeriod()
							 | 
						|
								    #endif
							 | 
						|
								    //----------------------------------------------------------------------------
							 | 
						|
								
							 | 
						|
								    // 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
							 |