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