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authorRay <[email protected]>2023-10-16 00:51:44 +0200
committerRay <[email protected]>2023-10-16 00:51:44 +0200
commit84818c96f236cc4ff172dda2013aba231f68ff13 (patch)
tree8eaaee3d43eae4a0961c710025501f8dbfaa5408
parenta75251f0a9732f42cfeb8d018210a358f46c910d (diff)
downloadraylib-84818c96f236cc4ff172dda2013aba231f68ff13.tar.gz
raylib-84818c96f236cc4ff172dda2013aba231f68ff13.zip
ADDED: NEW PLATFORM: SDL (DESKTOP) `rcore_desktop_sdl` #3313
-rw-r--r--src/rcore.c22
-rw-r--r--src/rcore_desktop_sdl.c755
2 files changed, 769 insertions, 8 deletions
diff --git a/src/rcore.c b/src/rcore.c
index f94731f9..b813b019 100644
--- a/src/rcore.c
+++ b/src/rcore.c
@@ -3,14 +3,18 @@
* rcore - Window/display management, Graphic device/context management and input management
*
* PLATFORMS SUPPORTED:
-* - PLATFORM_DESKTOP: Windows (Win32, Win64)
-* - PLATFORM_DESKTOP: Linux (X11 desktop mode)
-* - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
-* - PLATFORM_DESKTOP: OSX/macOS
-* - PLATFORM_WEB: HTML5 (WebAssembly)
-* - PLATFORM_DRM: Raspberry Pi 0-5
-* - PLATFORM_DRM: Linux native mode (KMS driver)
-* - PLATFORM_ANDROID: Android (ARM, ARM64)
+* - PLATFORM_DESKTOP:
+* > Windows (Win32, Win64)
+* > Linux (X11/Wayland desktop mode)
+* > macOS/OSX (x64, arm64)
+* > FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
+* - PLATFORM_WEB:
+* > HTML5 (WebAssembly)
+* - PLATFORM_DRM:
+* > Raspberry Pi 0-5
+* > Linux native mode (KMS driver)
+* - PLATFORM_ANDROID:
+* > Android (ARM, ARM64)
*
* CONFIGURATION:
* #define SUPPORT_DEFAULT_FONT (default)
@@ -303,6 +307,8 @@ const char *TextFormat(const char *text, ...); // Formatting of text with
// Include platform-specific submodules
#if defined(PLATFORM_DESKTOP)
#include "rcore_desktop.c"
+#elif defined(PLATFORM_DESKTOP_SDL)
+ #include "rcore_desktop_sdl.c"
#elif defined(PLATFORM_WEB)
#include "rcore_web.c"
#elif defined(PLATFORM_DRM)
diff --git a/src/rcore_desktop_sdl.c b/src/rcore_desktop_sdl.c
new file mode 100644
index 00000000..e85d1896
--- /dev/null
+++ b/src/rcore_desktop_sdl.c
@@ -0,0 +1,755 @@
+/**********************************************************************************************
+*
+* rcore_desktop_sdl - Functions to manage window, graphics device and inputs
+*
+* PLATFORM: DESKTOP: SDL
+* - Windows (Win32, Win64)
+* - Linux (X11/Wayland desktop mode)
+* - FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
+* - OSX/macOS (x64, arm64)
+*
+* LIMITATIONS:
+* - Limitation 01
+* - Limitation 02
+*
+* POSSIBLE IMPROVEMENTS:
+* - Improvement 01
+* - Improvement 02
+*
+* ADDITIONAL NOTES:
+* - TRACELOG() function is located in raylib [utils] module
+*
+* CONFIGURATION:
+* #define RCORE_PLATFORM_CUSTOM_FLAG
+* Custom flag for rcore on target platform -not used-
+*
+* DEPENDENCIES:
+* - SDL 2 (main library)
+* - Dependency 02
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "rcore.h"
+
+#include "SDL.h" // SDL base library (window/rendered, input, timming... functionality)
+#include "SDL_opengl.h" // SDL OpenGL functionality (if required, instead of internal renderer)
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ SDL_Window *window;
+ SDL_GLContext glContext;
+
+ SDL_Joystick *gamepad;
+} PlatformData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+static PlatformData platform = { 0 }; // Platform specific data
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Declaration
+//----------------------------------------------------------------------------------
+static int InitPlatform(void); // Initialize platform (graphics, inputs and more)
+static void ClosePlatform(void); // Close platform
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+// NOTE: Functions declaration is provided by raylib.h
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Window and Graphics Device
+//----------------------------------------------------------------------------------
+
+// Initialize window and OpenGL context
+// NOTE: data parameter could be used to pass any kind of required data to the initialization
+void InitWindow(int width, int height, const char *title)
+{
+ TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
+
+ TRACELOG(LOG_INFO, "Supported raylib modules:");
+ TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
+ TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
+#if defined(SUPPORT_MODULE_RSHAPES)
+ TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXTURES)
+ TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RTEXT)
+ TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RMODELS)
+ TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
+#endif
+#if defined(SUPPORT_MODULE_RAUDIO)
+ TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
+#else
+ TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
+#endif
+
+ // Initialize window data
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ CORE.Window.eventWaiting = false;
+ CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
+ if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
+
+ // Initialize global input state
+ memset(&CORE.Input, 0, sizeof(CORE.Input)); // Reset CORE.Input structure to 0
+ CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
+ CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
+ CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
+
+ // Initialize platform
+ //--------------------------------------------------------------
+ InitPlatform();
+ //--------------------------------------------------------------
+
+ // Initialize rlgl default data (buffers and shaders)
+ // NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
+ rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+ // Setup default viewport
+ SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // WARNING: External function: Module required: rtext
+ LoadFontDefault();
+ #if defined(SUPPORT_MODULE_RSHAPES)
+ // Set font white rectangle for shapes drawing, so shapes and text can be batched together
+ // WARNING: rshapes module is required, if not available, default internal white rectangle is used
+ Rectangle rec = GetFontDefault().recs[95];
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
+ }
+ else
+ {
+ // NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding
+ SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
+ }
+ #endif
+#else
+ #if defined(SUPPORT_MODULE_RSHAPES)
+ // Set default texture and rectangle to be used for shapes drawing
+ // NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
+ Texture2D texture = { rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
+ SetShapesTexture(texture, (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); // WARNING: Module required: rshapes
+ #endif
+#endif
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // Set default font texture filter for HighDPI (blurry)
+ // RL_TEXTURE_FILTER_LINEAR - tex filter: BILINEAR, no mipmaps
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ rlTextureParameters(GetFontDefault().texture.id, RL_TEXTURE_MAG_FILTER, RL_TEXTURE_FILTER_LINEAR);
+ }
+#endif
+
+ // Initialize random seed
+ SetRandomSeed((unsigned int)time(NULL));
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ events = (AutomationEvent *)RL_CALLOC(MAX_CODE_AUTOMATION_EVENTS, sizeof(AutomationEvent));
+ CORE.Time.frameCounter = 0;
+#endif
+
+ TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Application initialized successfully");
+}
+
+// Close window and unload OpenGL context
+void CloseWindow(void)
+{
+#if defined(SUPPORT_GIF_RECORDING)
+ if (gifRecording)
+ {
+ MsfGifResult result = msf_gif_end(&gifState);
+ msf_gif_free(result);
+ gifRecording = false;
+ }
+#endif
+
+#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
+ UnloadFontDefault(); // WARNING: Module required: rtext
+#endif
+
+ rlglClose(); // De-init rlgl
+
+ // De-initialize platform
+ //--------------------------------------------------------------
+ ClosePlatform();
+ //--------------------------------------------------------------
+
+#if defined(SUPPORT_EVENTS_AUTOMATION)
+ RL_FREE(events);
+#endif
+
+ CORE.Window.ready = false;
+ TRACELOG(LOG_INFO, "Window closed successfully");
+}
+
+// Check if application should close
+bool WindowShouldClose(void)
+{
+ if (CORE.Window.ready) return CORE.Window.shouldClose;
+ else return true;
+}
+
+// Toggle fullscreen mode
+void ToggleFullscreen(void)
+{
+ //SDL_SetWindowFullscreen
+}
+
+// Toggle borderless windowed mode
+void ToggleBorderlessWindowed(void)
+{
+ //SDL_SetWindowFullscreen
+}
+
+// Set window state: maximized, if resizable
+void MaximizeWindow(void)
+{
+ SDL_MaximizeWindow(platform.window);
+ CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
+}
+
+// Set window state: minimized
+void MinimizeWindow(void)
+{
+ SDL_MinimizeWindow(platform.window);
+ CORE.Window.flags |= FLAG_WINDOW_MINIMIZED;
+}
+
+// Set window state: not minimized/maximized
+void RestoreWindow(void)
+{
+ SDL_ShowWindow(platform.window);
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+ //SDL_HideWindow(platform.window);
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+ TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform");
+}
+
+// Set icon for window
+void SetWindowIcon(Image image)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
+}
+
+// Set icon for window
+void SetWindowIcons(Image *images, int count)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ CORE.Window.title = title;
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform");
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ CORE.Window.screenMin.width = width;
+ CORE.Window.screenMin.height = height;
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform");
+}
+
+// Set window opacity, value opacity is between 0.0 and 1.0
+void SetWindowOpacity(float opacity)
+{
+ TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform");
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform");
+ return NULL;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform");
+ return 1;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform");
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform");
+ return 0;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
+ return 0;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform");
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform");
+ return (Vector2){ 0, 0 };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
+ return (Vector2){ 1.0f, 1.0f };
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform");
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+ TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform");
+ return NULL;
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ // Set cursor position in the middle
+ SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ SDL_GL_SwapWindow(platform.window);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// Get elapsed time measure in seconds
+double GetTime(void)
+{
+ unsigned int ms = SDL_GetTicks(); // Elapsed time in milliseconds since SDL_Init()
+ double time = (double)ms/1000;
+ return time;
+}
+
+// Open URL with default system browser (if available)
+void OpenURL(const char *url)
+{
+ SDL_OpenURL(url);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
+ return 0;
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
+}
+
+// Register all input events
+void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // NOTE: Gestures update must be called every frame to reset gestures correctly
+ // because ProcessGestureEvent() is just called on an event, not every frame
+ UpdateGestures();
+#endif
+
+ // Reset keys/chars pressed registered
+ CORE.Input.Keyboard.keyPressedQueueCount = 0;
+ CORE.Input.Keyboard.charPressedQueueCount = 0;
+
+ // Reset key repeats
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
+ for (int i = 0; i < MAX_GAMEPADS; i++) CORE.Input.Gamepad.axisCount[i] = 0;
+
+ // Register previous touch states
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
+
+ // Reset touch positions
+ // TODO: It resets on target platform the mouse position and not filled again until a move-event,
+ // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
+ //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
+
+ // Register previous keys states
+ // NOTE: Android supports up to 260 keys
+ for (int i = 0; i < 260; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Poll input events for current plaform
+ //-----------------------------------------------------------------------------
+ /*
+ // WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values
+ const Uint8 *keys = SDL_GetKeyboardState(NULL);
+ for (int i = 0; i < 256; ++i)
+ {
+ CORE.Input.Keyboard.currentKeyState[i] = keys[i];
+ //if (keys[i]) TRACELOG(LOG_WARNING, "Pressed key: %i", i);
+ }
+ */
+
+ SDL_Event event = { 0 };
+ while (SDL_PollEvent(&event) != 0)
+ {
+ // All input events can be processed after polling
+ switch (event.type)
+ {
+ case SDL_QUIT: CORE.Window.shouldClose = true; break;
+
+ // Window events are also polled (Minimized, maximized, close...)
+ case SDL_WINDOWEVENT:
+ {
+ switch (event.window.event)
+ {
+ case SDL_WINDOWEVENT_LEAVE:
+ case SDL_WINDOWEVENT_HIDDEN:
+ case SDL_WINDOWEVENT_MINIMIZED:
+ case SDL_WINDOWEVENT_FOCUS_LOST:
+ case SDL_WINDOWEVENT_ENTER:
+ case SDL_WINDOWEVENT_SHOWN:
+ case SDL_WINDOWEVENT_FOCUS_GAINED:
+ case SDL_WINDOWEVENT_MAXIMIZED:
+ case SDL_WINDOWEVENT_RESTORED:
+ default: break;
+ }
+ } break;
+
+ // Keyboard events
+ case SDL_KEYDOWN:
+ {
+ CORE.Input.Keyboard.currentKeyState[event.key.keysym.sym] = 1;
+
+ if (event.key.keysym.sym == SDLK_ESCAPE)
+ {
+ CORE.Window.shouldClose = true;
+ }
+ } break;
+ case SDL_KEYUP: break;
+
+ // Check mouse events
+ case SDL_MOUSEBUTTONDOWN:
+ {
+ CORE.Input.Mouse.currentButtonState[event.button.button - 1] = 1;
+ } break;
+ case SDL_MOUSEBUTTONUP: break;
+ case SDL_MOUSEWHEEL:
+ {
+ CORE.Input.Mouse.currentWheelMove.x = (float)event.wheel.x;
+ CORE.Input.Mouse.currentWheelMove.y = (float)event.wheel.y;
+ } break;
+ case SDL_MOUSEMOTION:
+ {
+ CORE.Input.Mouse.currentPosition.x = (float)event.motion.x;
+ CORE.Input.Mouse.currentPosition.y = (float)event.motion.y;
+ } break;
+
+ // Check gamepad events
+ case SDL_JOYAXISMOTION:
+ {
+ // Motion on gamepad 0
+ if (event.jaxis.which == 0)
+ {
+ // X axis motion
+ if (event.jaxis.axis == 0)
+ {
+ //...
+ }
+ // Y axis motion
+ else if (event.jaxis.axis == 1)
+ {
+ //...
+ }
+ }
+ } break;
+ default: break;
+ }
+ }
+ //-----------------------------------------------------------------------------
+}
+
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize platform: graphics, inputs and more
+static int InitPlatform(void)
+{
+ // Initialize SDL internal global state
+ int result = SDL_Init(SDL_INIT_EVERYTHING);
+ if (result < 0) { TRACELOG(LOG_WARNING, "SDL: Failed to initialize SDL"); return -1; }
+
+ unsigned int flags = 0;
+ flags |= SDL_WINDOW_SHOWN;
+ flags |= SDL_WINDOW_OPENGL;
+ flags |= SDL_WINDOW_INPUT_FOCUS;
+ flags |= SDL_WINDOW_MOUSE_FOCUS;
+ flags |= SDL_WINDOW_MOUSE_CAPTURE; // Window has mouse captured
+
+ // Check window creation flags
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0)
+ {
+ CORE.Window.fullscreen = true;
+ flags |= SDL_WINDOW_FULLSCREEN;
+ }
+
+ //if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) == 0) flags |= SDL_WINDOW_HIDDEN;
+ if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) flags |= SDL_WINDOW_BORDERLESS;
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) flags |= SDL_WINDOW_RESIZABLE;
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) flags |= SDL_WINDOW_MINIMIZED;
+ if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) flags |= SDL_WINDOW_MAXIMIZED;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0)
+ {
+ flags &= ~SDL_WINDOW_INPUT_FOCUS;
+ flags &= ~SDL_WINDOW_MOUSE_FOCUS;
+ }
+
+ if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) flags |= SDL_WINDOW_ALWAYS_ON_TOP;
+ if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) flags |= SDL_WINDOW_ALLOW_HIGHDPI;
+
+ //if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) flags |= SDL_WINDOW_TRANSPARENT; // Alternative: SDL_GL_ALPHA_SIZE = 8
+
+ //if ((CORE.Window.flags & FLAG_FULLSCREEN_DESKTOP) > 0) flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+
+ // NOTE: Some OpenGL context attributes must be set before window creation
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+ //SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG | SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
+ }
+
+ // Init window
+ platform.window = SDL_CreateWindow(CORE.Window.title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CORE.Window.screen.width, CORE.Window.screen.height, flags);
+
+ // Init OpenGL context
+ platform.glContext = SDL_GL_CreateContext(platform.window);
+
+ // Check window and glContext have been initialized succesfully
+ if ((platform.window != NULL) && (platform.glContext != NULL))
+ {
+ CORE.Window.ready = true;
+
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+ }
+ else { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(SDL_GL_GetProcAddress);
+
+
+ // Init input gamepad
+ if (SDL_NumJoysticks() >= 1)
+ {
+ SDL_Joystick *gamepad = SDL_JoystickOpen(0);
+ //if (SDL_Joystick *gamepad == NULL) SDL_Log("WARNING: Unable to open game controller! SDL Error: %s\n", SDL_GetError());
+ }
+
+ // Initialize hi-res timer
+ //InitTimer();
+ CORE.Time.previous = GetTime(); // Get time as double
+
+ // Initialize base path for storage
+ CORE.Storage.basePath = GetWorkingDirectory();
+
+ return 0;
+}
+
+static void ClosePlatform(void)
+{
+ SDL_GL_DeleteContext(platform.glContext); // Deinitialize OpenGL context
+ SDL_DestroyWindow(platform.window);
+ SDL_Quit(); // Deinitialize SDL internal global state
+}
+// EOF