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Diffstat (limited to 'raylib/src/platforms/rcore_desktop_sdl.c')
-rw-r--r--raylib/src/platforms/rcore_desktop_sdl.c1391
1 files changed, 1391 insertions, 0 deletions
diff --git a/raylib/src/platforms/rcore_desktop_sdl.c b/raylib/src/platforms/rcore_desktop_sdl.c
new file mode 100644
index 0000000..96e5570
--- /dev/null
+++ b/raylib/src/platforms/rcore_desktop_sdl.c
@@ -0,0 +1,1391 @@
+/**********************************************************************************************
+*
+* 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) 2013-2023 Ramon Santamaria (@raysan5) and contributors
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "SDL.h" // SDL base library (window/rendered, input, timming... functionality)
+#include "SDL_opengl.h" // SDL OpenGL functionality (if required, instead of internal renderer)
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct {
+ SDL_Window *window;
+ SDL_GLContext glContext;
+
+ SDL_Joystick *gamepad;
+ SDL_Cursor *cursor;
+ bool cursorRelative;
+} PlatformData;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+extern CoreData CORE; // Global CORE state context
+
+static PlatformData platform = { 0 }; // Platform specific data
+
+//----------------------------------------------------------------------------------
+// Local Variables Definition
+//----------------------------------------------------------------------------------
+#define SCANCODE_MAPPED_NUM 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:
+ rmask = 0xFF0000, gmask = 0x00FF00;
+ bmask = 0x0000FF, amask = 0;
+ depth = 24, pitch = image.width * 3;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
+ rmask = 0xF800, gmask = 0x07C0;
+ bmask = 0x003E, amask = 0x0001;
+ depth = 16, pitch = image.width * 2;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4:
+ rmask = 0xF000, gmask = 0x0F00;
+ bmask = 0x00F0, amask = 0x000F;
+ depth = 16, pitch = image.width * 2;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8:
+ rmask = 0xFF000000, gmask = 0x00FF0000;
+ bmask = 0x0000FF00, amask = 0x000000FF;
+ depth = 32, pitch = image.width * 4;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R32:
+ rmask = 0xFFFFFFFF, gmask = 0;
+ bmask = 0, amask = 0;
+ depth = 32, pitch = image.width * 4;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R32G32B32:
+ rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF;
+ bmask = 0xFFFFFFFF, amask = 0;
+ depth = 96, pitch = image.width * 12;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32:
+ rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF;
+ bmask = 0xFFFFFFFF, amask = 0xFFFFFFFF;
+ depth = 128, pitch = image.width * 16;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R16:
+ rmask = 0xFFFF, gmask = 0;
+ bmask = 0, amask = 0;
+ depth = 16, pitch = image.width * 2;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R16G16B16:
+ rmask = 0xFFFF, gmask = 0xFFFF;
+ bmask = 0xFFFF, amask = 0;
+ depth = 48, pitch = image.width * 6;
+ break;
+ case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16:
+ rmask = 0xFFFF, gmask = 0xFFFF;
+ bmask = 0xFFFF, amask = 0xFFFF;
+ depth = 64, pitch = image.width * 8;
+ break;
+ default:
+ // Compressed formats are not supported
+ return;
+ }
+
+ iconSurface = SDL_CreateRGBSurfaceFrom(
+ image.data, image.width, image.height, depth, pitch,
+ rmask, gmask, bmask, amask
+ );
+
+ if (iconSurface)
+ {
+ SDL_SetWindowIcon(platform.window, iconSurface);
+ SDL_FreeSurface(iconSurface);
+ }
+}
+
+// Set icon for window
+void SetWindowIcons(Image *images, int count)
+{
+ TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
+}
+
+// Set title for window
+void SetWindowTitle(const char *title)
+{
+ SDL_SetWindowTitle(platform.window, title);
+
+ CORE.Window.title = title;
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+ SDL_SetWindowPosition(platform.window, x, y);
+
+ CORE.Window.position.x = x;
+ CORE.Window.position.y = y;
+}
+
+// Set monitor for the current window
+void SetWindowMonitor(int monitor)
+{
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ // NOTE:
+ // 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
+ // see commit https://github.com/libsdl-org/SDL/commit/3f5ef7dd422057edbcf3e736107e34be4b75d9ba
+ // 2. A workround for SDL2 is leaving fullscreen, moving the window, then entering full screen again.
+ const bool wasFullscreen = ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) ? true : false;
+
+ const int screenWidth = CORE.Window.screen.width;
+ const int screenHeight = CORE.Window.screen.height;
+ SDL_Rect usableBounds;
+ if (SDL_GetDisplayUsableBounds(monitor, &usableBounds) == 0)
+ {
+ if (wasFullscreen == 1) ToggleFullscreen(); // Leave fullscreen.
+
+ // If the screen size is larger than the monitor usable area, anchor it on the top left corner, otherwise, center it
+ if ((screenWidth >= usableBounds.w) || (screenHeight >= usableBounds.h))
+ {
+ // NOTE:
+ // 1. There's a known issue where if the window larger than the target display bounds,
+ // when moving the windows to that display, the window could be clipped back
+ // ending up positioned partly outside the target display.
+ // 2. The workaround for that is, previously to moving the window,
+ // setting the window size to the target display size, so they match.
+ // 3. It was't done here because we can't assume changing the window size automatically
+ // is acceptable behavior by the user.
+ SDL_SetWindowPosition(platform.window, usableBounds.x, usableBounds.y);
+ CORE.Window.position.x = usableBounds.x;
+ CORE.Window.position.y = usableBounds.y;
+ }
+ else
+ {
+ const int x = usableBounds.x + (usableBounds.w/2) - (screenWidth/2);
+ const int y = usableBounds.y + (usableBounds.h/2) - (screenHeight/2);
+ SDL_SetWindowPosition(platform.window, x, y);
+ CORE.Window.position.x = x;
+ CORE.Window.position.y = y;
+ }
+
+ if (wasFullscreen == 1) ToggleFullscreen(); // Re-enter fullscreen
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to get selected display usable bounds");
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+ SDL_SetWindowMinimumSize(platform.window, width, height);
+
+ CORE.Window.screenMin.width = width;
+ CORE.Window.screenMin.height = height;
+}
+
+// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMaxSize(int width, int height)
+{
+ SDL_SetWindowMaximumSize(platform.window, width, height);
+
+ CORE.Window.screenMax.width = width;
+ CORE.Window.screenMax.height = height;
+}
+
+// Set window dimensions
+void SetWindowSize(int width, int height)
+{
+ SDL_SetWindowSize(platform.window, width, height);
+
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+}
+
+// Set window opacity, value opacity is between 0.0 and 1.0
+void SetWindowOpacity(float opacity)
+{
+ if (opacity >= 1.0f) opacity = 1.0f;
+ else if (opacity <= 0.0f) opacity = 0.0f;
+
+ SDL_SetWindowOpacity(platform.window, opacity);
+}
+
+// Set window focused
+void SetWindowFocused(void)
+{
+ SDL_RaiseWindow(platform.window);
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+ return (void *)platform.window;
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+ int monitorCount = 0;
+
+ monitorCount = SDL_GetNumVideoDisplays();
+
+ return monitorCount;
+}
+
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+ int currentMonitor = 0;
+
+ currentMonitor = SDL_GetWindowDisplayIndex(platform.window);
+
+ return currentMonitor;
+}
+
+// Get selected monitor position
+Vector2 GetMonitorPosition(int monitor)
+{
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ SDL_Rect displayBounds;
+ if (SDL_GetDisplayUsableBounds(monitor, &displayBounds) == 0)
+ {
+ return (Vector2){ (float)displayBounds.x, (float)displayBounds.y };
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to get selected display usable bounds");
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+ return (Vector2){ 0.0f, 0.0f };
+}
+
+// Get selected monitor width (currently used by monitor)
+int GetMonitorWidth(int monitor)
+{
+ int width = 0;
+
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ SDL_DisplayMode mode;
+ SDL_GetCurrentDisplayMode(monitor, &mode);
+ width = mode.w;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return width;
+}
+
+// Get selected monitor height (currently used by monitor)
+int GetMonitorHeight(int monitor)
+{
+ int height = 0;
+
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ SDL_DisplayMode mode;
+ SDL_GetCurrentDisplayMode(monitor, &mode);
+ height = mode.h;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return height;
+}
+
+// Get selected monitor physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+ int width = 0;
+
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ float ddpi = 0.0f;
+ SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL);
+ SDL_DisplayMode mode;
+ SDL_GetCurrentDisplayMode(monitor, &mode);
+ // Calculate size on inches, then convert to millimeter
+ if (ddpi > 0.0f) width = (mode.w/ddpi)*25.4f;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return width;
+}
+
+// Get selected monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+ int height = 0;
+
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ float ddpi = 0.0f;
+ SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL);
+ SDL_DisplayMode mode;
+ SDL_GetCurrentDisplayMode(monitor, &mode);
+ // Calculate size on inches, then convert to millimeter
+ if (ddpi > 0.0f) height = (mode.h/ddpi)*25.4f;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return height;
+}
+
+// Get selected monitor refresh rate
+int GetMonitorRefreshRate(int monitor)
+{
+ int refresh = 0;
+
+ const int monitorCount = SDL_GetNumVideoDisplays();
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ SDL_DisplayMode mode;
+ SDL_GetCurrentDisplayMode(monitor, &mode);
+ refresh = mode.refresh_rate;
+ }
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return refresh;
+}
+
+// Get the human-readable, UTF-8 encoded name of the selected monitor
+const char *GetMonitorName(int monitor)
+{
+ const int monitorCount = SDL_GetNumVideoDisplays();
+
+ if ((monitor >= 0) && (monitor < monitorCount)) return SDL_GetDisplayName(monitor);
+ else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
+
+ return "";
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ int x = 0;
+ int y = 0;
+
+ SDL_GetWindowPosition(platform.window, &x, &y);
+
+ return (Vector2){ (float)x, (float)y };
+}
+
+// Get window scale DPI factor for current monitor
+Vector2 GetWindowScaleDPI(void)
+{
+ Vector2 scale = { 1.0f, 1.0f };
+
+ // NOTE: SDL_GetWindowDisplayScale was only added on SDL3
+ // see https://wiki.libsdl.org/SDL3/SDL_GetWindowDisplayScale
+ // TODO: Implement the window scale factor calculation manually.
+ TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
+
+ return scale;
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+ SDL_SetClipboardText(text);
+}
+
+// Get clipboard text content
+// NOTE: returned string must be freed with SDL_free()
+const char *GetClipboardText(void)
+{
+ return SDL_GetClipboardText();
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+ SDL_ShowCursor(SDL_ENABLE);
+
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+ SDL_ShowCursor(SDL_DISABLE);
+
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+ SDL_SetRelativeMouseMode(SDL_FALSE);
+ SDL_ShowCursor(SDL_ENABLE);
+
+ platform.cursorRelative = false;
+ CORE.Input.Mouse.cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+ SDL_SetRelativeMouseMode(SDL_TRUE);
+
+ platform.cursorRelative = true;
+ CORE.Input.Mouse.cursorHidden = true;
+}
+
+// Swap back buffer with front buffer (screen drawing)
+void SwapScreenBuffer(void)
+{
+ SDL_GL_SwapWindow(platform.window);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Misc
+//----------------------------------------------------------------------------------
+
+// Get elapsed time measure in seconds
+double GetTime(void)
+{
+ unsigned int ms = SDL_GetTicks(); // Elapsed time in milliseconds since SDL_Init()
+ double time = (double)ms/1000;
+ return time;
+}
+
+// Open URL with default system browser (if available)
+// NOTE: This function is only safe to use if you control the URL given.
+// A user could craft a malicious string performing another action.
+// Only call this function yourself not with user input or make sure to check the string yourself.
+// Ref: https://github.com/raysan5/raylib/issues/686
+void OpenURL(const char *url)
+{
+ // Security check to (partially) avoid malicious code
+ if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
+ else SDL_OpenURL(url);
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition: Inputs
+//----------------------------------------------------------------------------------
+
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ return SDL_GameControllerAddMapping(mappings);
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
+ CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+}
+
+// Set mouse cursor
+void SetMouseCursor(int cursor)
+{
+ platform.cursor = SDL_CreateSystemCursor(CursorsLUT[cursor]);
+ SDL_SetCursor(platform.cursor);
+
+ CORE.Input.Mouse.cursor = cursor;
+}
+
+// Register all input events
+void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // NOTE: Gestures update must be called every frame to reset gestures correctly
+ // because ProcessGestureEvent() is just called on an event, not every frame
+ UpdateGestures();
+#endif
+
+ // Reset keys/chars pressed registered
+ CORE.Input.Keyboard.keyPressedQueueCount = 0;
+ CORE.Input.Keyboard.charPressedQueueCount = 0;
+
+ // Reset key repeats
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+
+ // Reset mouse wheel
+ CORE.Input.Mouse.currentWheelMove.x = 0;
+ CORE.Input.Mouse.currentWheelMove.y = 0;
+
+ // Register previous mouse position
+ if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
+ else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
+
+ // Reset last gamepad button/axis registered state
+ CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
+ for (int i = 0; i < MAX_GAMEPADS; i++) CORE.Input.Gamepad.axisCount[i] = 0;
+
+ // Register previous touch states
+ for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
+
+ // Reset touch positions
+ // TODO: It resets on target platform the mouse position and not filled again until a move-event,
+ // so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
+ //for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
+
+ // Map touch position to mouse position for convenience
+ // WARNING: If the target desktop device supports touch screen, this behavious should be reviewed!
+ // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
+ // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
+ 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 gestureUpdate = false; // Flag to note gestures require to update
+
+ // Register previous keys states
+ // NOTE: Android supports up to 260 keys
+ for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
+ {
+ CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
+ CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
+ }
+
+ // Register previous mouse states
+ for (int i = 0; i < MAX_MOUSE_BUTTONS; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
+
+ // Poll input events for current plaform
+ //-----------------------------------------------------------------------------
+ /*
+ // WARNING: Indexes into this array are obtained by using SDL_Scancode values, not SDL_Keycode values
+ const Uint8 *keys = SDL_GetKeyboardState(NULL);
+ for (int i = 0; i < 256; ++i)
+ {
+ CORE.Input.Keyboard.currentKeyState[i] = keys[i];
+ //if (keys[i]) TRACELOG(LOG_WARNING, "Pressed key: %i", i);
+ }
+ */
+
+ CORE.Window.resizedLastFrame = false;
+
+ SDL_Event event = { 0 };
+ while (SDL_PollEvent(&event) != 0)
+ {
+ // All input events can be processed after polling
+ switch (event.type)
+ {
+ case SDL_QUIT: CORE.Window.shouldClose = true; break;
+
+ case SDL_DROPFILE: // Dropped file
+ {
+ if (CORE.Window.dropFileCount == 0)
+ {
+ // When a new file is dropped, we reserve a fixed number of slots for all possible dropped files
+ // at the moment we limit the number of drops at once to 1024 files but this behaviour should probably be reviewed
+ // TODO: Pointers should probably be reallocated for any new file added...
+ CORE.Window.dropFilepaths = (char **)RL_CALLOC(1024, sizeof(char *));
+
+ CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
+ strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file);
+ SDL_free(event.drop.file);
+
+ CORE.Window.dropFileCount++;
+ }
+ else if (CORE.Window.dropFileCount < 1024)
+ {
+ CORE.Window.dropFilepaths[CORE.Window.dropFileCount] = (char *)RL_CALLOC(MAX_FILEPATH_LENGTH, sizeof(char));
+ strcpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file);
+ SDL_free(event.drop.file);
+
+ CORE.Window.dropFileCount++;
+ }
+ else TRACELOG(LOG_WARNING, "FILE: Maximum drag and drop files at once is limited to 1024 files!");
+
+ } break;
+
+ // Window events are also polled (Minimized, maximized, close...)
+ case SDL_WINDOWEVENT:
+ {
+ switch (event.window.event)
+ {
+ case SDL_WINDOWEVENT_RESIZED:
+ case SDL_WINDOWEVENT_SIZE_CHANGED:
+ {
+ const int width = event.window.data1;
+ const int height = event.window.data2;
+ SetupViewport(width, height);
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+ CORE.Window.resizedLastFrame = true;
+ } break;
+ case SDL_WINDOWEVENT_LEAVE:
+ case SDL_WINDOWEVENT_HIDDEN:
+ case SDL_WINDOWEVENT_MINIMIZED:
+ case SDL_WINDOWEVENT_FOCUS_LOST:
+ case SDL_WINDOWEVENT_ENTER:
+ case SDL_WINDOWEVENT_SHOWN:
+ case SDL_WINDOWEVENT_FOCUS_GAINED:
+ case SDL_WINDOWEVENT_MAXIMIZED:
+ case SDL_WINDOWEVENT_RESTORED:
+ default: break;
+ }
+ } break;
+
+ // Keyboard events
+ case SDL_KEYDOWN:
+ {
+ KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode);
+ if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 1;
+
+ // TODO: Put exitKey verification outside the switch?
+ if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey])
+ {
+ CORE.Window.shouldClose = true;
+ }
+ } break;
+
+ case SDL_KEYUP:
+ {
+ KeyboardKey key = ConvertScancodeToKey(event.key.keysym.scancode);
+ if (key != KEY_NULL) CORE.Input.Keyboard.currentKeyState[key] = 0;
+ } break;
+
+ // Check mouse events
+ case SDL_MOUSEBUTTONDOWN:
+ {
+ // 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;
+
+ touchAction = 1;
+ gestureUpdate = true;
+ } 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;
+
+ touchAction = 0;
+ gestureUpdate = true;
+ } 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;
+ gestureUpdate = true;
+ } 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;
+ }
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ if (gestureUpdate)
+ {
+ // 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) 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);
+ }
+#endif
+ }
+ //-----------------------------------------------------------------------------
+}
+
+//----------------------------------------------------------------------------------
+// Module Internal Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize platform: graphics, inputs and more
+int InitPlatform(void)
+{
+ // Initialize SDL internal global state
+ int result = SDL_Init(SDL_INIT_EVERYTHING);
+ if (result < 0) { TRACELOG(LOG_WARNING, "SDL: Failed to initialize SDL"); return -1; }
+
+ // Initialize graphic device: display/window and graphic context
+ //----------------------------------------------------------------------------
+ unsigned int flags = 0;
+ flags |= SDL_WINDOW_SHOWN;
+ flags |= SDL_WINDOW_OPENGL;
+ flags |= SDL_WINDOW_INPUT_FOCUS;
+ flags |= SDL_WINDOW_MOUSE_FOCUS;
+ flags |= SDL_WINDOW_MOUSE_CAPTURE; // Window has mouse captured
+
+ // Check window creation flags
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0)
+ {
+ CORE.Window.fullscreen = true;
+ flags |= SDL_WINDOW_FULLSCREEN;
+ }
+
+ //if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) == 0) flags |= SDL_WINDOW_HIDDEN;
+ if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) flags |= SDL_WINDOW_BORDERLESS;
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) flags |= SDL_WINDOW_RESIZABLE;
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) flags |= SDL_WINDOW_MINIMIZED;
+ if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) flags |= SDL_WINDOW_MAXIMIZED;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0)
+ {
+ flags &= ~SDL_WINDOW_INPUT_FOCUS;
+ flags &= ~SDL_WINDOW_MOUSE_FOCUS;
+ }
+
+ if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) flags |= SDL_WINDOW_ALWAYS_ON_TOP;
+ if ((CORE.Window.flags & FLAG_WINDOW_MOUSE_PASSTHROUGH) > 0) flags &= ~SDL_WINDOW_MOUSE_CAPTURE;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) flags |= SDL_WINDOW_ALLOW_HIGHDPI;
+
+ //if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) flags |= SDL_WINDOW_TRANSPARENT; // Alternative: SDL_GL_ALPHA_SIZE = 8
+
+ //if ((CORE.Window.flags & FLAG_FULLSCREEN_DESKTOP) > 0) flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+
+ // NOTE: Some OpenGL context attributes must be set before window creation
+
+ // Check selection OpenGL version
+ if (rlGetVersion() == RL_OPENGL_21)
+ {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ }
+ else if (rlGetVersion() == RL_OPENGL_33)
+ {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
+#if defined(__APPLE__)
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // OSX Requires forward compatibility
+#else
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+#endif
+ }
+ else if (rlGetVersion() == RL_OPENGL_43)
+ {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
+#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); // Enable OpenGL Debug Context
+#endif
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
+ {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+ }
+ else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
+ {
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+ }
+
+ if (CORE.Window.flags & FLAG_VSYNC_HINT)
+ {
+ SDL_GL_SetSwapInterval(1);
+ }
+
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
+ }
+
+ // Init window
+ platform.window = SDL_CreateWindow(CORE.Window.title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CORE.Window.screen.width, CORE.Window.screen.height, flags);
+
+ // Init OpenGL context
+ platform.glContext = SDL_GL_CreateContext(platform.window);
+
+ // Check window and glContext have been initialized succesfully
+ if ((platform.window != NULL) && (platform.glContext != NULL))
+ {
+ CORE.Window.ready = true;
+
+ SDL_DisplayMode displayMode = { 0 };
+ SDL_GetCurrentDisplayMode(GetCurrentMonitor(), &displayMode);
+
+ CORE.Window.display.width = displayMode.w;
+ CORE.Window.display.height = displayMode.h;
+
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+ CORE.Window.currentFbo.width = CORE.Window.render.width;
+ CORE.Window.currentFbo.height = CORE.Window.render.height;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
+ TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
+ TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
+ TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
+ TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
+ }
+ else
+ {
+ TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
+ return -1;
+ }
+
+ // Load OpenGL extensions
+ // NOTE: GL procedures address loader is required to load extensions
+ rlLoadExtensions(SDL_GL_GetProcAddress);
+ //----------------------------------------------------------------------------
+
+ // Initialize input events system
+ //----------------------------------------------------------------------------
+ if (SDL_NumJoysticks() >= 1)
+ {
+ platform.gamepad = SDL_JoystickOpen(0);
+ //if (platform.gamepadgamepad == NULL) TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
+ }
+
+ SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
+ //----------------------------------------------------------------------------
+
+ // Initialize timming system
+ //----------------------------------------------------------------------------
+ // NOTE: No need to call InitTimer(), let SDL manage it internally
+ CORE.Time.previous = GetTime(); // Get time as double
+ //----------------------------------------------------------------------------
+
+ // Initialize storage system
+ //----------------------------------------------------------------------------
+ CORE.Storage.basePath = GetWorkingDirectory(); // Define base path for storage
+ //----------------------------------------------------------------------------
+
+ TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL): Initialized successfully");
+
+ return 0;
+}
+
+// Close platform
+void ClosePlatform(void)
+{
+ SDL_FreeCursor(platform.cursor); // Free cursor
+ SDL_GL_DeleteContext(platform.glContext); // Deinitialize OpenGL context
+ SDL_DestroyWindow(platform.window);
+ SDL_Quit(); // Deinitialize SDL internal global state
+}
+
+// Scancode to keycode mapping
+static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode)
+{
+ if (sdlScancode >= 0 && sdlScancode < SCANCODE_MAPPED_NUM)
+ {
+ return ScancodeToKey[sdlScancode];
+ }
+ return KEY_NULL; // No equivalent key in Raylib
+}
+// EOF