REVIEWED: InitPlatform()
organization and code-gardening
This commit is contained in:
parent
3ff6026917
commit
a0f0034352
7 changed files with 221 additions and 134 deletions
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@ -518,6 +518,8 @@ void PollInputEvents(void)
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// Initialize platform: graphics, inputs and more
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int InitPlatform(void)
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{
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// Initialize display basic configuration
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//----------------------------------------------------------------------------
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CORE.Window.currentFbo.width = CORE.Window.screen.width;
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CORE.Window.currentFbo.height = CORE.Window.screen.height;
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@ -546,26 +548,32 @@ int InitPlatform(void)
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//AConfiguration_getScreenSize(platform.app->config);
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//AConfiguration_getScreenLong(platform.app->config);
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// Initialize App command system
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// NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
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platform.app->onAppCmd = AndroidCommandCallback;
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// Initialize input events system
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platform.app->onInputEvent = AndroidInputCallback;
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// Initialize assets manager
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InitAssetManager(platform.app->activity->assetManager, platform.app->activity->internalDataPath);
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// Initialize base path for storage
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CORE.Storage.basePath = platform.app->activity->internalDataPath;
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// Set some default window flags
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CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; // false
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CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // false
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CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // true
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CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // false
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//----------------------------------------------------------------------------
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TRACELOG(LOG_INFO, "PLATFORM: ANDROID: Application initialized successfully");
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// Initialize App command system
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// NOTE: On APP_CMD_INIT_WINDOW -> InitGraphicsDevice(), InitTimer(), LoadFontDefault()...
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//----------------------------------------------------------------------------
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platform.app->onAppCmd = AndroidCommandCallback;
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//----------------------------------------------------------------------------
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// Initialize input events system
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//----------------------------------------------------------------------------
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platform.app->onInputEvent = AndroidInputCallback;
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//----------------------------------------------------------------------------
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// Initialize storage system
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//----------------------------------------------------------------------------
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InitAssetManager(platform.app->activity->assetManager, platform.app->activity->internalDataPath); // Initialize assets manager
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CORE.Storage.basePath = platform.app->activity->internalDataPath; // Define base path for storage
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//----------------------------------------------------------------------------
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TRACELOG(LOG_INFO, "PLATFORM: ANDROID: Initialized successfully");
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// Android ALooper_pollAll() variables
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int pollResult = 0;
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@ -613,7 +621,6 @@ void ClosePlatform(void)
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}
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}
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// Initialize display device and framebuffer
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// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
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// If width or height are 0, default display size will be used for framebuffer size
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@ -1236,6 +1236,8 @@ int InitPlatform(void)
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int result = glfwInit();
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if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; }
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// Initialize graphic device: display/window and graphic context
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//----------------------------------------------------------------------------
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glfwDefaultWindowHints(); // Set default windows hints
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//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
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//glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
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@ -1450,6 +1452,13 @@ int InitPlatform(void)
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}
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glfwMakeContextCurrent(platform.handle);
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result = glfwGetError(NULL);
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// Check context activation
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if ((result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR))
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{
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CORE.Window.ready = true;
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glfwSwapInterval(0); // No V-Sync by default
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// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
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@ -1469,7 +1478,7 @@ int InitPlatform(void)
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{
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// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling.
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// Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
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#if !defined(__APPLE__)
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#if !defined(__APPLE__)
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glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
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// Screen scaling matrix is required in case desired screen area is different from display area
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@ -1477,7 +1486,7 @@ int InitPlatform(void)
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// Mouse input scaling for the new screen size
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SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
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#endif
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#endif
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}
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CORE.Window.render.width = fbWidth;
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@ -1490,20 +1499,26 @@ int InitPlatform(void)
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TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
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TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
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TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
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// Load OpenGL extensions
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// NOTE: GL procedures address loader is required to load extensions
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rlLoadExtensions(glfwGetProcAddress);
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}
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else
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{
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TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
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return -1;
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}
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if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
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CORE.Window.ready = true; // TODO: Proper validation on windows/context creation
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// If graphic device is no properly initialized, we end program
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if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
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else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
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// Load OpenGL extensions
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// NOTE: GL procedures address loader is required to load extensions
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rlLoadExtensions(glfwGetProcAddress);
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//----------------------------------------------------------------------------
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// Initialize input events callbacks
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//----------------------------------------------------------------------------
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// Set window callback events
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glfwSetWindowSizeCallback(platform.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
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glfwSetWindowMaximizeCallback(platform.handle, WindowMaximizeCallback);
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@ -1521,12 +1536,19 @@ int InitPlatform(void)
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glfwSetJoystickCallback(JoystickCallback);
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glfwSetInputMode(platform.handle, GLFW_LOCK_KEY_MODS, GLFW_TRUE); // Enable lock keys modifiers (CAPS, NUM)
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//----------------------------------------------------------------------------
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// Initialize hi-res timer
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// Initialize timming system
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//----------------------------------------------------------------------------
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InitTimer();
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//----------------------------------------------------------------------------
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// Initialize base path for storage
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// Initialize storage system
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//----------------------------------------------------------------------------
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CORE.Storage.basePath = GetWorkingDirectory();
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//----------------------------------------------------------------------------
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TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (GLFW): Initialized successfully");
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return 0;
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}
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@ -1542,7 +1564,6 @@ void ClosePlatform(void)
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#endif
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}
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// GLFW3 Error Callback, runs on GLFW3 error
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static void ErrorCallback(int error, const char *description)
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{
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@ -1107,6 +1107,8 @@ int InitPlatform(void)
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int result = SDL_Init(SDL_INIT_EVERYTHING);
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if (result < 0) { TRACELOG(LOG_WARNING, "SDL: Failed to initialize SDL"); return -1; }
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// Initialize graphic device: display/window and graphic context
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//----------------------------------------------------------------------------
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unsigned int flags = 0;
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flags |= SDL_WINDOW_SHOWN;
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flags |= SDL_WINDOW_OPENGL;
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@ -1143,6 +1145,7 @@ int InitPlatform(void)
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//if ((CORE.Window.flags & FLAG_FULLSCREEN_DESKTOP) > 0) flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
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// NOTE: Some OpenGL context attributes must be set before window creation
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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@ -1170,7 +1173,7 @@ int InitPlatform(void)
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{
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CORE.Window.ready = true;
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SDL_DisplayMode displayMode;
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SDL_DisplayMode displayMode = { 0 };
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SDL_GetCurrentDisplayMode(GetCurrentMonitor(), &displayMode);
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CORE.Window.display.width = displayMode.w;
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@ -1187,30 +1190,43 @@ int InitPlatform(void)
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TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
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TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
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}
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else { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
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else
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{
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TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
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return -1;
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}
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// Load OpenGL extensions
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// NOTE: GL procedures address loader is required to load extensions
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rlLoadExtensions(SDL_GL_GetProcAddress);
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//----------------------------------------------------------------------------
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// Init input gamepad
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// Initialize input events system
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//----------------------------------------------------------------------------
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if (SDL_NumJoysticks() >= 1)
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{
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SDL_Joystick *gamepad = SDL_JoystickOpen(0);
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//if (SDL_Joystick *gamepad == NULL) SDL_Log("WARNING: Unable to open game controller! SDL Error: %s\n", SDL_GetError());
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}
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//----------------------------------------------------------------------------
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// Initialize hi-res timer
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//InitTimer();
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// Initialize timming system
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//----------------------------------------------------------------------------
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// NOTE: No need to call InitTimer(), let SDL manage it internally
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CORE.Time.previous = GetTime(); // Get time as double
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//----------------------------------------------------------------------------
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// Initialize base path for storage
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CORE.Storage.basePath = GetWorkingDirectory();
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// Initialize storage system
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//----------------------------------------------------------------------------
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CORE.Storage.basePath = GetWorkingDirectory(); // Define base path for storage
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//----------------------------------------------------------------------------
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TRACELOG(LOG_INFO, "PLATFORM: DESKTOP (SDL): Initialized successfully");
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return 0;
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}
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// Close platform
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void ClosePlatform(void)
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{
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SDL_FreeCursor(platform.cursor); // Free cursor
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@ -1219,7 +1235,7 @@ void ClosePlatform(void)
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SDL_Quit(); // Deinitialize SDL internal global state
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}
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// Scancode to keycode mapping
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static KeyboardKey ConvertScancodeToKey(SDL_Scancode sdlScancode)
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{
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if (sdlScancode >= 0 && sdlScancode < SCANCODE_MAPPED_NUM)
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@ -576,6 +576,8 @@ int InitPlatform(void)
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platform.prevBO = NULL;
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platform.prevFB = 0;
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// Initialize graphic device: display/window and graphic context
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//----------------------------------------------------------------------------
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CORE.Window.fullscreen = true;
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CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
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@ -846,7 +848,6 @@ int InitPlatform(void)
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}
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// Create an EGL window surface
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//---------------------------------------------------------------------------------
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platform.surface = eglCreateWindowSurface(platform.device, platform.config, (EGLNativeWindowType)platform.gbmSurface, NULL);
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if (EGL_NO_SURFACE == platform.surface)
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{
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@ -864,13 +865,13 @@ int InitPlatform(void)
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// There must be at least one frame displayed before the buffers are swapped
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//eglSwapInterval(platform.device, 1);
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if (eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context) == EGL_FALSE)
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{
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TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
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return -1;
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}
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else
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EGLBoolean result = eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context);
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// Check surface and context activation
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if (result != EGL_FALSE)
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{
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CORE.Window.ready = true;
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CORE.Window.render.width = CORE.Window.screen.width;
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CORE.Window.render.height = CORE.Window.screen.height;
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CORE.Window.currentFbo.width = CORE.Window.render.width;
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@ -882,15 +883,14 @@ int InitPlatform(void)
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TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
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TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
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}
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// Load OpenGL extensions
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// NOTE: GL procedures address loader is required to load extensions
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rlLoadExtensions(eglGetProcAddress);
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else
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{
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TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
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return -1;
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}
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if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
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CORE.Window.ready = true; // TODO: Proper validation on windows/context creation
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// If graphic device is no properly initialized, we end program
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if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
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else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor()) / 2 - CORE.Window.screen.width / 2, GetMonitorHeight(GetCurrentMonitor()) / 2 - CORE.Window.screen.height / 2);
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CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // true
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CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // false
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// Initialize hi-res timer
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InitTimer();
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// Load OpenGL extensions
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// NOTE: GL procedures address loader is required to load extensions
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rlLoadExtensions(eglGetProcAddress);
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//----------------------------------------------------------------------------
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// Initialize base path for storage
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CORE.Storage.basePath = GetWorkingDirectory();
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// Initialize raw input system
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// Initialize input events system
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//----------------------------------------------------------------------------
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InitEvdevInput(); // Evdev inputs initialization
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InitGamepad(); // Gamepad init
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InitKeyboard(); // Keyboard init (stdin)
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//----------------------------------------------------------------------------
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// Initialize timming system
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//----------------------------------------------------------------------------
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InitTimer();
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//----------------------------------------------------------------------------
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// Initialize storage system
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//----------------------------------------------------------------------------
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CORE.Storage.basePath = GetWorkingDirectory();
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//----------------------------------------------------------------------------
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TRACELOG(LOG_INFO, "PLATFORM: DRM: Initialized successfully");
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return 0;
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}
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@ -1005,7 +1018,6 @@ void ClosePlatform(void)
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if (platform.gamepadThreadId) pthread_join(platform.gamepadThreadId, NULL);
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}
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// Initialize Keyboard system (using standard input)
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static void InitKeyboard(void)
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{
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@ -518,13 +518,27 @@ int InitPlatform(void)
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EGLBoolean result = eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context);
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// Enabling current display surface and context failed
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if (result == EGL_FALSE)
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// Check surface and context activation
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if (result != EGL_FALSE)
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{
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TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
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CORE.Window.ready = true;
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CORE.Window.render.width = CORE.Window.screen.width;
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CORE.Window.render.height = CORE.Window.screen.height;
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CORE.Window.currentFbo.width = CORE.Window.render.width;
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CORE.Window.currentFbo.height = CORE.Window.render.height;
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TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
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TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
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TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
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TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
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TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
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}
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else
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{
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TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
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return -1;
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}
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else CORE.Window.ready = true;
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//----------------------------------------------------------------------------
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// If everything work as expected, we can continue
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rlLoadExtensions(eglGetProcAddress);
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//----------------------------------------------------------------------------
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// TODO: Initialize input system
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// TODO: Initialize input events system
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// It could imply keyboard, mouse, gamepad, touch...
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// Depending on the platform libraries/SDK it could use a callbacks mechanims
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// For system events and inputs evens polling on a per-frame basis, use PollInputEvents()
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// ...
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//----------------------------------------------------------------------------
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// TODO: Initialize hi-res timer
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// TODO: Initialize timming system
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//----------------------------------------------------------------------------
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InitTimer();
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//----------------------------------------------------------------------------
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// TODO: Initialize base path for storage
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// TODO: Initialize storage system
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//----------------------------------------------------------------------------
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CORE.Storage.basePath = GetWorkingDirectory();
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//----------------------------------------------------------------------------
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TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Initialized successfully");
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return 0;
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}
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@ -677,6 +677,8 @@ int InitPlatform(void)
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int result = glfwInit();
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if (result == GLFW_FALSE) { TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW"); return -1; }
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// Initialize graphic device: display/window and graphic context
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//----------------------------------------------------------------------------
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glfwDefaultWindowHints(); // Set default windows hints
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// glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
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// glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
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@ -862,16 +864,12 @@ int InitPlatform(void)
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glfwSetCursorEnterCallback(platform.handle, CursorEnterCallback);
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glfwMakeContextCurrent(platform.handle);
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result = glfwGetError(NULL);
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// Load OpenGL extensions
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// NOTE: GL procedures address loader is required to load extensions
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rlLoadExtensions(glfwGetProcAddress);
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if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
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// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
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// NOTE: V-Sync can be enabled by graphic driver configuration, it doesn't need
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// to be activated on web platforms since VSync is enforced there.
|
||||
// Check context activation
|
||||
if ((result != GLFW_NO_WINDOW_CONTEXT) && (result != GLFW_PLATFORM_ERROR))
|
||||
{
|
||||
CORE.Window.ready = true; // TODO: Proper validation on windows/context creation
|
||||
|
||||
int fbWidth = CORE.Window.screen.width;
|
||||
int fbHeight = CORE.Window.screen.height;
|
||||
|
@ -886,19 +884,26 @@ int InitPlatform(void)
|
|||
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;
|
||||
}
|
||||
|
||||
CORE.Window.ready = true; // TODO: Proper validation on windows/context creation
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
|
||||
|
||||
// If graphic device is no properly initialized, we end program
|
||||
if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
|
||||
else SetWindowPosition(GetMonitorWidth(GetCurrentMonitor())/2 - CORE.Window.screen.width/2, GetMonitorHeight(GetCurrentMonitor())/2 - CORE.Window.screen.height/2);
|
||||
|
||||
// Initialize hi-res timer
|
||||
InitTimer();
|
||||
|
||||
// Initialize base path for storage
|
||||
CORE.Storage.basePath = GetWorkingDirectory();
|
||||
// Load OpenGL extensions
|
||||
// NOTE: GL procedures address loader is required to load extensions
|
||||
rlLoadExtensions(glfwGetProcAddress);
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
// Initialize input events callbacks
|
||||
//----------------------------------------------------------------------------
|
||||
// Setup callback functions for the DOM events
|
||||
emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
|
||||
|
||||
|
@ -927,6 +932,19 @@ int InitPlatform(void)
|
|||
// Support gamepad events (not provided by GLFW3 on emscripten)
|
||||
emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
|
||||
emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
// Initialize timming system
|
||||
//----------------------------------------------------------------------------
|
||||
InitTimer();
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
// Initialize storage system
|
||||
//----------------------------------------------------------------------------
|
||||
CORE.Storage.basePath = GetWorkingDirectory();
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
TRACELOG(LOG_INFO, "PLATFORM: WEB: Initialized successfully");
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -938,7 +956,6 @@ void ClosePlatform(void)
|
|||
glfwTerminate();
|
||||
}
|
||||
|
||||
|
||||
// GLFW3 Error Callback, runs on GLFW3 error
|
||||
static void ErrorCallback(int error, const char *description)
|
||||
{
|
||||
|
|
|
@ -491,8 +491,6 @@ void InitWindow(int width, int height, const char *title)
|
|||
|
||||
// Initialize random seed
|
||||
SetRandomSeed((unsigned int)time(NULL));
|
||||
|
||||
TRACELOG(LOG_INFO, "PLATFORM: DESKTOP: Application initialized successfully");
|
||||
}
|
||||
|
||||
// Close window and unload OpenGL context
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue