[core] Add more missing implementations to SDL (#3439)
* [core] Add more missing implementations to SDL Add functions: `SetWindowState`, `ClearWindowState`, `SetWindowIcon` * Completing `SetWIndowState` and `ClearWindowState` * Add VSync support for SDL * Fix `CORE.Window.display` size issue * Fix getting monitor size We now get the size of the monitor where the window is located * Add `ToggleBorderlessWindowed` * Add `ToggleFullscreen` * Add `GetMonitorPosition` * Add `SetWindowMonitor` NOTE: The function is implemented but incomplete * Replace `TraceLog` by `TRACELOG` * Fixed mouse delta issue in relative mode Fixed a delta retrieval issue with `GetMouseDelta` when the mouse is in relative mode. Solution by @ubkp * Fix `IsKeyPressed` issue An issue caused `IsKeyPressed` to continuously return true for most keys when pressed * Fix `SetGamepadMappings` returning
This commit is contained in:
parent
d0a265cee8
commit
d7a098ebd3
1 changed files with 360 additions and 23 deletions
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@ -63,6 +63,7 @@ typedef struct {
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SDL_Joystick *gamepad;
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SDL_Cursor *cursor;
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bool cursorRelative;
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} PlatformData;
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//----------------------------------------------------------------------------------
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@ -221,13 +222,72 @@ bool WindowShouldClose(void)
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// Toggle fullscreen mode
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void ToggleFullscreen(void)
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{
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//SDL_SetWindowFullscreen
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if (!IsWindowState(FLAG_FULLSCREEN_MODE))
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{
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SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN);
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CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
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}
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else
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{
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SDL_SetWindowFullscreen(platform.window, 0);
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CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
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}
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}
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// Toggle borderless windowed mode
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void ToggleBorderlessWindowed(void)
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{
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//SDL_SetWindowFullscreen
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// Leave fullscreen before attempting to set borderless windowed mode and get screen position from it
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bool wasOnFullscreen = false;
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if (CORE.Window.fullscreen)
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{
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CORE.Window.previousPosition = CORE.Window.position;
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ToggleFullscreen();
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wasOnFullscreen = true;
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}
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if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE))
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{
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// Store the window's current position and size
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SDL_GetWindowPosition(platform.window, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y);
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CORE.Window.previousScreen = CORE.Window.screen;
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// Set screen position and size inside valid bounds
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SDL_Rect displayBounds;
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if (SDL_GetDisplayBounds(GetCurrentMonitor(), &displayBounds) == 0)
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{
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SDL_SetWindowPosition(platform.window, displayBounds.x, displayBounds.y);
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SDL_SetWindowSize(platform.window, displayBounds.w, displayBounds.h);
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}
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// Set borderless mode and flag
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SDL_SetWindowBordered(platform.window, SDL_FALSE);
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CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
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// Set topmost modes and flag
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SDL_SetWindowAlwaysOnTop(platform.window, SDL_TRUE);
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CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
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// Set borderless windowed flag
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CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
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}
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else
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{
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// Remove borderless mode and flag
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SDL_SetWindowBordered(platform.window, SDL_TRUE);
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CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
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// Remove topmost modes and flag
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SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE);
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CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
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// Restore the window's previous size and position
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SDL_SetWindowSize(platform.window, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
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SDL_SetWindowPosition(platform.window, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y);
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// Remove borderless windowed flag
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CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
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}
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}
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// Set window state: maximized, if resizable
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@ -253,19 +313,247 @@ void RestoreWindow(void)
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// Set window configuration state using flags
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void SetWindowState(unsigned int flags)
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{
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//SDL_HideWindow(platform.window);
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CORE.Window.flags |= flags;
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if (flags & FLAG_VSYNC_HINT)
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{
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SDL_GL_SetSwapInterval(1);
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}
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if (flags & FLAG_FULLSCREEN_MODE)
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{
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SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN);
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}
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if (flags & FLAG_WINDOW_RESIZABLE)
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{
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SDL_SetWindowResizable(platform.window, SDL_TRUE);
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}
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if (flags & FLAG_WINDOW_UNDECORATED)
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{
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SDL_SetWindowBordered(platform.window, SDL_FALSE);
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}
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if (flags & FLAG_WINDOW_HIDDEN)
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{
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SDL_HideWindow(platform.window);
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}
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if (flags & FLAG_WINDOW_MINIMIZED)
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{
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SDL_MinimizeWindow(platform.window);
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}
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if (flags & FLAG_WINDOW_MAXIMIZED)
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{
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SDL_MaximizeWindow(platform.window);
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}
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if (flags & FLAG_WINDOW_UNFOCUSED)
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{
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// NOTE: To be able to implement this part it seems that we should
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// do it ourselves, via `Windows.h`, `X11/Xlib.h` or even `Cocoa.h`
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_WINDOW_TOPMOST)
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{
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SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE);
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}
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if (flags & FLAG_WINDOW_ALWAYS_RUN)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_WINDOW_TRANSPARENT)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_WINDOW_HIGHDPI)
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{
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// NOTE: Such a function does not seem to exist
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
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{
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//SDL_SetWindowGrab(platform.window, SDL_FALSE);
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
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{
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// NOTE: Same as FLAG_WINDOW_UNDECORATED with SDL ?
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SDL_SetWindowBordered(platform.window, SDL_FALSE);
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}
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if (flags & FLAG_MSAA_4X_HINT)
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{
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); // Enable multisampling buffers
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); // Enable multisampling
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}
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if (flags & FLAG_INTERLACED_HINT)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_SDL");
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}
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}
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// Clear window configuration state flags
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void ClearWindowState(unsigned int flags)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform");
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CORE.Window.flags &= ~flags;
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if (flags & FLAG_VSYNC_HINT)
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{
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SDL_GL_SetSwapInterval(0);
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}
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if (flags & FLAG_FULLSCREEN_MODE)
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{
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SDL_SetWindowFullscreen(platform.window, 0);
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}
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if (flags & FLAG_WINDOW_RESIZABLE)
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{
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SDL_SetWindowResizable(platform.window, SDL_FALSE);
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}
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if (flags & FLAG_WINDOW_UNDECORATED)
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{
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SDL_SetWindowBordered(platform.window, SDL_TRUE);
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}
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if (flags & FLAG_WINDOW_HIDDEN)
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{
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SDL_ShowWindow(platform.window);
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}
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if (flags & FLAG_WINDOW_MINIMIZED)
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{
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SDL_RestoreWindow(platform.window);
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}
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if (flags & FLAG_WINDOW_MAXIMIZED)
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{
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SDL_RestoreWindow(platform.window);
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}
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if (flags & FLAG_WINDOW_UNFOCUSED)
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{
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//SDL_RaiseWindow(platform.window);
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_WINDOW_TOPMOST)
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{
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SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE);
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}
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if (flags & FLAG_WINDOW_ALWAYS_RUN)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_WINDOW_TRANSPARENT)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_WINDOW_HIGHDPI)
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{
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// NOTE: There also doesn't seem to be a feature to disable high DPI once enabled
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
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{
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//SDL_SetWindowGrab(platform.window, SDL_TRUE);
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_SDL");
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}
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if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
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{
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// NOTE: Same as FLAG_WINDOW_UNDECORATED with SDL ?
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SDL_SetWindowBordered(platform.window, SDL_TRUE);
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}
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if (flags & FLAG_MSAA_4X_HINT)
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{
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); // Disable multisampling buffers
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); // Disable multisampling
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}
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if (flags & FLAG_INTERLACED_HINT)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_SDL");
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}
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}
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// Set icon for window
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void SetWindowIcon(Image image)
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{
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TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
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SDL_Surface* iconSurface = NULL;
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Uint32 rmask, gmask, bmask, amask;
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int depth = 0; // Depth in bits
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int pitch = 0; // Pixel spacing (pitch) in bytes
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switch (image.format)
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{
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case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE:
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rmask = 0xFF, gmask = 0;
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bmask = 0, amask = 0;
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depth = 8, pitch = image.width;
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break;
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case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
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rmask = 0xFF, gmask = 0xFF00;
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bmask = 0, amask = 0;
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depth = 16, pitch = image.width * 2;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R5G6B5:
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rmask = 0xF800, gmask = 0x07E0;
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bmask = 0x001F, amask = 0;
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depth = 16, pitch = image.width * 2;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R8G8B8:
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rmask = 0xFF0000, gmask = 0x00FF00;
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bmask = 0x0000FF, amask = 0;
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depth = 24, pitch = image.width * 3;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
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rmask = 0xF800, gmask = 0x07C0;
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bmask = 0x003E, amask = 0x0001;
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depth = 16, pitch = image.width * 2;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4:
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rmask = 0xF000, gmask = 0x0F00;
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bmask = 0x00F0, amask = 0x000F;
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depth = 16, pitch = image.width * 2;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8:
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rmask = 0xFF000000, gmask = 0x00FF0000;
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bmask = 0x0000FF00, amask = 0x000000FF;
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depth = 32, pitch = image.width * 4;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R32:
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rmask = 0xFFFFFFFF, gmask = 0;
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bmask = 0, amask = 0;
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depth = 32, pitch = image.width * 4;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R32G32B32:
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rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF;
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bmask = 0xFFFFFFFF, amask = 0;
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depth = 96, pitch = image.width * 12;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32:
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rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF;
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bmask = 0xFFFFFFFF, amask = 0xFFFFFFFF;
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depth = 128, pitch = image.width * 16;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R16:
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rmask = 0xFFFF, gmask = 0;
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bmask = 0, amask = 0;
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depth = 16, pitch = image.width * 2;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R16G16B16:
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rmask = 0xFFFF, gmask = 0xFFFF;
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bmask = 0xFFFF, amask = 0;
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depth = 48, pitch = image.width * 6;
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break;
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case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16:
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rmask = 0xFFFF, gmask = 0xFFFF;
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bmask = 0xFFFF, amask = 0xFFFF;
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depth = 64, pitch = image.width * 8;
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break;
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default:
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// Compressed formats are not supported
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return;
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}
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iconSurface = SDL_CreateRGBSurfaceFrom(
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image.data, image.width, image.height, depth, pitch,
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rmask, gmask, bmask, amask
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);
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if (iconSurface)
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{
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SDL_SetWindowIcon(platform.window, iconSurface);
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SDL_FreeSurface(iconSurface);
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}
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}
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// Set icon for window
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@ -294,7 +582,20 @@ void SetWindowPosition(int x, int y)
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// Set monitor for the current window
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void SetWindowMonitor(int monitor)
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{
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TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
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if (monitor < 0 || monitor >= SDL_GetNumVideoDisplays())
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{
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TRACELOG(LOG_ERROR, "Invalid monitor index");
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return;
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}
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SDL_Rect displayBounds;
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if (SDL_GetDisplayBounds(monitor, &displayBounds) != 0)
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{
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TRACELOG(LOG_ERROR, "Failed to get display bounds");
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return;
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}
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SDL_SetWindowPosition(platform.window, displayBounds.x, displayBounds.y);
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}
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// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
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@ -360,10 +661,22 @@ int GetCurrentMonitor(void)
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// Get selected monitor position
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Vector2 GetMonitorPosition(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform");
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if (monitor < 0 || monitor >= SDL_GetNumVideoDisplays())
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{
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TRACELOG(LOG_ERROR, "Invalid monitor index");
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return (Vector2) { 0, 0 };
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}
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SDL_Rect displayBounds;
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if (SDL_GetDisplayBounds(monitor, &displayBounds) != 0)
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{
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TRACELOG(LOG_ERROR, "Failed to get display bounds");
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return (Vector2) { 0, 0 };
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}
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return (Vector2) { displayBounds.x, displayBounds.y };
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}
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// Get selected monitor width (currently used by monitor)
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int GetMonitorWidth(int monitor)
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{
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@ -530,6 +843,7 @@ void EnableCursor(void)
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SDL_SetRelativeMouseMode(SDL_FALSE);
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SDL_ShowCursor(SDL_ENABLE);
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platform.cursorRelative = false;
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CORE.Input.Mouse.cursorHidden = false;
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}
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@ -538,6 +852,7 @@ void DisableCursor(void)
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{
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SDL_SetRelativeMouseMode(SDL_TRUE);
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platform.cursorRelative = true;
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CORE.Input.Mouse.cursorHidden = true;
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}
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@ -572,7 +887,7 @@ void OpenURL(const char *url)
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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{
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SDL_GameControllerAddMapping(mappings);
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return SDL_GameControllerAddMapping(mappings);
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}
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// Set mouse position XY
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@ -612,7 +927,8 @@ void PollInputEvents(void)
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CORE.Input.Mouse.currentWheelMove.y = 0;
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// Register previous mouse position
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CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
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if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
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else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
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// Reset last gamepad button/axis registered state
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CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
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@ -628,7 +944,7 @@ void PollInputEvents(void)
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// Register previous keys states
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// NOTE: Android supports up to 260 keys
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for (int i = 0; i < 260; i++)
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
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{
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CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
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CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
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@ -709,9 +1025,18 @@ void PollInputEvents(void)
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CORE.Input.Mouse.currentWheelMove.y = (float)event.wheel.y;
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} break;
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case SDL_MOUSEMOTION:
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{
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if (platform.cursorRelative)
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{
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CORE.Input.Mouse.currentPosition.x = (float)event.motion.xrel;
|
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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;
|
||||
}
|
||||
} break;
|
||||
|
||||
// Check gamepad events
|
||||
|
@ -790,6 +1115,12 @@ static int InitPlatform(void)
|
|||
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_VSYNC_HINT)
|
||||
{
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
}
|
||||
|
||||
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
|
||||
{
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
|
@ -807,6 +1138,12 @@ static int InitPlatform(void)
|
|||
{
|
||||
CORE.Window.ready = true;
|
||||
|
||||
SDL_DisplayMode displayMode;
|
||||
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;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue