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1b5a14e516
| Author | SHA1 | Date | |
|---|---|---|---|
| 1b5a14e516 | |||
| 99ed814615 | |||
| 77b9214575 |
@ -104,7 +104,6 @@ typedef struct {
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SDL_GameController *gamepad[MAX_GAMEPADS];
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SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0
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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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@ -838,7 +837,11 @@ void SetWindowPosition(int x, int y)
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void SetWindowMonitor(int monitor)
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{
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const int monitorCount = SDL_GetNumVideoDisplays();
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#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
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if ((monitor > 0) && (monitor <= monitorCount))
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#else
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if ((monitor >= 0) && (monitor < monitorCount))
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#endif
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{
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// NOTE:
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// 1. SDL started supporting moving exclusive fullscreen windows between displays on SDL3,
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@ -962,7 +965,11 @@ int GetCurrentMonitor(void)
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Vector2 GetMonitorPosition(int monitor)
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{
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const int monitorCount = SDL_GetNumVideoDisplays();
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#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
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if ((monitor > 0) && (monitor <= monitorCount))
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#else
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if ((monitor >= 0) && (monitor < monitorCount))
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#endif
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{
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SDL_Rect displayBounds;
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@ -986,7 +993,11 @@ int GetMonitorWidth(int monitor)
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int width = 0;
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const int monitorCount = SDL_GetNumVideoDisplays();
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#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
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if ((monitor > 0) && (monitor <= monitorCount))
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#else
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if ((monitor >= 0) && (monitor < monitorCount))
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#endif
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{
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SDL_DisplayMode mode;
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SDL_GetCurrentDisplayMode(monitor, &mode);
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@ -1003,7 +1014,11 @@ int GetMonitorHeight(int monitor)
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int height = 0;
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const int monitorCount = SDL_GetNumVideoDisplays();
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#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
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if ((monitor > 0) && (monitor <= monitorCount))
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#else
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if ((monitor >= 0) && (monitor < monitorCount))
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#endif
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{
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SDL_DisplayMode mode;
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SDL_GetCurrentDisplayMode(monitor, &mode);
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@ -1020,7 +1035,11 @@ int GetMonitorPhysicalWidth(int monitor)
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int width = 0;
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const int monitorCount = SDL_GetNumVideoDisplays();
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#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
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if ((monitor > 0) && (monitor <= monitorCount))
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#else
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if ((monitor >= 0) && (monitor < monitorCount))
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#endif
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{
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float ddpi = 0.0f;
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SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL);
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@ -1040,7 +1059,11 @@ int GetMonitorPhysicalHeight(int monitor)
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int height = 0;
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const int monitorCount = SDL_GetNumVideoDisplays();
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#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
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if ((monitor > 0) && (monitor <= monitorCount))
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#else
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if ((monitor >= 0) && (monitor < monitorCount))
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#endif
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{
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float ddpi = 0.0f;
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SDL_GetDisplayDPI(monitor, &ddpi, NULL, NULL);
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@ -1060,7 +1083,11 @@ int GetMonitorRefreshRate(int monitor)
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int refresh = 0;
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const int monitorCount = SDL_GetNumVideoDisplays();
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#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
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if ((monitor > 0) && (monitor <= monitorCount))
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#else
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if ((monitor >= 0) && (monitor < monitorCount))
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#endif
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{
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SDL_DisplayMode mode;
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SDL_GetCurrentDisplayMode(monitor, &mode);
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@ -1076,7 +1103,14 @@ const char *GetMonitorName(int monitor)
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{
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const int monitorCount = SDL_GetNumVideoDisplays();
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if ((monitor >= 0) && (monitor < monitorCount)) return SDL_GetDisplayName(monitor);
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#if defined(USING_VERSION_SDL3) // SDL3 Migration: Monitor is an id instead of index now, returns 0 on failure
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if ((monitor > 0) && (monitor <= monitorCount))
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#else
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if ((monitor >= 0) && (monitor < monitorCount))
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#endif
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{
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return SDL_GetDisplayName(monitor);
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}
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else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
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return "";
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@ -1209,13 +1243,13 @@ void EnableCursor(void)
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SDL_SetRelativeMouseMode(SDL_FALSE);
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#if defined(USING_VERSION_SDL3)
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// SDL_ShowCursor() has been split into three functions: SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
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// NOTE: SDL_ShowCursor() has been split into three functions:
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// SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
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SDL_ShowCursor();
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#else
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SDL_ShowCursor(SDL_ENABLE);
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#endif
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platform.cursorRelative = false;
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CORE.Input.Mouse.cursorLocked = false;
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}
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@ -1224,7 +1258,6 @@ 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.cursorLocked = true;
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}
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@ -1332,7 +1365,7 @@ 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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if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
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if (CORE.Input.Mouse.cursorLocked) 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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@ -1634,7 +1667,7 @@ void PollInputEvents(void)
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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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if (CORE.Input.Mouse.cursorLocked)
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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;
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@ -1136,17 +1136,17 @@ Image GetClipboardImage(void)
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// Show mouse cursor
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void ShowCursor(void)
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{
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CORE.Input.Mouse.cursorHidden = false;
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SetCursor(LoadCursorW(NULL, (LPCWSTR)IDC_ARROW));
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CORE.Input.Mouse.cursorHidden = false;
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}
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// Hides mouse cursor
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void HideCursor(void)
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{
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// NOTE: we use SetCursor instead of ShowCursor because it makes it easy
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// to only hide the cursor while it's inside the client area
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CORE.Input.Mouse.cursorHidden = true;
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// NOTE: We use SetCursor() instead of ShowCursor() because
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// it makes it easy to only hide the cursor while it's inside the client area
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SetCursor(NULL);
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CORE.Input.Mouse.cursorHidden = true;
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}
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// Enables cursor (unlock cursor)
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@ -1346,7 +1346,7 @@ void PollInputEvents(void)
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//----------------------------------------------------------------------------------
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// Initialize modern OpenGL context
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// NOTE: We need to create a dummy context first to query requried extensions
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// NOTE: We need to create a dummy context first to query required extensions
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HGLRC InitOpenGL(HWND hwnd, HDC hdc)
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{
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// First, create a dummy context to get WGL extensions
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@ -1621,8 +1621,7 @@ int InitPlatform(void)
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CORE.Window.ready = true;
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// TODO: Should this function be called before or after drawing context is created? --> After swInit() called!
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//UpdateWindowSize(UPDATE_WINDOW_FIRST, platform.hwnd, platform.appScreenWidth, platform.appScreenHeight, platform.desiredFlags);
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// Update flags (in case of deferred state change required)
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UpdateFlags(platform.hwnd, platform.desiredFlags, platform.appScreenWidth, platform.appScreenHeight);
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CORE.Window.render.width = CORE.Window.screen.width;
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@ -1887,6 +1886,7 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
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} break;
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case WM_SETCURSOR:
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{
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// Called when mouse moves, enters/leaves window...
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if (LOWORD(lparam) == HTCLIENT)
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{
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SetCursor(CORE.Input.Mouse.cursorHidden? NULL : LoadCursorW(NULL, (LPCWSTR)IDC_ARROW));
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@ -1972,6 +1972,7 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
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return result;
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}
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// Handle keyboard input event
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static void HandleKey(WPARAM wparam, LPARAM lparam, char state)
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{
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KeyboardKey key = GetKeyFromWparam(wparam);
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@ -1991,12 +1992,15 @@ static void HandleKey(WPARAM wparam, LPARAM lparam, char state)
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// TODO: Add key to the queue as well?
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}
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// Handle mouse button input event
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static void HandleMouseButton(int button, char state)
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{
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// Register current mouse button state
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CORE.Input.Mouse.currentButtonState[button] = state;
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CORE.Input.Touch.currentTouchState[button] = state;
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}
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// Handle raw input event
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static void HandleRawInput(LPARAM lparam)
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{
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RAWINPUT input = { 0 };
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@ -2020,6 +2024,7 @@ static void HandleRawInput(LPARAM lparam)
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//if (CORE.Input.Mouse.currentPosition.y != 0) abort();
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}
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// Handle window resizing event
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static void HandleWindowResize(HWND hwnd, int *width, int *height)
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{
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if (CORE.Window.flags & FLAG_WINDOW_MINIMIZED) return;
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@ -2051,10 +2056,8 @@ static void HandleWindowResize(HWND hwnd, int *width, int *height)
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*height = screenHeight;
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}
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CORE.Window.screenScale = MatrixScale(
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(float)CORE.Window.render.width/CORE.Window.screen.width,
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(float)CORE.Window.render.height/CORE.Window.screen.height,
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1.0f);
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CORE.Window.screenScale = MatrixScale( (float)CORE.Window.render.width/CORE.Window.screen.width,
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(float)CORE.Window.render.height/CORE.Window.screen.height, 1.0f);
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}
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// Update window style
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