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https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
Restore window currently says it sets the window state to: "not minimized/maximized" However, if a window is maximized and then minimized, it's typical that it would restore back to being maximized, which is what seems to happen from my testing. I've reworded the description to better reflect this behavior.
614 lines
21 KiB
C
614 lines
21 KiB
C
/**********************************************************************************************
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*
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* rcore_<platform> template - Functions to manage window, graphics device and inputs
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*
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* PLATFORM: <PLATFORM>
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* - TODO: Define the target platform for the core
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*
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* LIMITATIONS:
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* - Limitation 01
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* - Limitation 02
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*
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* POSSIBLE IMPROVEMENTS:
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* - Improvement 01
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* - Improvement 02
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*
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* ADDITIONAL NOTES:
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* - TRACELOG() function is located in raylib [utils] module
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*
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* CONFIGURATION:
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* #define RCORE_PLATFORM_CUSTOM_FLAG
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* Custom flag for rcore on target platform -not used-
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*
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* DEPENDENCIES:
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* - <platform-specific SDK dependency>
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* - gestures: Gestures system for touch-ready devices (or simulated from mouse inputs)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5) and contributors
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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// TODO: Include the platform specific libraries
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct {
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// TODO: Define the platform specific variables required
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// Display data
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EGLDisplay device; // Native display device (physical screen connection)
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EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
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EGLContext context; // Graphic context, mode in which drawing can be done
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EGLConfig config; // Graphic config
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} PlatformData;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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extern CoreData CORE; // Global CORE state context
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static PlatformData platform = { 0 }; // Platform specific data
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//----------------------------------------------------------------------------------
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// Module Internal Functions Declaration
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//----------------------------------------------------------------------------------
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int InitPlatform(void); // Initialize platform (graphics, inputs and more)
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bool InitGraphicsDevice(void); // Initialize graphics device
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// NOTE: Functions declaration is provided by raylib.h
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Window and Graphics Device
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//----------------------------------------------------------------------------------
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// Check if application should close
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bool WindowShouldClose(void)
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{
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if (CORE.Window.ready) return CORE.Window.shouldClose;
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else return true;
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}
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// Toggle fullscreen mode
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void ToggleFullscreen(void)
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{
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TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on target platform");
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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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TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on target platform");
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}
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// Set window state: maximized, if resizable
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void MaximizeWindow(void)
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{
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TRACELOG(LOG_WARNING, "MaximizeWindow() not available on target platform");
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}
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// Set window state: minimized
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void MinimizeWindow(void)
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{
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TRACELOG(LOG_WARNING, "MinimizeWindow() not available on target platform");
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}
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// Restore window from being minimized/maximized
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void RestoreWindow(void)
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{
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TRACELOG(LOG_WARNING, "RestoreWindow() not available on target platform");
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}
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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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TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform");
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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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}
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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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}
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// Set icon for window
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void SetWindowIcons(Image *images, int count)
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{
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TRACELOG(LOG_WARNING, "SetWindowIcons() not available on target platform");
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}
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// Set title for window
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void SetWindowTitle(const char *title)
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{
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CORE.Window.title = title;
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}
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// Set window position on screen (windowed mode)
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void SetWindowPosition(int x, int y)
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{
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TRACELOG(LOG_WARNING, "SetWindowPosition() not available on target platform");
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}
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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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}
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// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMinSize(int width, int height)
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{
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CORE.Window.screenMin.width = width;
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CORE.Window.screenMin.height = height;
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}
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// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMaxSize(int width, int height)
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{
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CORE.Window.screenMax.width = width;
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CORE.Window.screenMax.height = height;
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}
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// Set window dimensions
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void SetWindowSize(int width, int height)
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{
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TRACELOG(LOG_WARNING, "SetWindowSize() not available on target platform");
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}
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// Set window opacity, value opacity is between 0.0 and 1.0
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void SetWindowOpacity(float opacity)
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{
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TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on target platform");
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}
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// Set window focused
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void SetWindowFocused(void)
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{
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TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
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}
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// Get native window handle
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void *GetWindowHandle(void)
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{
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TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform");
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return NULL;
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}
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// Get number of monitors
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int GetMonitorCount(void)
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{
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TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on target platform");
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return 1;
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}
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// Get current monitor where window is placed
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int GetCurrentMonitor(void)
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{
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TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on target platform");
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return 0;
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}
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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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return (Vector2){ 0, 0 };
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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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TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on target platform");
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return 0;
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}
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// Get selected monitor height (currently used by monitor)
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int GetMonitorHeight(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on target platform");
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return 0;
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}
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// Get selected monitor physical width in millimetres
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int GetMonitorPhysicalWidth(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform");
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return 0;
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}
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// Get selected monitor physical height in millimetres
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int GetMonitorPhysicalHeight(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform");
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return 0;
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}
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// Get selected monitor refresh rate
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int GetMonitorRefreshRate(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on target platform");
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return 0;
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}
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// Get the human-readable, UTF-8 encoded name of the selected monitor
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const char *GetMonitorName(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on target platform");
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return "";
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}
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// Get window position XY on monitor
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Vector2 GetWindowPosition(void)
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{
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TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on target platform");
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return (Vector2){ 0, 0 };
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}
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// Get window scale DPI factor for current monitor
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Vector2 GetWindowScaleDPI(void)
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{
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TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on target platform");
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return (Vector2){ 1.0f, 1.0f };
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}
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// Set clipboard text content
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void SetClipboardText(const char *text)
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{
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TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform");
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}
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// Get clipboard text content
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// NOTE: returned string is allocated and freed by GLFW
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const char *GetClipboardText(void)
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{
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TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform");
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return NULL;
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}
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// Get clipboard image
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Image GetClipboardImage(void)
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{
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Image image = { 0 };
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TRACELOG(LOG_WARNING, "GetClipboardImage() not implemented on target platform");
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return image;
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}
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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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}
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// Hides mouse cursor
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void HideCursor(void)
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{
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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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void EnableCursor(void)
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{
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// Set cursor position in the middle
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SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
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CORE.Input.Mouse.cursorHidden = false;
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}
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// Disables cursor (lock cursor)
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void DisableCursor(void)
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{
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// Set cursor position in the middle
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SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
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CORE.Input.Mouse.cursorHidden = true;
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}
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// Swap back buffer with front buffer (screen drawing)
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void SwapScreenBuffer(void)
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{
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eglSwapBuffers(platform.device, platform.surface);
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Misc
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//----------------------------------------------------------------------------------
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// Get elapsed time measure in seconds since InitTimer()
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double GetTime(void)
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{
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double time = 0.0;
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struct timespec ts = { 0 };
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clock_gettime(CLOCK_MONOTONIC, &ts);
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unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
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time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
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return time;
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}
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// Open URL with default system browser (if available)
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// NOTE: This function is only safe to use if you control the URL given.
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// A user could craft a malicious string performing another action.
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// Only call this function yourself not with user input or make sure to check the string yourself.
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// Ref: https://github.com/raysan5/raylib/issues/686
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void OpenURL(const char *url)
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{
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// Security check to (partially) avoid malicious code on target platform
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if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
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else
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{
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// TODO:
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}
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Inputs
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//----------------------------------------------------------------------------------
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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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TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
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return 0;
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration)
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{
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TRACELOG(LOG_WARNING, "SetGamepadVibration() not implemented on target platform");
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}
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// Set mouse position XY
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void SetMousePosition(int x, int y)
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{
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CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
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CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
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}
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// Set mouse cursor
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void SetMouseCursor(int cursor)
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{
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TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
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}
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// Get physical key name.
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const char *GetKeyName(int key)
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{
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TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform");
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return "";
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}
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// Register all input events
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void PollInputEvents(void)
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{
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#if defined(SUPPORT_GESTURES_SYSTEM)
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// NOTE: Gestures update must be called every frame to reset gestures correctly
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// because ProcessGestureEvent() is just called on an event, not every frame
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UpdateGestures();
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#endif
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// Reset keys/chars pressed registered
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CORE.Input.Keyboard.keyPressedQueueCount = 0;
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CORE.Input.Keyboard.charPressedQueueCount = 0;
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// Reset key repeats
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for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
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// Reset last gamepad button/axis registered state
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CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
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//CORE.Input.Gamepad.axisCount = 0;
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// Register previous touch states
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for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
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// Reset touch positions
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// TODO: It resets on target platform the mouse position and not filled again until a move-event,
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// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
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//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
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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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{
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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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}
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// TODO: Poll input events for current platform
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}
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//----------------------------------------------------------------------------------
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// Module Internal Functions Definition
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//----------------------------------------------------------------------------------
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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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// TODO: Initialize graphic device: display/window
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// It usually requires setting up the platform display system configuration
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// and connexion with the GPU through some system graphic API
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// raylib uses OpenGL so, platform should create that kind of connection
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// Below example illustrates that process using EGL library
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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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EGLint samples = 0;
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EGLint sampleBuffer = 0;
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if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
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{
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samples = 4;
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sampleBuffer = 1;
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TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
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}
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const EGLint framebufferAttribs[] =
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{
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EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
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EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
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EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
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EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
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//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
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EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
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//EGL_STENCIL_SIZE, 8, // Stencil buffer size
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EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
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EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
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EGL_NONE
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};
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const EGLint contextAttribs[] =
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{
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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EGLint numConfigs = 0;
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// Get an EGL device connection
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platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (platform.device == EGL_NO_DISPLAY)
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{
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TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
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return false;
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}
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// Initialize the EGL device connection
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if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE)
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{
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// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
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TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
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return false;
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}
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// Get an appropriate EGL framebuffer configuration
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eglChooseConfig(platform.device, framebufferAttribs, &platform.config, 1, &numConfigs);
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// Set rendering API
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eglBindAPI(EGL_OPENGL_ES_API);
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// Create an EGL rendering context
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platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs);
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if (platform.context == EGL_NO_CONTEXT)
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{
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TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
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return -1;
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}
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// Create an EGL window surface
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EGLint displayFormat = 0;
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// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
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// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
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eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
|
|
|
// Android specific call
|
|
ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size
|
|
|
|
platform.surface = eglCreateWindowSurface(platform.device, platform.config, platform.app->window, NULL);
|
|
|
|
// There must be at least one frame displayed before the buffers are swapped
|
|
eglSwapInterval(platform.device, 1);
|
|
|
|
EGLBoolean result = eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context);
|
|
|
|
// Check surface and context activation
|
|
if (result != EGL_FALSE)
|
|
{
|
|
CORE.Window.ready = true;
|
|
|
|
CORE.Window.render.width = CORE.Window.screen.width;
|
|
CORE.Window.render.height = CORE.Window.screen.height;
|
|
CORE.Window.currentFbo.width = CORE.Window.render.width;
|
|
CORE.Window.currentFbo.height = CORE.Window.render.height;
|
|
|
|
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
|
|
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
|
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
|
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
|
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
|
}
|
|
else
|
|
{
|
|
TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphics device");
|
|
return -1;
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
|
|
// If everything work as expected, we can continue
|
|
CORE.Window.render.width = CORE.Window.screen.width;
|
|
CORE.Window.render.height = CORE.Window.screen.height;
|
|
CORE.Window.currentFbo.width = CORE.Window.render.width;
|
|
CORE.Window.currentFbo.height = CORE.Window.render.height;
|
|
|
|
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
|
|
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
|
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
|
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
|
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
|
|
|
// TODO: Load OpenGL extensions
|
|
// NOTE: GL procedures address loader is required to load extensions
|
|
//----------------------------------------------------------------------------
|
|
rlLoadExtensions(eglGetProcAddress);
|
|
//----------------------------------------------------------------------------
|
|
|
|
// TODO: Initialize input events system
|
|
// It could imply keyboard, mouse, gamepad, touch...
|
|
// Depending on the platform libraries/SDK it could use a callback mechanism
|
|
// For system events and inputs evens polling on a per-frame basis, use PollInputEvents()
|
|
//----------------------------------------------------------------------------
|
|
// ...
|
|
//----------------------------------------------------------------------------
|
|
|
|
// TODO: Initialize timing system
|
|
//----------------------------------------------------------------------------
|
|
InitTimer();
|
|
//----------------------------------------------------------------------------
|
|
|
|
// TODO: Initialize storage system
|
|
//----------------------------------------------------------------------------
|
|
CORE.Storage.basePath = GetWorkingDirectory();
|
|
//----------------------------------------------------------------------------
|
|
|
|
TRACELOG(LOG_INFO, "PLATFORM: CUSTOM: Initialized successfully");
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Close platform
|
|
void ClosePlatform(void)
|
|
{
|
|
// TODO: De-initialize graphics, inputs and more
|
|
}
|
|
|
|
// EOF
|