[core] Add more missing implementations to SDL (#3436)

* Add more missing implementations 1

* Add more missing implementations 2

* Add more missing implementations 3

* Add more missing implementations 4

* Add more missing implementations 5

* Add more missing implementations 6
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ubkp 2023-10-18 03:05:35 -03:00 committed by GitHub
parent fc6152613f
commit d0a265cee8
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@ -62,6 +62,7 @@ typedef struct {
SDL_GLContext glContext;
SDL_Joystick *gamepad;
SDL_Cursor *cursor;
} PlatformData;
//----------------------------------------------------------------------------------
@ -178,6 +179,22 @@ static const KeyboardKey ScancodeToKey[SCANCODE_MAPPED_NUM] = {
KEY_KP_DECIMAL // SDL_SCANCODE_KP_PERIOD
};
static const int CursorsLUT[] = {
SDL_SYSTEM_CURSOR_ARROW, // 0 MOUSE_CURSOR_DEFAULT
SDL_SYSTEM_CURSOR_ARROW, // 1 MOUSE_CURSOR_ARROW
SDL_SYSTEM_CURSOR_IBEAM, // 2 MOUSE_CURSOR_IBEAM
SDL_SYSTEM_CURSOR_CROSSHAIR, // 3 MOUSE_CURSOR_CROSSHAIR
SDL_SYSTEM_CURSOR_HAND, // 4 MOUSE_CURSOR_POINTING_HAND
SDL_SYSTEM_CURSOR_SIZEWE, // 5 MOUSE_CURSOR_RESIZE_EW
SDL_SYSTEM_CURSOR_SIZENS, // 6 MOUSE_CURSOR_RESIZE_NS
SDL_SYSTEM_CURSOR_SIZENWSE, // 7 MOUSE_CURSOR_RESIZE_NWSE
SDL_SYSTEM_CURSOR_SIZENESW, // 8 MOUSE_CURSOR_RESIZE_NESW
SDL_SYSTEM_CURSOR_SIZEALL, // 9 MOUSE_CURSOR_RESIZE_ALL
SDL_SYSTEM_CURSOR_NO // 10 MOUSE_CURSOR_NOT_ALLOWED
//SDL_SYSTEM_CURSOR_WAIT, // No equivalent implemented on MouseCursor enum on raylib.h
//SDL_SYSTEM_CURSOR_WAITARROW, // No equivalent implemented on MouseCursor enum on raylib.h
};
//----------------------------------------------------------------------------------
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
@ -315,14 +332,13 @@ void SetWindowOpacity(float opacity)
// Set window focused
void SetWindowFocused(void)
{
TRACELOG(LOG_WARNING, "SetWindowFocused() not available on target platform");
SDL_RaiseWindow(platform.window);
}
// Get native window handle
void *GetWindowHandle(void)
{
TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on target platform");
return NULL;
return (void *)platform.window;
}
// Get number of monitors
@ -389,15 +405,45 @@ int GetMonitorHeight(int monitor)
// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on target platform");
return 0;
int width = 0;
int monitorCount = 0;
monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
float vdpi = 0.0f;
SDL_GetDisplayDPI(monitor, NULL, NULL, &vdpi);
SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(monitor, &mode);
// Calculate size on inches, then convert to millimeter
if (vdpi > 0.0f) width = (mode.w/vdpi)*25.4f;
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
return width;
}
// Get selected monitor physical height in millimetres
int GetMonitorPhysicalHeight(int monitor)
{
TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on target platform");
return 0;
int height = 0;
int monitorCount = 0;
monitorCount = SDL_GetNumVideoDisplays();
if ((monitor >= 0) && (monitor < monitorCount))
{
float vdpi = 0.0f;
SDL_GetDisplayDPI(monitor, NULL, NULL, &vdpi);
SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(monitor, &mode);
// Calculate size on inches, then convert to millimeter
if (vdpi > 0.0f) height = (mode.h/vdpi)*25.4f;
}
else TRACELOG(LOG_WARNING, "SDL: Failed to find selected monitor");
return height;
}
// Get selected monitor refresh rate
@ -452,34 +498,37 @@ Vector2 GetWindowScaleDPI(void)
// Set clipboard text content
void SetClipboardText(const char *text)
{
TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on target platform");
SDL_SetClipboardText(text);
}
// Get clipboard text content
// NOTE: returned string is allocated and freed by GLFW
// NOTE: returned string must be freed with SDL_free()
const char *GetClipboardText(void)
{
TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on target platform");
return NULL;
return SDL_GetClipboardText();
}
// Show mouse cursor
void ShowCursor(void)
{
SDL_ShowCursor(SDL_ENABLE);
CORE.Input.Mouse.cursorHidden = false;
}
// Hides mouse cursor
void HideCursor(void)
{
SDL_ShowCursor(SDL_DISABLE);
CORE.Input.Mouse.cursorHidden = true;
}
// Enables cursor (unlock cursor)
void EnableCursor(void)
{
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
SDL_SetRelativeMouseMode(SDL_FALSE);
SDL_ShowCursor(SDL_ENABLE);
CORE.Input.Mouse.cursorHidden = false;
}
@ -487,8 +536,7 @@ void EnableCursor(void)
// Disables cursor (lock cursor)
void DisableCursor(void)
{
// Set cursor position in the middle
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
SDL_SetRelativeMouseMode(SDL_TRUE);
CORE.Input.Mouse.cursorHidden = true;
}
@ -524,8 +572,7 @@ void OpenURL(const char *url)
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{
TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on target platform");
return 0;
SDL_GameControllerAddMapping(mappings);
}
// Set mouse position XY
@ -538,7 +585,10 @@ void SetMousePosition(int x, int y)
// Set mouse cursor
void SetMouseCursor(int cursor)
{
TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
platform.cursor = SDL_CreateSystemCursor(CursorsLUT[cursor]);
SDL_SetCursor(platform.cursor);
CORE.Input.Mouse.cursor = cursor;
}
// Register all input events
@ -794,6 +844,7 @@ static int InitPlatform(void)
static void ClosePlatform(void)
{
SDL_FreeCursor(platform.cursor); // Free cursor
SDL_GL_DeleteContext(platform.glContext); // Deinitialize OpenGL context
SDL_DestroyWindow(platform.window);
SDL_Quit(); // Deinitialize SDL internal global state