This commit is contained in:
Ray 2023-10-19 13:05:54 +02:00
commit f09840dcdc

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@ -62,6 +62,8 @@ typedef struct {
SDL_GLContext glContext;
SDL_Joystick *gamepad;
SDL_Cursor *cursor;
bool cursorRelative;
} PlatformData;
//----------------------------------------------------------------------------------
@ -178,6 +180,22 @@ 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
//----------------------------------------------------------------------------------
@ -204,13 +222,72 @@ bool WindowShouldClose(void)
// Toggle fullscreen mode
void ToggleFullscreen(void)
{
//SDL_SetWindowFullscreen
if (!IsWindowState(FLAG_FULLSCREEN_MODE))
{
SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN);
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
}
else
{
SDL_SetWindowFullscreen(platform.window, 0);
CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
}
}
// Toggle borderless windowed mode
void ToggleBorderlessWindowed(void)
{
//SDL_SetWindowFullscreen
// Leave fullscreen before attempting to set borderless windowed mode and get screen position from it
bool wasOnFullscreen = false;
if (CORE.Window.fullscreen)
{
CORE.Window.previousPosition = CORE.Window.position;
ToggleFullscreen();
wasOnFullscreen = true;
}
if (!IsWindowState(FLAG_BORDERLESS_WINDOWED_MODE))
{
// Store the window's current position and size
SDL_GetWindowPosition(platform.window, &CORE.Window.previousPosition.x, &CORE.Window.previousPosition.y);
CORE.Window.previousScreen = CORE.Window.screen;
// Set screen position and size inside valid bounds
SDL_Rect displayBounds;
if (SDL_GetDisplayBounds(GetCurrentMonitor(), &displayBounds) == 0)
{
SDL_SetWindowPosition(platform.window, displayBounds.x, displayBounds.y);
SDL_SetWindowSize(platform.window, displayBounds.w, displayBounds.h);
}
// Set borderless mode and flag
SDL_SetWindowBordered(platform.window, SDL_FALSE);
CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
// Set topmost modes and flag
SDL_SetWindowAlwaysOnTop(platform.window, SDL_TRUE);
CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
// Set borderless windowed flag
CORE.Window.flags |= FLAG_BORDERLESS_WINDOWED_MODE;
}
else
{
// Remove borderless mode and flag
SDL_SetWindowBordered(platform.window, SDL_TRUE);
CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
// Remove topmost modes and flag
SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE);
CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
// Restore the window's previous size and position
SDL_SetWindowSize(platform.window, CORE.Window.previousScreen.width, CORE.Window.previousScreen.height);
SDL_SetWindowPosition(platform.window, CORE.Window.previousPosition.x, CORE.Window.previousPosition.y);
// Remove borderless windowed flag
CORE.Window.flags &= ~FLAG_BORDERLESS_WINDOWED_MODE;
}
}
// Set window state: maximized, if resizable
@ -236,19 +313,247 @@ void RestoreWindow(void)
// Set window configuration state using flags
void SetWindowState(unsigned int flags)
{
//SDL_HideWindow(platform.window);
CORE.Window.flags |= flags;
if (flags & FLAG_VSYNC_HINT)
{
SDL_GL_SetSwapInterval(1);
}
if (flags & FLAG_FULLSCREEN_MODE)
{
SDL_SetWindowFullscreen(platform.window, SDL_WINDOW_FULLSCREEN);
}
if (flags & FLAG_WINDOW_RESIZABLE)
{
SDL_SetWindowResizable(platform.window, SDL_TRUE);
}
if (flags & FLAG_WINDOW_UNDECORATED)
{
SDL_SetWindowBordered(platform.window, SDL_FALSE);
}
if (flags & FLAG_WINDOW_HIDDEN)
{
SDL_HideWindow(platform.window);
}
if (flags & FLAG_WINDOW_MINIMIZED)
{
SDL_MinimizeWindow(platform.window);
}
if (flags & FLAG_WINDOW_MAXIMIZED)
{
SDL_MaximizeWindow(platform.window);
}
if (flags & FLAG_WINDOW_UNFOCUSED)
{
// NOTE: To be able to implement this part it seems that we should
// do it ourselves, via `Windows.h`, `X11/Xlib.h` or even `Cocoa.h`
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_TOPMOST)
{
SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE);
}
if (flags & FLAG_WINDOW_ALWAYS_RUN)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_TRANSPARENT)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_HIGHDPI)
{
// NOTE: Such a function does not seem to exist
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
{
//SDL_SetWindowGrab(platform.window, SDL_FALSE);
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
{
// NOTE: Same as FLAG_WINDOW_UNDECORATED with SDL ?
SDL_SetWindowBordered(platform.window, SDL_FALSE);
}
if (flags & FLAG_MSAA_4X_HINT)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); // Enable multisampling buffers
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); // Enable multisampling
}
if (flags & FLAG_INTERLACED_HINT)
{
TRACELOG(LOG_WARNING, "SetWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_SDL");
}
}
// Clear window configuration state flags
void ClearWindowState(unsigned int flags)
{
TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform");
CORE.Window.flags &= ~flags;
if (flags & FLAG_VSYNC_HINT)
{
SDL_GL_SetSwapInterval(0);
}
if (flags & FLAG_FULLSCREEN_MODE)
{
SDL_SetWindowFullscreen(platform.window, 0);
}
if (flags & FLAG_WINDOW_RESIZABLE)
{
SDL_SetWindowResizable(platform.window, SDL_FALSE);
}
if (flags & FLAG_WINDOW_UNDECORATED)
{
SDL_SetWindowBordered(platform.window, SDL_TRUE);
}
if (flags & FLAG_WINDOW_HIDDEN)
{
SDL_ShowWindow(platform.window);
}
if (flags & FLAG_WINDOW_MINIMIZED)
{
SDL_RestoreWindow(platform.window);
}
if (flags & FLAG_WINDOW_MAXIMIZED)
{
SDL_RestoreWindow(platform.window);
}
if (flags & FLAG_WINDOW_UNFOCUSED)
{
//SDL_RaiseWindow(platform.window);
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_UNFOCUSED is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_TOPMOST)
{
SDL_SetWindowAlwaysOnTop(platform.window, SDL_FALSE);
}
if (flags & FLAG_WINDOW_ALWAYS_RUN)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_ALWAYS_RUN is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_TRANSPARENT)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_TRANSPARENT is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_HIGHDPI)
{
// NOTE: There also doesn't seem to be a feature to disable high DPI once enabled
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_HIGHDPI is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_WINDOW_MOUSE_PASSTHROUGH)
{
//SDL_SetWindowGrab(platform.window, SDL_TRUE);
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_WINDOW_MOUSE_PASSTHROUGH is not supported on PLATFORM_DESKTOP_SDL");
}
if (flags & FLAG_BORDERLESS_WINDOWED_MODE)
{
// NOTE: Same as FLAG_WINDOW_UNDECORATED with SDL ?
SDL_SetWindowBordered(platform.window, SDL_TRUE);
}
if (flags & FLAG_MSAA_4X_HINT)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); // Disable multisampling buffers
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); // Disable multisampling
}
if (flags & FLAG_INTERLACED_HINT)
{
TRACELOG(LOG_WARNING, "ClearWindowState() - FLAG_INTERLACED_HINT is not supported on PLATFORM_DESKTOP_SDL");
}
}
// Set icon for window
void SetWindowIcon(Image image)
{
TRACELOG(LOG_WARNING, "SetWindowIcon() not available on target platform");
SDL_Surface* iconSurface = NULL;
Uint32 rmask, gmask, bmask, amask;
int depth = 0; // Depth in bits
int pitch = 0; // Pixel spacing (pitch) in bytes
switch (image.format)
{
case PIXELFORMAT_UNCOMPRESSED_GRAYSCALE:
rmask = 0xFF, gmask = 0;
bmask = 0, amask = 0;
depth = 8, pitch = image.width;
break;
case PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA:
rmask = 0xFF, gmask = 0xFF00;
bmask = 0, amask = 0;
depth = 16, pitch = image.width * 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R5G6B5:
rmask = 0xF800, gmask = 0x07E0;
bmask = 0x001F, amask = 0;
depth = 16, pitch = image.width * 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8:
rmask = 0xFF0000, gmask = 0x00FF00;
bmask = 0x0000FF, amask = 0;
depth = 24, pitch = image.width * 3;
break;
case PIXELFORMAT_UNCOMPRESSED_R5G5B5A1:
rmask = 0xF800, gmask = 0x07C0;
bmask = 0x003E, amask = 0x0001;
depth = 16, pitch = image.width * 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R4G4B4A4:
rmask = 0xF000, gmask = 0x0F00;
bmask = 0x00F0, amask = 0x000F;
depth = 16, pitch = image.width * 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R8G8B8A8:
rmask = 0xFF000000, gmask = 0x00FF0000;
bmask = 0x0000FF00, amask = 0x000000FF;
depth = 32, pitch = image.width * 4;
break;
case PIXELFORMAT_UNCOMPRESSED_R32:
rmask = 0xFFFFFFFF, gmask = 0;
bmask = 0, amask = 0;
depth = 32, pitch = image.width * 4;
break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32:
rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF;
bmask = 0xFFFFFFFF, amask = 0;
depth = 96, pitch = image.width * 12;
break;
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32:
rmask = 0xFFFFFFFF, gmask = 0xFFFFFFFF;
bmask = 0xFFFFFFFF, amask = 0xFFFFFFFF;
depth = 128, pitch = image.width * 16;
break;
case PIXELFORMAT_UNCOMPRESSED_R16:
rmask = 0xFFFF, gmask = 0;
bmask = 0, amask = 0;
depth = 16, pitch = image.width * 2;
break;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16:
rmask = 0xFFFF, gmask = 0xFFFF;
bmask = 0xFFFF, amask = 0;
depth = 48, pitch = image.width * 6;
break;
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16:
rmask = 0xFFFF, gmask = 0xFFFF;
bmask = 0xFFFF, amask = 0xFFFF;
depth = 64, pitch = image.width * 8;
break;
default:
// Compressed formats are not supported
return;
}
iconSurface = SDL_CreateRGBSurfaceFrom(
image.data, image.width, image.height, depth, pitch,
rmask, gmask, bmask, amask
);
if (iconSurface)
{
SDL_SetWindowIcon(platform.window, iconSurface);
SDL_FreeSurface(iconSurface);
}
}
// Set icon for window
@ -277,7 +582,20 @@ void SetWindowPosition(int x, int y)
// Set monitor for the current window
void SetWindowMonitor(int monitor)
{
TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on target platform");
if (monitor < 0 || monitor >= SDL_GetNumVideoDisplays())
{
TRACELOG(LOG_ERROR, "Invalid monitor index");
return;
}
SDL_Rect displayBounds;
if (SDL_GetDisplayBounds(monitor, &displayBounds) != 0)
{
TRACELOG(LOG_ERROR, "Failed to get display bounds");
return;
}
SDL_SetWindowPosition(platform.window, displayBounds.x, displayBounds.y);
}
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
@ -315,14 +633,13 @@ 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
@ -344,8 +661,20 @@ int GetCurrentMonitor(void)
// Get selected monitor position
Vector2 GetMonitorPosition(int monitor)
{
TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on target platform");
return (Vector2){ 0, 0 };
if (monitor < 0 || monitor >= SDL_GetNumVideoDisplays())
{
TRACELOG(LOG_ERROR, "Invalid monitor index");
return (Vector2) { 0, 0 };
}
SDL_Rect displayBounds;
if (SDL_GetDisplayBounds(monitor, &displayBounds) != 0)
{
TRACELOG(LOG_ERROR, "Failed to get display bounds");
return (Vector2) { 0, 0 };
}
return (Vector2) { displayBounds.x, displayBounds.y };
}
// Get selected monitor width (currently used by monitor)
@ -389,15 +718,45 @@ 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
@ -452,44 +811,48 @@ 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);
platform.cursorRelative = false;
CORE.Input.Mouse.cursorHidden = false;
}
// 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);
platform.cursorRelative = true;
CORE.Input.Mouse.cursorHidden = true;
}
@ -524,8 +887,7 @@ 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;
return SDL_GameControllerAddMapping(mappings);
}
// Set mouse position XY
@ -538,7 +900,10 @@ 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
@ -562,7 +927,8 @@ void PollInputEvents(void)
CORE.Input.Mouse.currentWheelMove.y = 0;
// Register previous mouse position
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
@ -578,7 +944,7 @@ void PollInputEvents(void)
// Register previous keys states
// NOTE: Android supports up to 260 keys
for (int i = 0; i < 260; i++)
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
{
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
@ -659,9 +1025,18 @@ void PollInputEvents(void)
CORE.Input.Mouse.currentWheelMove.y = (float)event.wheel.y;
} break;
case SDL_MOUSEMOTION:
{
if (platform.cursorRelative)
{
CORE.Input.Mouse.currentPosition.x = (float)event.motion.xrel;
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
@ -740,6 +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);
@ -757,6 +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;
@ -794,6 +1181,7 @@ 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