Basic sdl3 support.

This commit is contained in:
jussi
2025-03-12 23:26:01 +02:00
parent bfa73944f7
commit 63f3c1781c
10 changed files with 58 additions and 16 deletions

View File

@@ -32,7 +32,7 @@ Copy a block of pixels from one framebuffer object to another.
Use nil RenderTexture for window framebuffer
*/
int lglBlitFramebuffer( lua_State* L ) {
#if defined( PLATFORM_DESKTOP ) || defined( PLATFORM_DESKTOP_SDL )
#if defined( PLATFORM_DESKTOP ) || defined( PLATFORM_DESKTOP_SDL2 ) || defined( PLATFORM_DESKTOP_SDL3 )
if ( !( lua_isuserdata( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isuserdata( L, 2 ) || lua_isnil( L, 2 ) ) ) {
TraceLog( state->logLevelInvalid, "%s", "Argument needs to be RenderTexture or nil" );
lua_pushnil( L );

View File

@@ -17,8 +17,10 @@
#ifdef PLATFORM_DESKTOP
#include "platforms/core_desktop_glfw.c"
#elif PLATFORM_DESKTOP_SDL
#include "platforms/core_desktop_sdl.c"
#elif PLATFORM_DESKTOP_SDL2
#include "platforms/core_desktop_sdl2.c"
#elif PLATFORM_DESKTOP_SDL3
#include "platforms/core_desktop_sdl3.c"
#elif PLATFORM_WEB
#include "platforms/core_web.c"
#endif
@@ -1451,7 +1453,7 @@ void luaCallInit() {
void luaCallUpdate() {
#if defined PLATFORM_DESKTOP_SDL && defined LUA_EVENTS
#if defined PLATFORM_DESKTOP_SDL2 && defined LUA_EVENTS
platformSendEvents();
#endif
lua_State* L = state->luaState;

View File

@@ -1,7 +1,7 @@
#include "main.h"
#include "lua_core.h"
#include "core.h"
#include "platforms/core_desktop_sdl.h"
#include "platforms/core_desktop_sdl2.h"
void platformDefineGlobals() {
lua_State* L = state->luaState;

View File

@@ -0,0 +1,23 @@
#include "main.h"
#include "lua_core.h"
#include "core.h"
#include "platforms/core_desktop_sdl3.h"
void platformDefineGlobals() {
lua_State* L = state->luaState;
lua_getglobal( L, "RL" );
/*DOC_DEFINES_START*/
/*DOC_DEFINES_END*/
lua_pop( L, -1 );
}
void luaPlatformRegister() {
// lua_State* L = state->luaState;
// lua_getglobal( L, "RL" );
// lua_pop( L, -1 );
#ifdef LUA_EVENTS
// platformRegisterEvents();
#endif
}

View File

@@ -29,7 +29,7 @@ void stateContextInit() {
state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 };
state->shapesTexture = (Texture){ 1, 1, 1, 1, 7 };
state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) );
#ifdef PLATFORM_DESKTOP_SDL
#ifdef PLATFORM_DESKTOP_SDL2
state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
state->SDL_eventQueueLen = 0;
#endif