Basic sdl3 support.
This commit is contained in:
@@ -16,7 +16,7 @@ option( LUA_EVENTS "Enable Lua event callbacks (RL.event)." off )
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option( DYNAMIC_SYMBOLS "Expose all dynamic symbols with rdynamic." off )
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option( DYNAMIC_SYMBOLS "Expose all dynamic symbols with rdynamic." off )
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option( EXPOSE_API_SYMBOLS "Expose dynamic symbols only for get and push functions of variable types." off )
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option( EXPOSE_API_SYMBOLS "Expose dynamic symbols only for get and push functions of variable types." off )
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enum_option( PLATFORM "Desktop;Desktop_SDL;Web" "Platform to build for." )
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enum_option( PLATFORM "Desktop;Desktop_SDL2;Desktop_SDL3;Web" "Platform to build for." )
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if( NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES )
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if( NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES )
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set( CMAKE_BUILD_TYPE Release CACHE STRING "Choose the type of build." FORCE )
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set( CMAKE_BUILD_TYPE Release CACHE STRING "Choose the type of build." FORCE )
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@@ -30,8 +30,10 @@ add_executable( ${PROJECT_NAME} ${SOURCES} )
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if( PLATFORM STREQUAL "Desktop" )
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if( PLATFORM STREQUAL "Desktop" )
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_DESKTOP" )
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_DESKTOP" )
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elseif( PLATFORM STREQUAL "Desktop_SDL" )
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elseif( PLATFORM STREQUAL "Desktop_SDL2" )
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_DESKTOP_SDL" )
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_DESKTOP_SDL2" )
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elseif( PLATFORM STREQUAL "Desktop_SDL3" )
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_DESKTOP_SDL3" )
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elseif( PLATFORM STREQUAL "Web" )
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elseif( PLATFORM STREQUAL "Web" )
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_WEB" )
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_WEB" )
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endif()
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endif()
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@@ -86,11 +88,16 @@ else() # Desktop
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DEXPOSE_LUA_API_SYMBOLS -rdynamic -fvisibility=hidden" )
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DEXPOSE_LUA_API_SYMBOLS -rdynamic -fvisibility=hidden" )
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endif()
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endif()
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if ( PLATFORM MATCHES "Desktop_SDL" )
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if ( PLATFORM MATCHES "Desktop_SDL2" )
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include( FindPkgConfig )
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include( FindPkgConfig )
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pkg_search_module( SDL2 REQUIRED sdl2 )
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pkg_search_module( SDL2 REQUIRED sdl2 )
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include_directories( ${SDL2_INCLUDE_DIRS} )
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include_directories( ${SDL2_INCLUDE_DIRS} )
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target_link_libraries( ${PROJECT_NAME} ${SDL2_LIBRARIES} )
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target_link_libraries( ${PROJECT_NAME} ${SDL2_LIBRARIES} )
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elseif ( PLATFORM MATCHES "Desktop_SDL3" )
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include( FindPkgConfig )
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pkg_search_module( SDL3 REQUIRED sdl3 )
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include_directories( ${SDL3_INCLUDE_DIRS} )
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target_link_libraries( ${PROJECT_NAME} ${SDL3_LIBRARIES} )
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endif()
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endif()
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if( DRM ) # For Raspberry Pi.
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if( DRM ) # For Raspberry Pi.
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@@ -104,7 +111,7 @@ else() # Desktop
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elseif( APPLE )
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elseif( APPLE )
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set( CMAKE_C_COMPILER "clang" )
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set( CMAKE_C_COMPILER "clang" )
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# //TODO Linking to sdl2.
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# //TODO Linking to SDL.
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target_link_libraries( ${PROJECT_NAME} "-framework IOKit" )
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target_link_libraries( ${PROJECT_NAME} "-framework IOKit" )
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target_link_libraries( ${PROJECT_NAME} "-framework Cocoa" )
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target_link_libraries( ${PROJECT_NAME} "-framework Cocoa" )
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@@ -114,11 +121,16 @@ else() # Desktop
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DEXPOSE_LUA_API_SYMBOLS" )
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set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DEXPOSE_LUA_API_SYMBOLS" )
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endif()
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endif()
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if ( PLATFORM MATCHES "Desktop_SDL" )
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if ( PLATFORM MATCHES "Desktop_SDL2" )
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find_package( SDL2 REQUIRED )
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find_package( SDL2 REQUIRED )
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include_directories( ${SDL2_INCLUDE_DIRS} )
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include_directories( ${SDL2_INCLUDE_DIRS} )
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target_link_libraries( ${PROJECT_NAME} ${SDL2MAIN_LIBRARIES} )
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target_link_libraries( ${PROJECT_NAME} ${SDL2MAIN_LIBRARIES} )
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target_link_libraries( ${PROJECT_NAME} ${SDL2_LIBRARIES} )
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target_link_libraries( ${PROJECT_NAME} ${SDL2_LIBRARIES} )
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elseif ( PLATFORM MATCHES "Desktop_SDL3" )
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find_package( SDL3 REQUIRED )
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include_directories( ${SDL3_INCLUDE_DIRS} )
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target_link_libraries( ${PROJECT_NAME} ${SDL3MAIN_LIBRARIES} )
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target_link_libraries( ${PROJECT_NAME} ${SDL3_LIBRARIES} )
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endif()
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endif()
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# Remove this to get console. //TODO Could be build option.
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# Remove this to get console. //TODO Could be build option.
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set( CMAKE_C_FLAGS ${CMAKE_C_FLAGS} "-mwindows" )
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set( CMAKE_C_FLAGS ${CMAKE_C_FLAGS} "-mwindows" )
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@@ -17,8 +17,10 @@
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#ifdef PLATFORM_DESKTOP
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#ifdef PLATFORM_DESKTOP
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#include "GLFW/glfw3.h"
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#include "GLFW/glfw3.h"
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#include "GLFW/glfw3native.h"
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#include "GLFW/glfw3native.h"
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#elif PLATFORM_DESKTOP_SDL
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#elif PLATFORM_DESKTOP_SDL2
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#include <SDL.h>
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#include <SDL2/SDL.h>
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#elif PLATFORM_DESKTOP_SDL3
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#include <SDL3/SDL.h>
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#endif
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#endif
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#ifdef SHARED
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#ifdef SHARED
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3
include/platforms/core_desktop_sdl3.h
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3
include/platforms/core_desktop_sdl3.h
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@@ -0,0 +1,3 @@
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#pragma once
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#include "SDL3/SDL.h"
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@@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#ifdef PLATFORM_DESKTOP_SDL
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#ifdef PLATFORM_DESKTOP_SDL2
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#define PLATFORM_SDL_EVENT_QUEUE_LEN 128
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#define PLATFORM_SDL_EVENT_QUEUE_LEN 128
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#endif
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#endif
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@@ -39,7 +39,7 @@ typedef struct {
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GLFWpentabletdatafun glfwTabletDataCallback;
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GLFWpentabletdatafun glfwTabletDataCallback;
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GLFWpentabletcursorfun glfwTabletCursorCallback;
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GLFWpentabletcursorfun glfwTabletCursorCallback;
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GLFWpentabletproximityfun glfwTabletProximityCallback;
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GLFWpentabletproximityfun glfwTabletProximityCallback;
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#elif PLATFORM_DESKTOP_SDL
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#elif PLATFORM_DESKTOP_SDL2
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int SDL_eventQueueLen;
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int SDL_eventQueueLen;
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SDL_Event* SDL_eventQueue;
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SDL_Event* SDL_eventQueue;
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#endif
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#endif
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2
src/gl.c
2
src/gl.c
@@ -32,7 +32,7 @@ Copy a block of pixels from one framebuffer object to another.
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Use nil RenderTexture for window framebuffer
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Use nil RenderTexture for window framebuffer
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*/
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*/
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int lglBlitFramebuffer( lua_State* L ) {
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int lglBlitFramebuffer( lua_State* L ) {
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#if defined( PLATFORM_DESKTOP ) || defined( PLATFORM_DESKTOP_SDL )
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#if defined( PLATFORM_DESKTOP ) || defined( PLATFORM_DESKTOP_SDL2 ) || defined( PLATFORM_DESKTOP_SDL3 )
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if ( !( lua_isuserdata( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isuserdata( L, 2 ) || lua_isnil( L, 2 ) ) ) {
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if ( !( lua_isuserdata( L, 1 ) || lua_isnil( L, 1 ) ) || !( lua_isuserdata( L, 2 ) || lua_isnil( L, 2 ) ) ) {
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TraceLog( state->logLevelInvalid, "%s", "Argument needs to be RenderTexture or nil" );
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TraceLog( state->logLevelInvalid, "%s", "Argument needs to be RenderTexture or nil" );
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lua_pushnil( L );
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lua_pushnil( L );
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@@ -17,8 +17,10 @@
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#ifdef PLATFORM_DESKTOP
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#ifdef PLATFORM_DESKTOP
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#include "platforms/core_desktop_glfw.c"
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#include "platforms/core_desktop_glfw.c"
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#elif PLATFORM_DESKTOP_SDL
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#elif PLATFORM_DESKTOP_SDL2
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#include "platforms/core_desktop_sdl.c"
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#include "platforms/core_desktop_sdl2.c"
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#elif PLATFORM_DESKTOP_SDL3
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#include "platforms/core_desktop_sdl3.c"
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#elif PLATFORM_WEB
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#elif PLATFORM_WEB
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#include "platforms/core_web.c"
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#include "platforms/core_web.c"
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#endif
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#endif
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@@ -1451,7 +1453,7 @@ void luaCallInit() {
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void luaCallUpdate() {
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void luaCallUpdate() {
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#if defined PLATFORM_DESKTOP_SDL && defined LUA_EVENTS
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#if defined PLATFORM_DESKTOP_SDL2 && defined LUA_EVENTS
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platformSendEvents();
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platformSendEvents();
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#endif
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#endif
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lua_State* L = state->luaState;
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lua_State* L = state->luaState;
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@@ -1,7 +1,7 @@
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#include "main.h"
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#include "main.h"
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#include "lua_core.h"
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#include "lua_core.h"
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#include "core.h"
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#include "core.h"
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#include "platforms/core_desktop_sdl.h"
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#include "platforms/core_desktop_sdl2.h"
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void platformDefineGlobals() {
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void platformDefineGlobals() {
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lua_State* L = state->luaState;
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lua_State* L = state->luaState;
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23
src/platforms/core_desktop_sdl3.c
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23
src/platforms/core_desktop_sdl3.c
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@@ -0,0 +1,23 @@
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#include "main.h"
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#include "lua_core.h"
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#include "core.h"
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#include "platforms/core_desktop_sdl3.h"
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void platformDefineGlobals() {
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lua_State* L = state->luaState;
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lua_getglobal( L, "RL" );
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/*DOC_DEFINES_START*/
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/*DOC_DEFINES_END*/
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lua_pop( L, -1 );
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}
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void luaPlatformRegister() {
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// lua_State* L = state->luaState;
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// lua_getglobal( L, "RL" );
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// lua_pop( L, -1 );
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#ifdef LUA_EVENTS
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// platformRegisterEvents();
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#endif
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}
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@@ -29,7 +29,7 @@ void stateContextInit() {
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state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 };
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state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 };
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state->shapesTexture = (Texture){ 1, 1, 1, 1, 7 };
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state->shapesTexture = (Texture){ 1, 1, 1, 1, 7 };
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state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) );
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state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) );
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#ifdef PLATFORM_DESKTOP_SDL
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#ifdef PLATFORM_DESKTOP_SDL2
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state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
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state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
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state->SDL_eventQueueLen = 0;
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state->SDL_eventQueueLen = 0;
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#endif
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#endif
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