SDL3 Events.

This commit is contained in:
jussi
2025-03-14 22:06:34 +02:00
parent 63f3c1781c
commit 7d59796907
8 changed files with 1435 additions and 344 deletions

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@@ -4,6 +4,7 @@ Release: ReiLua version 0.9.0 Using raylib 5.5 and Forked Raygui 4.0
KEY CHANGES: KEY CHANGES:
- CHANGE: Switch to raylib 5.5. - CHANGE: Switch to raylib 5.5.
- CHANGE: InitWindow is not called anymore before main.lua is called, but still is before RL.init. - CHANGE: InitWindow is not called anymore before main.lua is called, but still is before RL.init.
- ADDED: SDL3 Support.
DETAILED CHANGES: DETAILED CHANGES:
- CHANGE: Is*Ready to Is*Valid functions. - CHANGE: Is*Ready to Is*Valid functions.
@@ -41,6 +42,7 @@ DETAILED CHANGES:
- FIXED: uluaPushTransform translation field name fix. - FIXED: uluaPushTransform translation field name fix.
- FIXED: Added rlDisableShader for SetShaderValue* functions to prevent bugs. - FIXED: Added rlDisableShader for SetShaderValue* functions to prevent bugs.
Should be removed if added back in raylib. Should be removed if added back in raylib.
- ADDED: SDL3 Events.
------------------------------------------------------------------------ ------------------------------------------------------------------------
Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0 Release: ReiLua version 0.8.0 Using Raylib 5.0 and Forked Raygui 4.0

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@@ -10,7 +10,6 @@ Backlog {
* Platform desktop SDL * Platform desktop SDL
* Text input not working on gui. Could this be Raylib issue? * Text input not working on gui. Could this be Raylib issue?
* Haptic functions. * Haptic functions.
* SDL3 Pen.
* SDL3 GPU? * SDL3 GPU?
* Audio * Audio
* AudioStream. * AudioStream.

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@@ -8,6 +8,9 @@ function RL.init()
RL.SetWindowState( RL.FLAG_VSYNC_HINT ) RL.SetWindowState( RL.FLAG_VSYNC_HINT )
RL.SetTextLineSpacing( 24 ) RL.SetTextLineSpacing( 24 )
-- RL.EnableEventWaiting()
-- RL.DisableEventWaiting()
end end
local function getEventType( event ) local function getEventType( event )
@@ -67,46 +70,54 @@ end
local mousePos = { 0, 0 } local mousePos = { 0, 0 }
local cursorMode = 1 local cursorMode = 1
function RL.event( event ) local pen = {
text = "Event: "..getEventType( event ).."\n" state = RL.SDL_EVENT_PEN_UP,
pos = { 0, 0 },
pressure = 0,
down = false,
eraser = false,
}
if event.type == RL.GLFW_WINDOW_SIZE_EVENT then function RL.event( event )
text = text.."width: "..event.width.." height: "..event.height -- text = "Event: "..getEventType( event ).."\n"
elseif event.type == RL.GLFW_WINDOW_MAXIMIZE_EVENT then
text = text.."maximized: "..event.maximized -- if event.type == RL.GLFW_WINDOW_SIZE_EVENT then
elseif event.type == RL.GLFW_WINDOW_ICONYFY_EVENT then -- text = text.."width: "..event.width.." height: "..event.height
text = text.."iconified: "..event.iconified -- elseif event.type == RL.GLFW_WINDOW_MAXIMIZE_EVENT then
elseif event.type == RL.GLFW_WINDOW_FOCUS_EVENT then -- text = text.."maximized: "..event.maximized
text = text.."focused: "..event.focused -- elseif event.type == RL.GLFW_WINDOW_ICONYFY_EVENT then
elseif event.type == RL.GLFW_WINDOW_DROP_EVENT then -- text = text.."iconified: "..event.iconified
text = text.."count: "..event.count.."\n" -- elseif event.type == RL.GLFW_WINDOW_FOCUS_EVENT then
for _, path in ipairs( event.paths ) do -- text = text.."focused: "..event.focused
text = text..path.."\n" -- elseif event.type == RL.GLFW_WINDOW_DROP_EVENT then
end -- text = text.."count: "..event.count.."\n"
elseif event.type == RL.GLFW_KEY_EVENT then -- for _, path in ipairs( event.paths ) do
text = text.."key: "..event.key.." scancode: "..event.scancode.." action: "..getAction( event.action ).." mods: "..event.mods -- text = text..path.."\n"
text = text .."\nkeyName: "..keyName( event.key ) -- end
elseif event.type == RL.GLFW_CHAR_EVENT then -- elseif event.type == RL.GLFW_KEY_EVENT then
text = text.."key: "..event.key -- text = text.."key: "..event.key.." scancode: "..event.scancode.." action: "..getAction( event.action ).." mods: "..event.mods
-- text = text .."\nchar: "..string.char( event.key ) -- text = text .."\nkeyName: "..keyName( event.key )
text = text .."\nchar: "..utf8.char( event.key ) -- elseif event.type == RL.GLFW_CHAR_EVENT then
elseif event.type == RL.GLFW_MOUSE_BUTTON_EVENT then -- text = text.."key: "..event.key
text = text.."button: "..event.button.." action: "..getAction( event.action ).." mods: "..event.mods -- -- text = text .."\nchar: "..string.char( event.key )
elseif event.type == RL.GLFW_MOUSE_CURSOR_POS_EVENT then -- text = text .."\nchar: "..utf8.char( event.key )
text = text.."x: "..event.x.." y: "..event.y -- elseif event.type == RL.GLFW_MOUSE_BUTTON_EVENT then
elseif event.type == RL.GLFW_MOUSE_SCROLL_EVENT then -- text = text.."button: "..event.button.." action: "..getAction( event.action ).." mods: "..event.mods
text = text.."xoffset: "..event.xoffset.." yoffset: "..event.yoffset -- elseif event.type == RL.GLFW_MOUSE_CURSOR_POS_EVENT then
elseif event.type == RL.GLFW_CURSOR_ENTER_EVENT then -- text = text.."x: "..event.x.." y: "..event.y
text = text.."enter: "..event.enter -- elseif event.type == RL.GLFW_MOUSE_SCROLL_EVENT then
cursorIn = event.enter -- text = text.."xoffset: "..event.xoffset.." yoffset: "..event.yoffset
elseif event.type == RL.EVENT_JOYSTICK then -- elseif event.type == RL.GLFW_CURSOR_ENTER_EVENT then
text = text.."jid: "..event.jid.." event: "..event.event -- text = text.."enter: "..event.enter
if event.event == RL.GLFW_CONNECTED then -- cursorIn = event.enter
text = text.."\nConnected" -- elseif event.type == RL.EVENT_JOYSTICK then
elseif event.event == RL.GLFW_DISCONNECTED then -- text = text.."jid: "..event.jid.." event: "..event.event
text = text.."\nDisconnected" -- if event.event == RL.GLFW_CONNECTED then
end -- text = text.."\nConnected"
end -- elseif event.event == RL.GLFW_DISCONNECTED then
-- text = text.."\nDisconnected"
-- end
-- end
-- Some SDL events. -- Some SDL events.
@@ -148,6 +159,45 @@ function RL.event( event )
-- elseif event.type == RL.GLFW_PEN_TABLET_PROXIMITY_EVENT then -- elseif event.type == RL.GLFW_PEN_TABLET_PROXIMITY_EVENT then
-- print( event.state ) -- print( event.state )
-- end -- end
-- Some SDL3 events.
text = event.type.."\n\n"
if event.type == RL.SDL_EVENT_KEY_DOWN or event.type == RL.SDL_EVENT_KEY_UP then
text = text.."key: "..event.key.." repeat: "..tostring( event.repeating )
elseif event.type == RL.SDL_EVENT_PEN_AXIS then
text = text.."pen_state: "..event.pen_state.." axis: "..event.axis.." value: "..event.value
pen.pressure = event.value
pen.state = event.pen_state
pen.pos[1] = event.x
pen.pos[2] = event.y
elseif event.type == RL.SDL_EVENT_PEN_MOTION then
text = text.."pen_state: "..event.pen_state.." pos: "..event.x..", "..event.y
pen.pos[1] = event.x
pen.pos[2] = event.y
elseif event.type == RL.SDL_EVENT_PEN_DOWN or event.type == RL.SDL_EVENT_PEN_UP then
pen.down = event.down
pen.eraser = event.eraser
elseif event.type == RL.SDL_EVENT_CLIPBOARD_UPDATE then
print( "SDL_EVENT_CLIPBOARD_UPDATE:" )
for i, t in ipairs( event.mime_types ) do
print( i, t )
end
elseif event.type == RL.SDL_EVENT_GAMEPAD_AXIS_MOTION then
text = text.."axis: "..event.axis.."value: "..event.value
print( "axis: "..event.axis.." value: "..event.value )
elseif event.type == RL.SDL_EVENT_GAMEPAD_ADDED then
print( "SDL_EVENT_GAMEPAD_ADDED" )
end
end
local function drawSDL3PenCircle()
RL.DrawCircleLines( pen.pos, 32, RL.GREEN )
if pen.down then
RL.DrawCircle( pen.pos, pen.pressure * 32, pen.eraser and RL.YELLOW or RL.BLUE )
end
end end
function RL.draw() function RL.draw()
@@ -157,5 +207,7 @@ function RL.draw()
RL.ClearBackground( RL.RED ) RL.ClearBackground( RL.RED )
end end
drawSDL3PenCircle()
RL.DrawText( text, textPos, 20, RL.BLACK ) RL.DrawText( text, textPos, 20, RL.BLACK )
end end

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#ifdef PLATFORM_DESKTOP_SDL2 #if defined PLATFORM_DESKTOP_SDL2 || defined PLATFORM_DESKTOP_SDL3
#define PLATFORM_SDL_EVENT_QUEUE_LEN 128 #define PLATFORM_SDL_EVENT_QUEUE_LEN 128
#endif #endif
@@ -39,7 +39,7 @@ typedef struct {
GLFWpentabletdatafun glfwTabletDataCallback; GLFWpentabletdatafun glfwTabletDataCallback;
GLFWpentabletcursorfun glfwTabletCursorCallback; GLFWpentabletcursorfun glfwTabletCursorCallback;
GLFWpentabletproximityfun glfwTabletProximityCallback; GLFWpentabletproximityfun glfwTabletProximityCallback;
#elif PLATFORM_DESKTOP_SDL2 #elif defined PLATFORM_DESKTOP_SDL2 || defined PLATFORM_DESKTOP_SDL3
int SDL_eventQueueLen; int SDL_eventQueueLen;
SDL_Event* SDL_eventQueue; SDL_Event* SDL_eventQueue;
#endif #endif

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@@ -1453,7 +1453,8 @@ void luaCallInit() {
void luaCallUpdate() { void luaCallUpdate() {
#if defined PLATFORM_DESKTOP_SDL2 && defined LUA_EVENTS // #if defined PLATFORM_DESKTOP_SDL2 && defined LUA_EVENTS
#if ( defined PLATFORM_DESKTOP_SDL2 || defined PLATFORM_DESKTOP_SDL3 ) && defined LUA_EVENTS
platformSendEvents(); platformSendEvents();
#endif #endif
lua_State* L = state->luaState; lua_State* L = state->luaState;

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@@ -530,6 +530,7 @@ Event occurs an event of type SDL_DOLLARGESTURE or SDL_DOLLARRECORD is reported.
call = true; call = true;
} }
break; break;
/* End of events. */
default: default:
break; break;
} }

File diff suppressed because it is too large Load Diff

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@@ -18,6 +18,11 @@ bool stateInit( int argn, const char** argc, const char* basePath ) {
state->mouseOffset = (Vector2){ 0, 0 }; state->mouseOffset = (Vector2){ 0, 0 };
state->mouseScale = (Vector2){ 1, 1 }; state->mouseScale = (Vector2){ 1, 1 };
#if defined PLATFORM_DESKTOP_SDL2 || defined PLATFORM_DESKTOP_SDL3
state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
state->SDL_eventQueueLen = 0;
#endif
return state->run; return state->run;
} }
@@ -29,10 +34,6 @@ void stateContextInit() {
state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 }; state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 };
state->shapesTexture = (Texture){ 1, 1, 1, 1, 7 }; state->shapesTexture = (Texture){ 1, 1, 1, 1, 7 };
state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) ); state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) );
#ifdef PLATFORM_DESKTOP_SDL2
state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
state->SDL_eventQueueLen = 0;
#endif
int* defaultShaderLocs = rlGetShaderLocsDefault(); int* defaultShaderLocs = rlGetShaderLocsDefault();
for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ ) { for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ ) {