idk
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124
archive/platform/sdl2.c
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124
archive/platform/sdl2.c
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "sdl2.h"
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void displaySDL2Init(void) {
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uint32_t flags = SDL_INIT_VIDEO;
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#if INPUT_GAMEPAD == 1
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flags |= SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK;
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#endif
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if(SDL_Init(flags) != 0) {
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errorThrow("SDL Failed to Initialize: %s", SDL_GetError());
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}
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// Set OpenGL attributes (Needs to be done now or later?)
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// Create window with OpenGL flag.
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DISPLAY.window = SDL_CreateWindow(
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"Dusk",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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DISPLAY_WINDOW_WIDTH_DEFAULT,
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DISPLAY_WINDOW_HEIGHT_DEFAULT,
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SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI |
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SDL_WINDOW_OPENGL
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);
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if(!DISPLAY.window) {
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errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
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}
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// Create OpenGL context
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DISPLAY.glContext = SDL_GL_CreateContext(DISPLAY.window);
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if(!DISPLAY.glContext) {
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errorThrow("SDL_GL_CreateContext failed: %s", SDL_GetError());
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}
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SDL_GL_SetSwapInterval(1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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glDisable(GL_CULL_FACE);
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glDisable(GL_LIGHTING);// PSP defaults this on?
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glShadeModel(GL_SMOOTH); // Fixes color on PSP?
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glClearDepth(1.0f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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// Get and validate GL state.
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GLenum err = glGetError();
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if(err != GL_NO_ERROR) {
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assertUnreachable("GL Error before checking support");
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}
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#if PSP
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displayInitPSP();
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#else
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#endif
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}
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void displaySDL2Update(void) {
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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switch(event.type) {
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case SDL_QUIT: {
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ENGINE.running = false;
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break;
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}
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case SDL_WINDOWEVENT: {
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switch(event.window.event) {
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case SDL_WINDOWEVENT_CLOSE: {
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ENGINE.running = false;
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break;
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}
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default: {
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break;
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}
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}
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}
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default: {
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break;
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}
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}
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}
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SDL_GL_MakeCurrent(DISPLAY.window, DISPLAY.glContext);
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}
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void displaySDL2Swap(void) {
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SDL_GL_SwapWindow(DISPLAY.window);
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GLenum err;
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while((err = glGetError()) != GL_NO_ERROR) {
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debugPrint("GL Error: %d\n", err);
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}
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}
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void displaySDL2Dispose(void) {
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if(DISPLAY.glContext) {
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SDL_GL_DeleteContext(DISPLAY.glContext);
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DISPLAY.glContext = NULL;
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}
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if(DISPLAY.window) {
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SDL_DestroyWindow(DISPLAY.window);
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DISPLAY.window = NULL;
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}
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SDL_Quit();
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}
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