Files
dusk/src/dusksdl2/display/displaysdl2.c
T

115 lines
2.7 KiB
C

/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "display/display.h"
#include "engine/engine.h"
#include "display/displaygl.h"
#include "error/errorgl.h"
errorret_t displaySDL2Init(void) {
uint32_t flags = SDL_INIT_VIDEO;
#ifdef DUSK_INPUT_GAMEPAD
flags |= SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK;
#endif
if(SDL_Init(flags) != 0) {
errorThrow("SDL Failed to Initialize: %s", SDL_GetError());
}
// Set OpenGL attributes (Needs to be done now or later?)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#ifdef DUSK_OPENGL_LEGACY
#else
SDL_GL_SetAttribute(
SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE
);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
#endif
// Create window with OpenGL flag.
DISPLAY.window = SDL_CreateWindow(
"Dusk",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
DUSK_DISPLAY_WIDTH_DEFAULT,
DUSK_DISPLAY_HEIGHT_DEFAULT,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI |
SDL_WINDOW_OPENGL
);
if(!DISPLAY.window) {
errorThrow("SDL_CreateWindow failed: %s", SDL_GetError());
}
// Create OpenGL context
DISPLAY.glContext = SDL_GL_CreateContext(DISPLAY.window);
if(!DISPLAY.glContext) {
errorThrow("SDL_GL_CreateContext failed: %s", SDL_GetError());
}
errorChain(errorGLCheck());
SDL_GL_SetSwapInterval(1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
errorChain(errorGLCheck());
errorChain(displayOpenGLInit());
errorChain(errorGLCheck());
errorOk();
}
errorret_t displaySDL2Update(void) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_QUIT: {
ENGINE.running = false;
break;
}
case SDL_WINDOWEVENT: {
switch(event.window.event) {
case SDL_WINDOWEVENT_CLOSE: {
ENGINE.running = false;
break;
}
default: {
break;
}
}
}
default: {
break;
}
}
}
SDL_GL_MakeCurrent(DISPLAY.window, DISPLAY.glContext);
errorChain(errorGLCheck());
// errorChain(shaderPaletteTextureBindGL(&testShader));
errorOk();
}
errorret_t displaySDL2Swap(void) {
SDL_GL_SwapWindow(DISPLAY.window);
errorChain(errorGLCheck());
errorOk();
}
void displaySDL2Dispose(void) {
if(DISPLAY.glContext) {
SDL_GL_DeleteContext(DISPLAY.glContext);
DISPLAY.glContext = NULL;
}
if(DISPLAY.window) {
SDL_DestroyWindow(DISPLAY.window);
DISPLAY.window = NULL;
}
SDL_Quit();
}