Files
dusk/src/display/platform/sdl2.c
2026-03-06 13:40:27 -06:00

124 lines
2.8 KiB
C

/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "sdl2.h"
void displaySDL2Init(void) {
uint32_t flags = SDL_INIT_VIDEO;
#if INPUT_GAMEPAD == 1
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);
// Create window with OpenGL flag.
DISPLAY.window = SDL_CreateWindow(
"Dusk",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
DISPLAY_WINDOW_WIDTH_DEFAULT,
DISPLAY_WINDOW_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());
}
SDL_GL_SetSwapInterval(1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);// PSP defaults this on?
glShadeModel(GL_SMOOTH); // Fixes color on PSP?
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearDepth(1.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnableClientState(GL_COLOR_ARRAY);// To confirm: every frame on PSP?
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
// Get and validate GL state.
GLenum err = glGetError();
if(err != GL_NO_ERROR) {
assertUnreachable("GL Error before checking support");
}
#if PSP
displayInitPSP();
#else
#endif
}
void 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);
}
void displaySDL2Swap(void) {
SDL_GL_SwapWindow(DISPLAY.window);
GLenum err;
while((err = glGetError()) != GL_NO_ERROR) {
debugPrint("GL Error: %d\n", err);
}
}
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();
}