mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-21 21:55:38 +00:00
Moved to SDL2.
Renderer on the Pi doesn't work at the moment.
This commit is contained in:
parent
b5fe2cc8fc
commit
09726348b3
163
CMake/Packages/FindSDL2.cmake
Normal file
163
CMake/Packages/FindSDL2.cmake
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@ -0,0 +1,163 @@
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# Locate SDL2 library
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# This module defines
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# SDL2_LIBRARY, the name of the library to link against
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# SDL2_FOUND, if false, do not try to link to SDL2
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# SDL2_INCLUDE_DIR, where to find SDL.h
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#
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# This module responds to the the flag:
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# SDL2_BUILDING_LIBRARY
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# If this is defined, then no SDL2main will be linked in because
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# only applications need main().
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# Otherwise, it is assumed you are building an application and this
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# module will attempt to locate and set the the proper link flags
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# as part of the returned SDL2_LIBRARY variable.
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#
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# Don't forget to include SDLmain.h and SDLmain.m your project for the
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# OS X framework based version. (Other versions link to -lSDL2main which
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# this module will try to find on your behalf.) Also for OS X, this
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# module will automatically add the -framework Cocoa on your behalf.
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#
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#
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# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
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# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
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# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
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# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
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# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
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# as appropriate. These values are used to generate the final SDL2_LIBRARY
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# variable, but when these values are unset, SDL2_LIBRARY does not get created.
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#
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#
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# $SDL2DIR is an environment variable that would
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# correspond to the ./configure --prefix=$SDL2DIR
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# used in building SDL2.
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# l.e.galup 9-20-02
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#
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# Modified by Eric Wing.
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# Added code to assist with automated building by using environmental variables
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# and providing a more controlled/consistent search behavior.
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# Added new modifications to recognize OS X frameworks and
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# additional Unix paths (FreeBSD, etc).
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# Also corrected the header search path to follow "proper" SDL guidelines.
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# Added a search for SDL2main which is needed by some platforms.
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# Added a search for threads which is needed by some platforms.
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# Added needed compile switches for MinGW.
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#
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# On OSX, this will prefer the Framework version (if found) over others.
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# People will have to manually change the cache values of
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# SDL2_LIBRARY to override this selection or set the CMake environment
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# CMAKE_INCLUDE_PATH to modify the search paths.
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#
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# Note that the header path has changed from SDL2/SDL.h to just SDL.h
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# This needed to change because "proper" SDL convention
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# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
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# reasons because not all systems place things in SDL2/ (see FreeBSD).
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#=============================================================================
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# Copyright 2003-2009 Kitware, Inc.
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#
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# Distributed under the OSI-approved BSD License (the "License");
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# see accompanying file Copyright.txt for details.
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#
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# This software is distributed WITHOUT ANY WARRANTY; without even the
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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# See the License for more information.
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#=============================================================================
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# (To distribute this file outside of CMake, substitute the full
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# License text for the above reference.)
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SET(SDL2_SEARCH_PATHS
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~/Library/Frameworks
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/Library/Frameworks
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/usr/local
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/usr
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/sw # Fink
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/opt/local # DarwinPorts
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/opt/csw # Blastwave
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/opt
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)
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FIND_PATH(SDL2_INCLUDE_DIR SDL.h
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES include/SDL2 include
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PATHS ${SDL2_SEARCH_PATHS}
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)
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FIND_LIBRARY(SDL2_LIBRARY_TEMP
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NAMES SDL2
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib
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PATHS ${SDL2_SEARCH_PATHS}
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)
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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# Non-OS X framework versions expect you to also dynamically link to
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# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
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# seem to provide SDL2main for compatibility even though they don't
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# necessarily need it.
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FIND_LIBRARY(SDL2MAIN_LIBRARY
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NAMES SDL2main
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HINTS
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$ENV{SDL2DIR}
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PATH_SUFFIXES lib64 lib
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PATHS ${SDL2_SEARCH_PATHS}
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)
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ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# SDL2 may require threads on your system.
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# The Apple build may not need an explicit flag because one of the
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# frameworks may already provide it.
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# But for non-OSX systems, I will use the CMake Threads package.
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IF(NOT APPLE)
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FIND_PACKAGE(Threads)
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ENDIF(NOT APPLE)
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# MinGW needs an additional library, mwindows
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# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
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# (Actually on second look, I think it only needs one of the m* libraries.)
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IF(MINGW)
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SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
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ENDIF(MINGW)
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IF(SDL2_LIBRARY_TEMP)
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# For SDL2main
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IF(NOT SDL2_BUILDING_LIBRARY)
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IF(SDL2MAIN_LIBRARY)
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SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(SDL2MAIN_LIBRARY)
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ENDIF(NOT SDL2_BUILDING_LIBRARY)
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# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
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# CMake doesn't display the -framework Cocoa string in the UI even
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# though it actually is there if I modify a pre-used variable.
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# I think it has something to do with the CACHE STRING.
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# So I use a temporary variable until the end so I can set the
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# "real" variable in one-shot.
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IF(APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
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ENDIF(APPLE)
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# For threads, as mentioned Apple doesn't need this.
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# In fact, there seems to be a problem if I used the Threads package
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# and try using this line, so I'm just skipping it entirely for OS X.
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IF(NOT APPLE)
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SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
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ENDIF(NOT APPLE)
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# For MinGW library
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IF(MINGW)
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SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
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ENDIF(MINGW)
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# Set the final string here so the GUI reflects the final state.
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SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
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# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
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SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
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ENDIF(SDL2_LIBRARY_TEMP)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)
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@ -34,7 +34,7 @@ else()
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endif()
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find_package(FreeType REQUIRED)
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find_package(FreeImage REQUIRED)
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find_package(SDL REQUIRED)
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find_package(SDL2 REQUIRED)
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find_package(Boost REQUIRED COMPONENTS system filesystem)
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find_package(Eigen3 REQUIRED)
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@ -81,7 +81,7 @@ add_definitions(-DEIGEN_DONT_ALIGN)
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set(ES_INCLUDE_DIRS
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${FREETYPE_INCLUDE_DIRS}
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${FreeImage_INCLUDE_DIRS}
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${SDL_INCLUDE_DIR}
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${SDL2_INCLUDE_DIR}
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${Boost_INCLUDE_DIRS}
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${EIGEN3_INCLUDE_DIR}
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)
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@ -252,8 +252,8 @@ set(ES_LIBRARIES
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${Boost_LIBRARIES}
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${FREETYPE_LIBRARIES}
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${FreeImage_LIBRARIES}
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${SDL_LIBRARY}
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${SDLMAIN_LIBRARY}
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${SDL2_LIBRARY}
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${SDL2MAIN_LIBRARY}
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)
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#add ALSA for Linux
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@ -14,6 +14,9 @@ void AudioManager::mixAudio(void *unused, Uint8 *stream, int len)
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{
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bool stillPlaying = false;
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//initialize the buffer to "silence"
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SDL_memset(stream, 0, len);
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//iterate through all our samples
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std::vector<std::shared_ptr<Sound>>::const_iterator soundIt = sSoundVector.cbegin();
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while (soundIt != sSoundVector.cend())
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//advance to next sound
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++soundIt;
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}
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//we have processed all samples. check if some will still be playing
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if (!stillPlaying) {
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//no. pause audio till a Sound::play() wakes us up
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@ -4,6 +4,7 @@
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#include <SDL.h>
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#include <iostream>
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#include "Log.h"
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#include "InputManager.h"
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//some util functions
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std::string inputTypeToString(InputType type)
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}
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//end util functions
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InputConfig::InputConfig(int deviceId) : mDeviceId(deviceId)
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InputConfig::InputConfig(int deviceId, const std::string& deviceName) : mDeviceId(deviceId), mDeviceName(deviceName)
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{
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mPlayerNum = -1;
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}
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cfg.append_attribute("type") = "keyboard";
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}else{
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cfg.append_attribute("type") = "joystick";
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cfg.append_attribute("deviceName") = SDL_JoystickName(mDeviceId);
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cfg.append_attribute("deviceName") = mDeviceName.c_str();
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}
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typedef std::map<std::string, Input>::iterator it_type;
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stream << "Hat " << id << " " << getHatDir(value);
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break;
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case TYPE_KEY:
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stream << "Key " << SDL_GetKeyName((SDLKey)id);
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stream << "Key " << SDL_GetKeyName((SDL_Keycode)id);
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break;
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default:
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stream << "Input to string error";
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class InputConfig
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{
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public:
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InputConfig(int deviceId);
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InputConfig(int deviceId, const std::string& deviceName);
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void clear();
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void mapInput(const std::string& name, Input input);
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private:
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std::map<std::string, Input> mNameMap;
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const int mDeviceId;
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const std::string mDeviceName;
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int mPlayerNum;
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};
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@ -126,7 +126,7 @@ Uint32 InputManager::devicePollingCallback(Uint32 interval, void* param)
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event.user.code = SDL_USEREVENT_POLLDEVICES;
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event.user.data1 = nullptr;
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event.user.data2 = nullptr;
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if (SDL_PushEvent(&event) != 0) {
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if (!SDL_PushEvent(&event)) {
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LOG(LogError) << "InputManager::devicePollingCallback - SDL event queue is full!";
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}
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for(int i = 0; i < mNumJoysticks; i++)
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{
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mJoysticks[i] = SDL_JoystickOpen(i);
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mInputConfigs[i] = new InputConfig(i);
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mInputConfigs[i] = new InputConfig(i, SDL_JoystickName(mJoysticks[i]));
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for(int k = 0; k < SDL_JoystickNumAxes(mJoysticks[i]); k++)
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{
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@ -159,7 +159,7 @@ void InputManager::init()
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}
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}
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mKeyboardInputConfig = new InputConfig(DEVICE_KEYBOARD);
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mKeyboardInputConfig = new InputConfig(DEVICE_KEYBOARD, "Keyboard");
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SDL_JoystickEventState(SDL_ENABLE);
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@ -370,7 +370,7 @@ void InputManager::loadConfig()
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std::string devName = node.attribute("deviceName").as_string();
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for(int i = 0; i < mNumJoysticks; i++)
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{
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if(!configuredDevice[i] && SDL_JoystickName(i) == devName)
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if(!configuredDevice[i] && SDL_JoystickName(mJoysticks[i]) == devName)
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{
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mInputConfigs[i]->loadFromXML(node, mNumPlayers);
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mNumPlayers++;
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@ -12,7 +12,8 @@ class GuiComponent;
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class Font;
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//The Renderer provides several higher-level functions for drawing (rectangles, text, etc.).
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//Defined in multiple files - Renderer.cpp has the GuiComponent stuff, Renderer_draw_* includes renderer-specific drawing implementations, and Renderer_init_* includes renderer-specific init/deinit.
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//Renderer_draw_gl.cpp has most of the higher-level functions and wrappers.
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//Renderer_init_*.cpp has platform-specific renderer initialziation/deinitialziation code. (e.g. the Raspberry Pi sets up dispmanx/OpenGL ES)
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namespace Renderer
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{
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bool init(int w, int h);
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@ -1,16 +1,9 @@
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#include "Renderer.h"
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#include <iostream>
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#include "platform.h"
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#ifdef _WINDOWS_
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#include <Windows.h>
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#endif
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#include GLHEADER
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#include "Font.h"
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#include <SDL.h>
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#include "InputManager.h"
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#include "Log.h"
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#include "ImageIO.h"
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#include "../data/Resources.h"
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@ -27,9 +20,10 @@ namespace Renderer
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unsigned int getScreenWidth() { return display_width; }
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unsigned int getScreenHeight() { return display_height; }
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SDL_Surface* sdlScreen = NULL;
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SDL_Window* sdlWindow = NULL;
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SDL_GLContext sdlContext = NULL;
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bool createSurface() //unsigned int display_width, unsigned int display_height)
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bool createSurface()
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{
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LOG(LogInfo) << "Creating surface...";
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@ -39,53 +33,54 @@ namespace Renderer
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return false;
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}
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//ATM it is best to just leave the window icon alone on windows.
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//When compiled as a Windows application, ES at least has an icon in the taskbar
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//The method below looks pretty shite as alpha isn't taken into account...
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#ifndef WIN32
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//try loading PNG from memory
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size_t width = 0;
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size_t height = 0;
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std::vector<unsigned char> rawData = ImageIO::loadFromMemoryRGBA32(ES_logo_32_png_data, ES_logo_32_png_size, width, height);
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if (!rawData.empty()) {
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//SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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Uint32 rmask = 0xff000000; Uint32 gmask = 0x0000ff00; Uint32 bmask = 0x00ff0000; Uint32 amask = 0x000000ff;
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#else
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Uint32 rmask = 0x000000ff; Uint32 gmask = 0x00ff0000; Uint32 bmask = 0x0000ff00; Uint32 amask = 0xff000000;
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#endif
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//try creating SDL surface from logo data
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SDL_Surface * logoSurface = SDL_CreateRGBSurfaceFrom((void *)rawData.data(), width, height, 32, width*4, rmask, gmask, bmask, amask);
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if (logoSurface != nullptr) {
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//change window icon. this sucks atm, but there's nothing better we can do. SDL 1.3 or 2.0 should sort this out...
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SDL_WM_SetIcon(logoSurface, nullptr);
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}
|
||||
}
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#endif
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SDL_WM_SetCaption("EmulationStation", "EmulationStation");
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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//SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1); //vsync
|
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sdlScreen = SDL_SetVideoMode(display_width, display_height, 16, SDL_OPENGL | (Settings::getInstance()->getBool("WINDOWED") ? 0 : SDL_FULLSCREEN));
|
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//SDL_GL_SetSwapInterval(1); //0 for immediate updates, 1 for updates synchronized with the vertical retrace, -1 for late swap tearing
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if(sdlScreen == NULL)
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sdlWindow = SDL_CreateWindow("EmulationStation",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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display_width, display_height,
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SDL_WINDOW_OPENGL | (Settings::getInstance()->getBool("WINDOWED") ? 0 : SDL_WINDOW_FULLSCREEN));
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|
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if(sdlWindow == NULL)
|
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{
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LOG(LogError) << "Error creating SDL video surface!";
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||||
LOG(LogError) << "Error creating SDL window!";
|
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return false;
|
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}
|
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|
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LOG(LogInfo) << "Created window successfully.";
|
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|
||||
//set an icon for the window
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size_t width = 0;
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||||
size_t height = 0;
|
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std::vector<unsigned char> rawData = ImageIO::loadFromMemoryRGBA32(ES_logo_32_png_data, ES_logo_32_png_size, width, height);
|
||||
if (!rawData.empty())
|
||||
{
|
||||
//SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine
|
||||
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
|
||||
Uint32 rmask = 0xff000000; Uint32 gmask = 0x00ff0000; Uint32 bmask = 0x0000ff00; Uint32 amask = 0x000000ff;
|
||||
#else
|
||||
Uint32 rmask = 0x000000ff; Uint32 gmask = 0x0000ff00; Uint32 bmask = 0x00ff0000; Uint32 amask = 0xff000000;
|
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#endif
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//try creating SDL surface from logo data
|
||||
SDL_Surface * logoSurface = SDL_CreateRGBSurfaceFrom((void *)rawData.data(), width, height, 32, width * 4, rmask, gmask, bmask, amask);
|
||||
if (logoSurface != NULL)
|
||||
{
|
||||
SDL_SetWindowIcon(sdlWindow, logoSurface);
|
||||
SDL_FreeSurface(logoSurface);
|
||||
}
|
||||
}
|
||||
|
||||
sdlContext = SDL_GL_CreateContext(sdlWindow);
|
||||
|
||||
//usually display width/height are not specified, i.e. zero, which SDL automatically takes as "native resolution"
|
||||
//so, since other things rely on the size of the screen (damn currently unnormalized coordinate system), we set it here
|
||||
//even though the system was already initialized
|
||||
display_width = sdlScreen->w;
|
||||
display_height = sdlScreen->h;
|
||||
|
||||
LOG(LogInfo) << "Created surface successfully.";
|
||||
//even though the system was already initialized - this makes sure it gets reinitialized to the original resolution when we return from a game
|
||||
//display_width = sdlWindow->w;
|
||||
//display_height = sdlWindow->h;
|
||||
|
||||
//hide mouse cursor
|
||||
initialCursorState = SDL_ShowCursor(0) == 1;
|
||||
|
@ -95,14 +90,17 @@ namespace Renderer
|
|||
|
||||
void swapBuffers()
|
||||
{
|
||||
SDL_GL_SwapBuffers();
|
||||
SDL_GL_SwapWindow(sdlWindow);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
|
||||
void destroySurface()
|
||||
{
|
||||
SDL_FreeSurface(sdlScreen);
|
||||
sdlScreen = NULL;
|
||||
SDL_GL_DeleteContext(sdlContext);
|
||||
sdlContext = NULL;
|
||||
|
||||
SDL_DestroyWindow(sdlWindow);
|
||||
sdlWindow = NULL;
|
||||
|
||||
//show mouse cursor
|
||||
SDL_ShowCursor(initialCursorState);
|
||||
|
|
Loading…
Reference in a new issue