mirror of
https://github.com/XProger/OpenLara.git
synced 2025-08-22 21:03:19 +02:00
Update build.sh on the SDL2 platform so it builds the GLES version by default (it was building both!) (#168)
* Add SDL2 platform * add desktopGL support to the SDL2 platform, and add SDL2 context shutdown calls * fixed: now GL and GLES modes work on SDL2, use SDL2GLES define to use one or the other * Add comentary to build.sh with instructions to build GLES or OpenGL version of the SDL2 platform port * Update SDL init code to hide mouse and start in fullscreen mode * Set build.sh on the SDL2 platform so it builds the GLES version by default * Basic keyboard and joystick controls implemented in the SDL2 platform using SDL2 instead of udev * SDL2 platform: input code cleaunp * SDL2 input fix so Lara can do certain movements involving directions and buttons
This commit is contained in:
@@ -4,6 +4,4 @@ set -e
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g++ -DSDL2_GLES -std=c++11 `sdl2-config --cflags` -O3 -fno-exceptions -fno-rtti -ffunction-sections -fdata-sections -Wl,--gc-sections -DNDEBUG -D__SDL2__ main.cpp ../../libs/stb_vorbis/stb_vorbis.c ../../libs/minimp3/minimp3.cpp ../../libs/tinf/tinflate.c -I../../ -o OpenLara `sdl2-config --libs` -lGLESv2 -lEGL -lm -lrt -lpthread -lasound -ludev
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# Use this compilation line to build SDL2/OpenGL version
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g++ -std=c++11 `sdl2-config --cflags` -O3 -fno-exceptions -fno-rtti -ffunction-sections -fdata-sections -Wl,--gc-sections -DNDEBUG -D__SDL2__ main.cpp ../../libs/stb_vorbis/stb_vorbis.c ../../libs/minimp3/minimp3.cpp ../../libs/tinf/tinflate.c -I../../ -o OpenLara `sdl2-config --libs` -lGL -lm -lrt -lpthread -lasound -ludev
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#strip ../../../bin/OpenLara --strip-all --remove-section=.comment --remove-section=.note
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#g++ -std=c++11 `sdl2-config --cflags` -O3 -fno-exceptions -fno-rtti -ffunction-sections -fdata-sections -Wl,--gc-sections -DNDEBUG -D__SDL2__ main.cpp ../../libs/stb_vorbis/stb_vorbis.c ../../libs/minimp3/minimp3.cpp ../../libs/tinf/tinflate.c -I../../ -o OpenLara `sdl2-config --libs` -lGL -lm -lrt -lpthread -lasound -ludev
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@@ -1,14 +1,8 @@
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#include <string.h>
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#include <sys/time.h>
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#include <sys/stat.h>
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#include <linux/input.h>
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#include <unistd.h>
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#include <pwd.h>
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#include <pthread.h>
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//#include <EGL/egl.h>
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#include <fcntl.h>
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#include <linux/input.h>
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#include <libudev.h>
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#include <alsa/asoundlib.h>
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// SDL2 include stuff
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@@ -106,12 +100,9 @@ void sndFree() {
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}
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// Input
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#define MAX_INPUT_DEVICES 16
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int inputDevices[MAX_INPUT_DEVICES];
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udev *udevObj;
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udev_monitor *udevMon;
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int udevMon_fd;
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SDL_GameController *sdl_gamecontroller;
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SDL_Joystick *sdl_joystick;
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bool using_old_joystick_interface;
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vec2 joyL, joyR;
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@@ -126,61 +117,57 @@ void osJoyVibrate(int index, float L, float R) {
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InputKey codeToInputKey(int code) {
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switch (code) {
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// keyboard
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case KEY_LEFT : return ikLeft;
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case KEY_RIGHT : return ikRight;
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case KEY_UP : return ikUp;
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case KEY_DOWN : return ikDown;
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case KEY_SPACE : return ikSpace;
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case KEY_TAB : return ikTab;
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case KEY_ENTER : return ikEnter;
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case KEY_ESC : return ikEscape;
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case KEY_LEFTSHIFT :
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case KEY_RIGHTSHIFT : return ikShift;
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case KEY_LEFTCTRL :
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case KEY_RIGHTCTRL : return ikCtrl;
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case KEY_LEFTALT :
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case KEY_RIGHTALT : return ikAlt;
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case KEY_0 : return ik0;
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case KEY_1 : return ik1;
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case KEY_2 : return ik2;
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case KEY_3 : return ik3;
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case KEY_4 : return ik4;
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case KEY_5 : return ik5;
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case KEY_6 : return ik6;
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case KEY_7 : return ik7;
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case KEY_8 : return ik8;
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case KEY_9 : return ik9;
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case KEY_A : return ikA;
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case KEY_B : return ikB;
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case KEY_C : return ikC;
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case KEY_D : return ikD;
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case KEY_E : return ikE;
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case KEY_F : return ikF;
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case KEY_G : return ikG;
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case KEY_H : return ikH;
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case KEY_I : return ikI;
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case KEY_J : return ikJ;
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case KEY_K : return ikK;
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case KEY_L : return ikL;
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case KEY_M : return ikM;
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case KEY_N : return ikN;
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case KEY_O : return ikO;
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case KEY_P : return ikP;
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case KEY_Q : return ikQ;
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case KEY_R : return ikR;
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case KEY_S : return ikS;
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case KEY_T : return ikT;
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case KEY_U : return ikU;
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case KEY_V : return ikV;
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case KEY_W : return ikW;
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case KEY_X : return ikX;
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case KEY_Y : return ikY;
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case KEY_Z : return ikZ;
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case KEY_HOMEPAGE : return ikEscape;
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// mouse
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case BTN_LEFT : return ikMouseL;
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case BTN_RIGHT : return ikMouseR;
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case BTN_MIDDLE : return ikMouseM;
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case SDL_SCANCODE_LEFT : return ikLeft;
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case SDL_SCANCODE_RIGHT : return ikRight;
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case SDL_SCANCODE_UP : return ikUp;
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case SDL_SCANCODE_DOWN : return ikDown;
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case SDL_SCANCODE_SPACE : return ikSpace;
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case SDL_SCANCODE_TAB : return ikTab;
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case SDL_SCANCODE_RETURN : return ikEnter;
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case SDL_SCANCODE_ESCAPE : return ikEscape;
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case SDL_SCANCODE_LSHIFT :
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case SDL_SCANCODE_RSHIFT : return ikShift;
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case SDL_SCANCODE_LCTRL :
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case SDL_SCANCODE_RCTRL : return ikCtrl;
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case SDL_SCANCODE_LALT :
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case SDL_SCANCODE_RALT : return ikAlt;
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case SDL_SCANCODE_0 : return ik0;
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case SDL_SCANCODE_1 : return ik1;
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case SDL_SCANCODE_2 : return ik2;
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case SDL_SCANCODE_3 : return ik3;
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case SDL_SCANCODE_4 : return ik4;
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case SDL_SCANCODE_5 : return ik5;
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case SDL_SCANCODE_6 : return ik6;
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case SDL_SCANCODE_7 : return ik7;
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case SDL_SCANCODE_8 : return ik8;
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case SDL_SCANCODE_9 : return ik9;
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case SDL_SCANCODE_A : return ikA;
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case SDL_SCANCODE_B : return ikB;
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case SDL_SCANCODE_C : return ikC;
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case SDL_SCANCODE_D : return ikD;
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case SDL_SCANCODE_E : return ikE;
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case SDL_SCANCODE_F : return ikF;
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case SDL_SCANCODE_G : return ikG;
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case SDL_SCANCODE_H : return ikH;
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case SDL_SCANCODE_I : return ikI;
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case SDL_SCANCODE_J : return ikJ;
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case SDL_SCANCODE_K : return ikK;
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case SDL_SCANCODE_L : return ikL;
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case SDL_SCANCODE_M : return ikM;
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case SDL_SCANCODE_N : return ikN;
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case SDL_SCANCODE_O : return ikO;
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case SDL_SCANCODE_P : return ikP;
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case SDL_SCANCODE_Q : return ikQ;
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case SDL_SCANCODE_R : return ikR;
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case SDL_SCANCODE_S : return ikS;
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case SDL_SCANCODE_T : return ikT;
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case SDL_SCANCODE_U : return ikU;
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case SDL_SCANCODE_V : return ikV;
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case SDL_SCANCODE_W : return ikW;
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case SDL_SCANCODE_X : return ikX;
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case SDL_SCANCODE_Y : return ikY;
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case SDL_SCANCODE_Z : return ikZ;
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case SDL_SCANCODE_AC_HOME : return ikEscape;
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}
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return ikNone;
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}
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@@ -188,89 +175,44 @@ InputKey codeToInputKey(int code) {
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JoyKey codeToJoyKey(int code) {
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switch (code) {
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// gamepad
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case BTN_A : return jkA;
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case BTN_B : return jkB;
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case BTN_X : return jkX;
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case BTN_Y : return jkY;
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case BTN_TL : return jkLB;
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case BTN_TR : return jkRB;
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case BTN_SELECT : return jkSelect;
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case BTN_START : return jkStart;
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case BTN_THUMBL : return jkL;
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case BTN_THUMBR : return jkR;
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case BTN_TL2 : return jkLT;
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case BTN_TR2 : return jkRT;
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case SDL_CONTROLLER_BUTTON_A : return jkA;
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case SDL_CONTROLLER_BUTTON_B : return jkB;
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case SDL_CONTROLLER_BUTTON_X : return jkX;
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case SDL_CONTROLLER_BUTTON_Y : return jkY;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER : return jkLB;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER : return jkRB;
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case SDL_CONTROLLER_BUTTON_BACK : return jkSelect;
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case SDL_CONTROLLER_BUTTON_START : return jkStart;
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case SDL_CONTROLLER_BUTTON_LEFTSTICK : return jkL;
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK : return jkR;
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}
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return jkNone;
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}
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int inputDevIndex(const char *node) {
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const char *str = strstr(node, "/event");
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if (str)
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return atoi(str + 6);
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return -1;
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}
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void inputDevAdd(const char *node) {
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int index = inputDevIndex(node);
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if (index != -1) {
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inputDevices[index] = open(node, O_RDONLY | O_NONBLOCK);
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ioctl(inputDevices[index], EVIOCGRAB, 1);
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//LOG("input: add %s\n", node);
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}
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}
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void inputDevRemove(const char *node) {
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int index = inputDevIndex(node);
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if (index != -1 && inputDevices[index] != -1) {
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close(inputDevices[index]);
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//LOG("input: remove %s\n", node);
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}
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}
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bool inputInit() {
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joyL = joyR = vec2(0);
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for (int i = 0; i < MAX_INPUT_DEVICES; i++)
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inputDevices[i] = -1;
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udevObj = udev_new();
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if (!udevObj)
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return false;
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udevMon = udev_monitor_new_from_netlink(udevObj, "udev");
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udev_monitor_filter_add_match_subsystem_devtype(udevMon, "input", NULL);
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udev_monitor_enable_receiving(udevMon);
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udevMon_fd = udev_monitor_get_fd(udevMon);
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udev_enumerate *e = udev_enumerate_new(udevObj);
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udev_enumerate_add_match_subsystem(e, "input");
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udev_enumerate_scan_devices(e);
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udev_list_entry *devices = udev_enumerate_get_list_entry(e);
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udev_list_entry *entry;
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udev_list_entry_foreach(entry, devices) {
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const char *path, *node;
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udev_device *device;
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path = udev_list_entry_get_name(entry);
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device = udev_device_new_from_syspath(udevObj, path);
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node = udev_device_get_devnode(device);
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if (node)
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inputDevAdd(node);
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sdl_gamecontroller = NULL;
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sdl_joystick = NULL;
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if (SDL_NumJoysticks() > 0) {
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if(SDL_IsGameController(0)) {
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sdl_gamecontroller = SDL_GameControllerOpen(0);
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}
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else {
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sdl_joystick = SDL_JoystickOpen(0);
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using_old_joystick_interface = true;
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}
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}
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udev_enumerate_unref(e);
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return true;
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}
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void inputFree() {
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for (int i = 0; i < MAX_INPUT_DEVICES; i++)
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if (inputDevices[i] != -1)
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close(inputDevices[i]);
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udev_monitor_unref(udevMon);
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udev_unref(udevObj);
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if (sdl_gamecontroller != NULL) {
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SDL_GameControllerClose(sdl_gamecontroller);
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sdl_gamecontroller = NULL;
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}
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if (sdl_joystick != NULL) {
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SDL_JoystickClose(sdl_joystick);
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sdl_joystick = NULL;
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}
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}
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#define JOY_DEAD_ZONE_STICK 8192
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@@ -292,94 +234,76 @@ vec2 joyDir(const vec2 &value) {
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void inputUpdate() {
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// get input events
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input_event events[16];
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for (int i = 0; i < MAX_INPUT_DEVICES; i++) {
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if (inputDevices[i] == -1) continue;
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int rb = read(inputDevices[i], events, sizeof(events));
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int joyIndex = 0; // TODO: joy index
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int joyIndex = 0; // TODO: joy index
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input_event *e = events;
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while (rb > 0) {
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switch (e->type) {
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case EV_KEY : {
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InputKey key = codeToInputKey(e->code);
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if (key != ikNone) {
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if (key == ikMouseL || key == ikMouseR || key == ikMouseM)
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Input::setPos(key, Input::mouse.pos);
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Input::setDown(key, e->value != 0);
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} else {
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JoyKey key = codeToJoyKey(e->code);
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Input::setJoyDown(joyIndex, key, e->value != 0);
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}
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break;
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SDL_Event event;
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while (SDL_PollEvent(&event) == 1) { // while there are still events to be processed
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switch (event.type) {
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case SDL_KEYDOWN: {
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int scancode = event.key.keysym.scancode;
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InputKey key = codeToInputKey(scancode);
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if (key != ikNone) {
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Input::setDown(key, 1);
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}
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break;
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}
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case SDL_KEYUP: {
|
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int scancode = event.key.keysym.scancode;
|
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InputKey key = codeToInputKey(scancode);
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if (key != ikNone) {
|
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Input::setDown(key, 0);
|
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}
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case EV_REL : {
|
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vec2 delta(0);
|
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delta[e->code] = float(e->value);
|
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Input::setPos(ikMouseL, Input::mouse.pos + delta);
|
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break;
|
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}
|
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case EV_ABS : {
|
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switch (e->code) {
|
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// Left stick
|
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case ABS_X : joyL.x = joyAxisValue(e->value); break;
|
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case ABS_Y : joyL.y = joyAxisValue(e->value); break;
|
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// Right stick
|
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case ABS_RX : joyR.x = joyAxisValue(e->value); break;
|
||||
case ABS_RY : joyR.y = joyAxisValue(e->value); break;
|
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// Left trigger
|
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case ABS_Z : Input::setJoyPos(joyIndex, jkLT, joyTrigger(e->value)); break;
|
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// Right trigger
|
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case ABS_RZ : Input::setJoyPos(joyIndex, jkRT, joyTrigger(e->value)); break;
|
||||
// D-PAD
|
||||
case ABS_HAT0X :
|
||||
case ABS_THROTTLE :
|
||||
Input::setJoyDown(joyIndex, jkLeft, e->value < 0);
|
||||
Input::setJoyDown(joyIndex, jkRight, e->value > 0);
|
||||
break;
|
||||
case ABS_HAT0Y :
|
||||
case ABS_RUDDER :
|
||||
Input::setJoyDown(joyIndex, jkUp, e->value < 0);
|
||||
Input::setJoyDown(joyIndex, jkDown, e->value > 0);
|
||||
break;
|
||||
}
|
||||
|
||||
Input::setJoyPos(joyIndex, jkL, joyDir(joyL));
|
||||
Input::setJoyPos(joyIndex, jkR, joyDir(joyR));
|
||||
}
|
||||
}
|
||||
//LOG("input: type = %d, code = %d, value = %d\n", int(e->type), int(e->code), int(e->value));
|
||||
e++;
|
||||
rb -= sizeof(events[0]);
|
||||
break;
|
||||
}
|
||||
case SDL_CONTROLLERBUTTONDOWN: {
|
||||
JoyKey key = codeToJoyKey(event.cbutton.button);
|
||||
Input::setJoyDown(joyIndex, key, 1);
|
||||
break;
|
||||
}
|
||||
case SDL_CONTROLLERBUTTONUP: {
|
||||
JoyKey key = codeToJoyKey(event.cbutton.button);
|
||||
Input::setJoyDown(joyIndex, key, 0);
|
||||
break;
|
||||
}
|
||||
case SDL_CONTROLLERAXISMOTION: {
|
||||
switch (event.caxis.axis) {
|
||||
case SDL_CONTROLLER_AXIS_LEFTX:
|
||||
if (event.caxis.value < 0) {
|
||||
Input::setJoyDown(joyIndex, jkLeft, 1);
|
||||
Input::setJoyDown(joyIndex, jkRight, 0);
|
||||
}
|
||||
if (event.caxis.value > 0) {
|
||||
Input::setJoyDown(joyIndex, jkRight, 1);
|
||||
Input::setJoyDown(joyIndex, jkLeft, 0);
|
||||
}
|
||||
if (event.caxis.value == 0) {
|
||||
Input::setJoyDown(joyIndex, jkRight, 0);
|
||||
Input::setJoyDown(joyIndex, jkLeft, 0);
|
||||
}
|
||||
break;
|
||||
case SDL_CONTROLLER_AXIS_LEFTY:
|
||||
if (event.caxis.value < 0) {
|
||||
Input::setJoyDown(joyIndex, jkUp, 1);
|
||||
Input::setJoyDown(joyIndex, jkDown, 0);
|
||||
}
|
||||
if (event.caxis.value > 0) {
|
||||
Input::setJoyDown(joyIndex, jkUp, 0);
|
||||
Input::setJoyDown(joyIndex, jkDown, 1);
|
||||
}
|
||||
if (event.caxis.value == 0) {
|
||||
Input::setJoyDown(joyIndex, jkUp, 0);
|
||||
Input::setJoyDown(joyIndex, jkDown, 0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// monitoring plug and unplug input devices
|
||||
fd_set fds;
|
||||
FD_ZERO(&fds);
|
||||
FD_SET(udevMon_fd, &fds);
|
||||
|
||||
timeval tv;
|
||||
tv.tv_sec = 0;
|
||||
tv.tv_usec = 0;
|
||||
|
||||
if (select(udevMon_fd + 1, &fds, NULL, NULL, &tv) > 0 && FD_ISSET(udevMon_fd, &fds)) {
|
||||
udev_device *device = udev_monitor_receive_device(udevMon);
|
||||
if (device) {
|
||||
const char *node = udev_device_get_devnode(device);
|
||||
if (node) {
|
||||
const char *action = udev_device_get_action(device);
|
||||
if (!strcmp(action, "add"))
|
||||
inputDevAdd(node);
|
||||
if (!strcmp(action, "remove"))
|
||||
inputDevRemove(node);
|
||||
}
|
||||
udev_device_unref(device);
|
||||
} else
|
||||
LOG("! input: receive_device\n");
|
||||
}
|
||||
Input::setJoyPos(joyIndex, jkL, joyDir(joyL));
|
||||
Input::setJoyPos(joyIndex, jkR, joyDir(joyR));
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
@@ -387,7 +311,8 @@ int main(int argc, char **argv) {
|
||||
int w, h;
|
||||
SDL_DisplayMode current;
|
||||
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
SDL_Init(SDL_INIT_VIDEO|SDL_INIT_EVENTS|SDL_INIT_GAMECONTROLLER);
|
||||
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
|
||||
@@ -397,7 +322,8 @@ int main(int argc, char **argv) {
|
||||
|
||||
// We start in fullscreen mode using the vide mode currently in use, to avoid video mode changes.
|
||||
SDL_Window *window = SDL_CreateWindow(WND_TITLE, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
current.w, current.h, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
//current.w, current.h, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
|
||||
|
||||
// We try to use the current video mode, but we inform the core of whatever mode SDL2 gave us in the end.
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
@@ -432,12 +358,12 @@ int main(int argc, char **argv) {
|
||||
|
||||
sndInit();
|
||||
|
||||
inputInit();
|
||||
|
||||
char *lvlName = argc > 1 ? argv[1] : NULL;
|
||||
|
||||
Game::init(lvlName);
|
||||
|
||||
inputInit(); // initialize and grab input devices
|
||||
|
||||
while (!Core::isQuit) {
|
||||
inputUpdate();
|
||||
|
||||
@@ -448,8 +374,6 @@ int main(int argc, char **argv) {
|
||||
}
|
||||
};
|
||||
|
||||
inputFree();
|
||||
|
||||
sndFree();
|
||||
Game::deinit();
|
||||
|
||||
|
Reference in New Issue
Block a user