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authorLuca Sas <sas.luca.alex@gmail.com>2020-03-06 17:48:44 +0000
committerLuca Sas <sas.luca.alex@gmail.com>2020-03-06 17:48:44 +0000
commit581538a8b371c0a9003dc0f1bf081222b8c4fdd9 (patch)
treef5759a699424211d4a66e24365a596072818ab33 /libs/raylib/src/core.c
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Setup the project
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+/**********************************************************************************************
+*
+* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
+*
+* PLATFORMS SUPPORTED:
+* - PLATFORM_DESKTOP: Windows (Win32, Win64)
+* - PLATFORM_DESKTOP: Linux (X11 desktop mode)
+* - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
+* - PLATFORM_DESKTOP: OSX/macOS
+* - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64)
+* - PLATFORM_RPI: Raspberry Pi 0,1,2,3,4 (Raspbian)
+* - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox)
+* - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One
+*
+* CONFIGURATION:
+*
+* #define PLATFORM_DESKTOP
+* Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly
+* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it
+*
+* #define PLATFORM_ANDROID
+* Windowing and input system configured for Android device, app activity managed internally in this module.
+* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL
+*
+* #define PLATFORM_RPI
+* Windowing and input system configured for Raspberry Pi i native mode (no X.org required, tested on Raspbian),
+* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/
+*
+* #define PLATFORM_WEB
+* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
+* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
+*
+* #define PLATFORM_UWP
+* Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms,
+* including Windows 10 App, Windows Phone and Xbox One platforms.
+*
+* #define SUPPORT_DEFAULT_FONT (default)
+* Default font is loaded on window initialization to be available for the user to render simple text.
+* NOTE: If enabled, uses external module functions to load default raylib font (module: text)
+*
+* #define SUPPORT_CAMERA_SYSTEM
+* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
+*
+* #define SUPPORT_GESTURES_SYSTEM
+* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag
+*
+* #define SUPPORT_MOUSE_GESTURES
+* Mouse gestures are directly mapped like touches and processed by gestures system.
+*
+* #define SUPPORT_TOUCH_AS_MOUSE
+* Touch input and mouse input are shared. Mouse functions also return touch information.
+*
+* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only)
+* Reconfigure standard input to receive key inputs, works with SSH connection.
+* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or
+* blocking the device is not restored properly. Use with care.
+*
+* #define SUPPORT_MOUSE_CURSOR_RPI (Raspberry Pi only)
+* Draw a mouse reference on screen (square cursor box)
+*
+* #define SUPPORT_BUSY_WAIT_LOOP
+* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used
+*
+* #define SUPPORT_HALFBUSY_WAIT_LOOP
+* Use a half-busy wait loop, in this case frame sleeps for some time and runs a busy-wait-loop at the end
+*
+* #define SUPPORT_EVENTS_WAITING
+* Wait for events passively (sleeping while no events) instead of polling them actively every frame
+*
+* #define SUPPORT_SCREEN_CAPTURE
+* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
+*
+* #define SUPPORT_GIF_RECORDING
+* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
+*
+* #define SUPPORT_HIGH_DPI
+* Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP)
+* NOTE: This flag is forced on macOS, since most displays are high-DPI
+*
+* #define SUPPORT_COMPRESSION_API
+* Support CompressData() and DecompressData() functions, those functions use zlib implementation
+* provided by stb_image and stb_image_write libraries, so, those libraries must be enabled on textures module
+* for linkage
+*
+* DEPENDENCIES:
+* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
+* raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion)
+* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
+* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
+*
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#include "raylib.h" // Declares module functions
+
+// Check if config flags have been externally provided on compilation line
+#if !defined(EXTERNAL_CONFIG_FLAGS)
+ #include "config.h" // Defines module configuration flags
+#else
+ #define RAYLIB_VERSION "2.6-dev"
+#endif
+
+#if (defined(__linux__) || defined(PLATFORM_WEB)) && _POSIX_C_SOURCE < 199309L
+ #undef _POSIX_C_SOURCE
+ #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
+#endif
+
+#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here
+#include "raymath.h" // Required for: Vector3 and Matrix functions
+
+#define RLGL_IMPLEMENTATION
+#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
+
+#include "utils.h" // Required for: fopen() Android mapping
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ #define GESTURES_IMPLEMENTATION
+ #include "gestures.h" // Gestures detection functionality
+#endif
+
+#if defined(SUPPORT_CAMERA_SYSTEM)
+ #define CAMERA_IMPLEMENTATION
+ #include "camera.h" // Camera system functionality
+#endif
+
+#if defined(SUPPORT_GIF_RECORDING)
+ #define RGIF_IMPLEMENTATION
+ #include "external/rgif.h" // Support GIF recording
+#endif
+
+#if defined(__APPLE__)
+ #define SUPPORT_HIGH_DPI // Force HighDPI support on macOS
+#endif
+
+#include <stdio.h> // Standard input / output lib
+#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit()
+#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
+#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
+#include <math.h> // Required for: tan() [Used in BeginMode3D() to set perspective]
+#include <string.h> // Required for: strrchr(), strcmp()
+//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
+#include <ctype.h> // Required for: tolower() [Used in IsFileExtension()]
+#include <sys/stat.h> // Required for stat() [Used in GetLastWriteTime()]
+
+#if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
+ #include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
+#else
+ #include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
+#endif
+
+#if defined(_WIN32)
+ #include <direct.h> // Required for: _getch(), _chdir()
+ #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir()
+ #define CHDIR _chdir
+ #include <io.h> // Required for _access() [Used in FileExists()]
+#else
+ #include "unistd.h" // Required for: getch(), chdir() (POSIX), access()
+ #define GETCWD getcwd
+ #define CHDIR chdir
+#endif
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
+ // NOTE: Already provided by rlgl implementation (on glad.h)
+ #include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
+ // NOTE: GLFW3 already includes gl.h (OpenGL) headers
+
+ // Support retrieving native window handlers
+ #if defined(_WIN32)
+ #define GLFW_EXPOSE_NATIVE_WIN32
+ #include <GLFW/glfw3native.h> // WARNING: It requires customization to avoid windows.h inclusion!
+
+ #if !defined(SUPPORT_BUSY_WAIT_LOOP)
+ // NOTE: Those functions require linking with winmm library
+ unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
+ unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
+ #endif
+
+ #elif defined(__linux__)
+ #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
+
+ //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
+ //#define GLFW_EXPOSE_NATIVE_WAYLAND
+ //#define GLFW_EXPOSE_NATIVE_MIR
+ #include <GLFW/glfw3native.h> // Required for: glfwGetX11Window()
+ #elif defined(__APPLE__)
+ #include <unistd.h> // Required for: usleep()
+
+ //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
+ #include <GLFW/glfw3native.h> // Required for: glfwGetCocoaWindow()
+ #endif
+#endif
+
+#if defined(__linux__)
+ #include <linux/limits.h> // for NAME_MAX and PATH_MAX defines
+ #define MAX_FILEPATH_LENGTH PATH_MAX // Use Linux define (4096)
+#else
+ #define MAX_FILEPATH_LENGTH 512 // Use common value
+#endif
+
+#if defined(PLATFORM_ANDROID)
+ //#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...)
+ #include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
+ #include <android_native_app_glue.h> // Defines basic app state struct and manages activity
+
+ #include <EGL/egl.h> // Khronos EGL library - Native platform display device control functions
+ #include <GLES2/gl2.h> // Khronos OpenGL ES 2.0 library
+#endif
+
+#if defined(PLATFORM_RPI)
+ #include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
+ #include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
+ #include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
+ #include <pthread.h> // POSIX threads management (mouse input)
+ #include <dirent.h> // POSIX directory browsing
+
+ #include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl()
+ #include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
+ #include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
+ #include <linux/joystick.h> // Linux: Joystick support library
+
+ #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
+
+ #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
+ #include "EGL/eglext.h" // Khronos EGL library - Extensions
+ #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
+#endif
+
+#if defined(PLATFORM_UWP)
+ #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
+ #include "EGL/eglext.h" // Khronos EGL library - Extensions
+ #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
+#endif
+
+#if defined(PLATFORM_WEB)
+ #define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
+ #include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
+ #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
+
+ #include <emscripten/emscripten.h> // Emscripten library - LLVM to JavaScript compiler
+ #include <emscripten/html5.h> // Emscripten HTML5 library
+#endif
+
+#if defined(SUPPORT_COMPRESSION_API)
+ // NOTE: Those declarations require stb_image and stb_image_write definitions, included in textures module
+ unsigned char *stbi_zlib_compress(unsigned char *data, int data_len, int *out_len, int quality);
+ char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen);
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#if defined(PLATFORM_RPI)
+ #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
+
+ // Old device inputs system
+ #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
+ #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
+ #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
+
+ // New device input events (evdev) (must be detected)
+ //#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN"
+ //#define DEFAULT_MOUSE_DEV "/dev/input/eventN"
+ //#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN"
+
+ #define MOUSE_SENSITIVITY 0.8f
+#endif
+
+#define MAX_GAMEPADS 4 // Max number of gamepads supported
+#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
+#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
+
+#define MAX_CHARS_QUEUE 16 // Max number of characters in the input queue
+
+#define STORAGE_FILENAME "storage.data"
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+#if defined(PLATFORM_RPI)
+typedef struct {
+ pthread_t threadId; // Event reading thread id
+ int fd; // File descriptor to the device it is assigned to
+ int eventNum; // Number of 'event<N>' device
+ Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
+ int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
+ bool isMouse; // True if device supports relative X Y movements
+ bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
+ bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
+ bool isKeyboard; // True if device has letter keycodes
+ bool isGamepad; // True if device has gamepad buttons
+} InputEventWorker;
+
+typedef struct{
+ int Contents[8];
+ char Head;
+ char Tail;
+} KeyEventFifo;
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+
+// Window/Graphics variables
+//-----------------------------------------------------------------------------------
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+static GLFWwindow *window; // Native window (graphic device)
+#endif
+#if defined(PLATFORM_RPI)
+static EGL_DISPMANX_WINDOW_T window; // Native window (graphic device)
+#endif
+#if defined(PLATFORM_UWP)
+extern EGLNativeWindowType window; // Native window handler for UWP (external, defined in UWP App)
+#endif
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+static EGLDisplay display; // Native display device (physical screen connection)
+static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
+static EGLContext context; // Graphic context, mode in which drawing can be done
+static EGLConfig config; // Graphic config
+static uint64_t baseTime = 0; // Base time measure for hi-res timer
+static bool windowShouldClose = false; // Flag to set window for closing
+#endif
+
+static const char *windowTitle = NULL; // Window text title...
+static bool windowReady = false; // Check if window has been initialized successfully
+static bool windowMinimized = false; // Check if window has been minimized
+static bool windowResized = false; // Check if window has been resized
+static bool fullscreenMode = false; // Check if fullscreen mode (useful only for PLATFORM_DESKTOP)
+static bool alwaysRun = false; // Keep window update/draw running on minimized
+
+static int windowPositionX, windowPositionY; // Window position on screen (required on fullscreen toggle)
+static int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...)
+static int screenWidth, screenHeight; // Screen width and height (used render area)
+static int renderWidth, renderHeight; // Framebuffer width and height (render area, including black bars if required)
+static int currentWidth, currentHeight; // Current render width and height, it could change on BeginTextureMode()
+static int renderOffsetX = 0; // Offset X from render area (must be divided by 2)
+static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2)
+static Matrix screenScaling = { 0 }; // Matrix to scale screen (framebuffer rendering)
+//-----------------------------------------------------------------------------------
+
+#if defined(PLATFORM_ANDROID)
+static struct android_app *androidApp; // Android activity
+static struct android_poll_source *source; // Android events polling source
+static int ident, events; // Android ALooper_pollAll() variables
+static const char *internalDataPath = NULL; // Android internal data path to write data (/data/data/<package>/files)
+
+static bool appEnabled = true; // Used to detec if app is active
+static bool contextRebindRequired = false; // Used to know context rebind required
+#endif
+
+// Input system variables
+//-----------------------------------------------------------------------------------
+// Keyboard states
+static char previousKeyState[512] = { 0 }; // Registers previous frame key state
+static char currentKeyState[512] = { 0 }; // Registers current frame key state
+static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
+
+static unsigned int keyPressedQueue[MAX_CHARS_QUEUE] = { 0 }; // Input characters queue
+static int keyPressedQueueCount = 0; // Input characters queue count
+
+#if defined(PLATFORM_RPI)
+// NOTE: For keyboard we will use the standard input (but reconfigured...)
+static struct termios defaultKeyboardSettings; // Used to store default keyboard settings
+static int defaultKeyboardMode = 0; // Used to store default keyboard mode
+#endif
+
+// Mouse states
+static Vector2 mousePosition = { 0.0f, 0.0f }; // Mouse position on screen
+static Vector2 mouseScale = { 1.0f, 1.0f }; // Mouse scaling
+static Vector2 mouseOffset = { 0.0f, 0.0f }; // Mouse offset
+static bool cursorHidden = false; // Track if cursor is hidden
+static bool cursorOnScreen = false; // Tracks if cursor is inside client area
+static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
+static char currentMouseState[3] = { 0 }; // Registers current mouse button state
+static int previousMouseWheelY = 0; // Registers previous mouse wheel variation
+static int currentMouseWheelY = 0; // Registers current mouse wheel variation
+#endif
+
+#if defined(PLATFORM_RPI)
+static char currentMouseStateEvdev[3] = { 0 }; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
+static InputEventWorker eventWorkers[10]; // List of worker threads for every monitored "/dev/input/event<N>"
+static KeyEventFifo lastKeyPressedEvdev = { 0 }; // Buffer for holding keydown events as they arrive (Needed due to multitreading of event workers)
+static char currentKeyStateEvdev[512] = { 0 }; // Registers current frame key state from event based driver (Needs to be seperate because the legacy console based method clears keys on every frame)
+#endif
+
+#if defined(PLATFORM_WEB)
+static bool toggleCursorLock = false; // Ask for cursor pointer lock on next click
+#endif
+
+// Gamepads states
+static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed
+static int gamepadAxisCount = 0; // Register number of available gamepad axis
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
+static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
+static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
+static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
+#endif
+
+#if defined(PLATFORM_RPI)
+static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor
+static pthread_t gamepadThreadId; // Gamepad reading thread id
+static char gamepadName[64]; // Gamepad name holder
+#endif
+//-----------------------------------------------------------------------------------
+
+// Timming system variables
+//-----------------------------------------------------------------------------------
+static double currentTime = 0.0; // Current time measure
+static double previousTime = 0.0; // Previous time measure
+static double updateTime = 0.0; // Time measure for frame update
+static double drawTime = 0.0; // Time measure for frame draw
+static double frameTime = 0.0; // Time measure for one frame
+static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
+//-----------------------------------------------------------------------------------
+
+// Config internal variables
+//-----------------------------------------------------------------------------------
+static unsigned int configFlags = 0; // Configuration flags (bit based)
+
+static char **dropFilesPath; // Store dropped files paths as strings
+static int dropFilesCount = 0; // Count dropped files strings
+
+static char **dirFilesPath; // Store directory files paths as strings
+static int dirFilesCount = 0; // Count directory files strings
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+static int screenshotCounter = 0; // Screenshots counter
+#endif
+
+#if defined(SUPPORT_GIF_RECORDING)
+static int gifFramesCounter = 0; // GIF frames counter
+static bool gifRecording = false; // GIF recording state
+#endif
+//-----------------------------------------------------------------------------------
+
+//----------------------------------------------------------------------------------
+// Other Modules Functions Declaration (required by core)
+//----------------------------------------------------------------------------------
+#if defined(SUPPORT_DEFAULT_FONT)
+extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow()
+extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory
+#endif
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
+static void SetupFramebuffer(int width, int height); // Setup main framebuffer
+static void SetupViewport(int width, int height); // Set viewport for a provided width and height
+static void SwapBuffers(void); // Copy back buffer to front buffers
+
+static void InitTimer(void); // Initialize timer
+static void Wait(float ms); // Wait for some milliseconds (stop program execution)
+
+static bool GetKeyStatus(int key); // Returns if a key has been pressed
+static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
+static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
+static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
+static void PollInputEvents(void); // Register user events
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
+static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
+static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
+static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
+static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
+static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
+#endif
+
+#if defined(PLATFORM_ANDROID)
+static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
+#endif
+
+#if defined(PLATFORM_WEB)
+static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData);
+static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData);
+static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
+#endif
+
+#if defined(PLATFORM_RPI)
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+static void InitKeyboard(void); // Init raw keyboard system (standard input reading)
+static void ProcessKeyboard(void); // Process keyboard events
+static void RestoreKeyboard(void); // Restore keyboard system
+#else
+static void InitTerminal(void); // Init terminal (block echo and signal short cuts)
+static void RestoreTerminal(void); // Restore terminal
+#endif
+
+static void InitEvdevInput(void); // Evdev inputs initialization
+static void EventThreadSpawn(char *device); // Identifies a input device and spawns a thread to handle it if needed
+static void *EventThread(void *arg); // Input device events reading thread
+
+static void InitGamepad(void); // Init raw gamepad input
+static void *GamepadThread(void *arg); // Mouse reading thread
+#endif // PLATFORM_RPI
+
+#if defined(_WIN32)
+ // NOTE: We include Sleep() function signature here to avoid windows.h inclusion
+ void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
+#endif
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Window and OpenGL Context Functions
+//----------------------------------------------------------------------------------
+
+#if defined(PLATFORM_ANDROID)
+// To allow easier porting to android, we allow the user to define a
+// main function which we call from android_main, defined by ourselves
+extern int main(int argc, char *argv[]);
+
+void android_main(struct android_app *app)
+{
+ char arg0[] = "raylib"; // NOTE: argv[] are mutable
+ androidApp = app;
+
+ // TODO: Should we maybe report != 0 return codes somewhere?
+ (void)main(1, (char *[]) { arg0, NULL });
+}
+
+// TODO: Add this to header (if apps really need it)
+struct android_app *GetAndroidApp(void)
+{
+ return androidApp;
+}
+#endif
+#if defined(PLATFORM_RPI) && !defined(SUPPORT_SSH_KEYBOARD_RPI)
+// Init terminal (block echo and signal short cuts)
+static void InitTerminal(void)
+{
+ TraceLog(LOG_INFO, "Reconfigure Terminal ...");
+ // Save terminal keyboard settings and reconfigure terminal with new settings
+ struct termios keyboardNewSettings;
+ tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings
+ keyboardNewSettings = defaultKeyboardSettings;
+
+ // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo
+ // NOTE: ISIG controls if ^C and ^Z generate break signals or not
+ keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
+ keyboardNewSettings.c_cc[VMIN] = 1;
+ keyboardNewSettings.c_cc[VTIME] = 0;
+
+ // Set new keyboard settings (change occurs immediately)
+ tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
+
+ // Save old keyboard mode to restore it at the end
+ if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0)
+ {
+ // NOTE: It could mean we are using a remote keyboard through ssh or from the desktop
+ TraceLog(LOG_WARNING, "Could not change keyboard mode (Not a local Terminal)");
+ }
+ else
+ {
+
+ ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
+ }
+
+ // Register terminal restore when program finishes
+ atexit(RestoreTerminal);
+}
+// Restore terminal
+static void RestoreTerminal(void)
+{
+ TraceLog(LOG_INFO, "Restore Terminal ...");
+
+ // Reset to default keyboard settings
+ tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
+
+ // Reconfigure keyboard to default mode
+ ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
+}
+#endif
+// Initialize window and OpenGL context
+// NOTE: data parameter could be used to pass any kind of required data to the initialization
+void InitWindow(int width, int height, const char *title)
+{
+ TraceLog(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
+
+ windowTitle = title;
+#if defined(PLATFORM_ANDROID)
+ screenWidth = width;
+ screenHeight = height;
+ currentWidth = width;
+ currentHeight = height;
+
+ // Input data is android app pointer
+ internalDataPath = androidApp->activity->internalDataPath;
+
+ // Set desired windows flags before initializing anything
+ ANativeActivity_setWindowFlags(androidApp->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
+ //ANativeActivity_setWindowFlags(androidApp->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN);
+
+ int orientation = AConfiguration_getOrientation(androidApp->config);
+
+ if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation");
+ else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation");
+
+ // TODO: Automatic orientation doesn't seem to work
+ if (width <= height)
+ {
+ AConfiguration_setOrientation(androidApp->config, ACONFIGURATION_ORIENTATION_PORT);
+ TraceLog(LOG_WARNING, "Window set to portraid mode");
+ }
+ else
+ {
+ AConfiguration_setOrientation(androidApp->config, ACONFIGURATION_ORIENTATION_LAND);
+ TraceLog(LOG_WARNING, "Window set to landscape mode");
+ }
+
+ //AConfiguration_getDensity(androidApp->config);
+ //AConfiguration_getKeyboard(androidApp->config);
+ //AConfiguration_getScreenSize(androidApp->config);
+ //AConfiguration_getScreenLong(androidApp->config);
+
+ androidApp->onAppCmd = AndroidCommandCallback;
+ androidApp->onInputEvent = AndroidInputCallback;
+
+ InitAssetManager(androidApp->activity->assetManager);
+
+ TraceLog(LOG_INFO, "Android app initialized successfully");
+
+ // Wait for window to be initialized (display and context)
+ while (!windowReady)
+ {
+ // Process events loop
+ while ((ident = ALooper_pollAll(0, NULL, &events, (void**)&source)) >= 0)
+ {
+ // Process this event
+ if (source != NULL) source->process(androidApp, source);
+
+ // NOTE: Never close window, native activity is controlled by the system!
+ //if (androidApp->destroyRequested != 0) windowShouldClose = true;
+ }
+ }
+#else
+ // Init graphics device (display device and OpenGL context)
+ // NOTE: returns true if window and graphic device has been initialized successfully
+ windowReady = InitGraphicsDevice(width, height);
+ if (!windowReady) return;
+
+ // Init hi-res timer
+ InitTimer();
+
+#if defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // NOTE: External function (defined in module: text)
+ LoadFontDefault();
+#endif
+
+#if defined(PLATFORM_RPI)
+ // Init raw input system
+ InitEvdevInput(); // Evdev inputs initialization
+ InitGamepad(); // Gamepad init
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+ InitKeyboard(); // Keyboard init
+#else
+ InitTerminal(); // Terminal init
+#endif
+#endif
+
+#if defined(PLATFORM_WEB)
+ emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback);
+
+ // Support keyboard events
+ emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+
+ // Support mouse events
+ emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
+
+ // Support touch events
+ emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+ emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
+
+ // Support gamepad events (not provided by GLFW3 on emscripten)
+ emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+ emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
+#endif
+
+ mousePosition.x = (float)screenWidth/2.0f;
+ mousePosition.y = (float)screenHeight/2.0f;
+#endif // PLATFORM_ANDROID
+}
+
+// Close window and unload OpenGL context
+void CloseWindow(void)
+{
+#if defined(SUPPORT_GIF_RECORDING)
+ if (gifRecording)
+ {
+ GifEnd();
+ gifRecording = false;
+ }
+#endif
+
+#if defined(SUPPORT_DEFAULT_FONT)
+ UnloadFontDefault();
+#endif
+
+ rlglClose(); // De-init rlgl
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ glfwDestroyWindow(window);
+ glfwTerminate();
+#endif
+
+#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
+ timeEndPeriod(1); // Restore time period
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+ // Close surface, context and display
+ if (display != EGL_NO_DISPLAY)
+ {
+ eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+
+ if (surface != EGL_NO_SURFACE)
+ {
+ eglDestroySurface(display, surface);
+ surface = EGL_NO_SURFACE;
+ }
+
+ if (context != EGL_NO_CONTEXT)
+ {
+ eglDestroyContext(display, context);
+ context = EGL_NO_CONTEXT;
+ }
+
+ eglTerminate(display);
+ display = EGL_NO_DISPLAY;
+ }
+#endif
+
+#if defined(PLATFORM_RPI)
+ // Wait for mouse and gamepad threads to finish before closing
+ // NOTE: Those threads should already have finished at this point
+ // because they are controlled by windowShouldClose variable
+
+ windowShouldClose = true; // Added to force threads to exit when the close window is called
+
+ for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
+ {
+ if (eventWorkers[i].threadId)
+ {
+ pthread_join(eventWorkers[i].threadId, NULL);
+ }
+ }
+
+ if (gamepadThreadId) pthread_join(gamepadThreadId, NULL);
+#endif
+
+ TraceLog(LOG_INFO, "Window closed successfully");
+}
+
+// Check if window has been initialized successfully
+bool IsWindowReady(void)
+{
+ return windowReady;
+}
+
+// Check if KEY_ESCAPE pressed or Close icon pressed
+bool WindowShouldClose(void)
+{
+#if defined(PLATFORM_WEB)
+ // Emterpreter-Async required to run sync code
+ // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
+ // By default, this function is never called on a web-ready raylib example because we encapsulate
+ // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
+ // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
+ emscripten_sleep(16);
+ return false;
+#endif
+
+#if defined(PLATFORM_DESKTOP)
+ if (windowReady)
+ {
+ // While window minimized, stop loop execution
+ while (!alwaysRun && windowMinimized) glfwWaitEvents();
+
+ return (glfwWindowShouldClose(window));
+ }
+ else return true;
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+ if (windowReady) return windowShouldClose;
+ else return true;
+#endif
+}
+
+// Check if window has been minimized (or lost focus)
+bool IsWindowMinimized(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+ return windowMinimized;
+#else
+ return false;
+#endif
+}
+
+// Check if window has been resized
+bool IsWindowResized(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+ return windowResized;
+#else
+ return false;
+#endif
+}
+
+// Check if window is currently hidden
+bool IsWindowHidden(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ return (glfwGetWindowAttrib(window, GLFW_VISIBLE) == GL_FALSE);
+#endif
+ return false;
+}
+
+// Toggle fullscreen mode (only PLATFORM_DESKTOP)
+void ToggleFullscreen(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ fullscreenMode = !fullscreenMode; // Toggle fullscreen flag
+
+ // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
+ if (fullscreenMode)
+ {
+ // Store previous window position (in case we exit fullscreen)
+ glfwGetWindowPos(window, &windowPositionX, &windowPositionY);
+
+ GLFWmonitor *monitor = glfwGetPrimaryMonitor();
+ if (!monitor)
+ {
+ TraceLog(LOG_WARNING, "Failed to get monitor");
+ glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
+ return;
+ }
+
+ const GLFWvidmode *mode = glfwGetVideoMode(monitor);
+ glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, mode->refreshRate);
+
+ // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
+ // NOTE: V-Sync can be enabled by graphic driver configuration
+ if (configFlags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
+ }
+ else glfwSetWindowMonitor(window, NULL, windowPositionX, windowPositionY, screenWidth, screenHeight, GLFW_DONT_CARE);
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
+ TraceLog(LOG_WARNING, "Could not toggle to windowed mode");
+#endif
+}
+
+// Set icon for window (only PLATFORM_DESKTOP)
+// NOTE: Image must be in RGBA format, 8bit per channel
+void SetWindowIcon(Image image)
+{
+#if defined(PLATFORM_DESKTOP)
+ if (image.format == UNCOMPRESSED_R8G8B8A8)
+ {
+ GLFWimage icon[1] = { 0 };
+
+ icon[0].width = image.width;
+ icon[0].height = image.height;
+ icon[0].pixels = (unsigned char *)image.data;
+
+ // NOTE 1: We only support one image icon
+ // NOTE 2: The specified image data is copied before this function returns
+ glfwSetWindowIcon(window, 1, icon);
+ }
+ else TraceLog(LOG_WARNING, "Window icon image must be in R8G8B8A8 pixel format");
+#endif
+}
+
+// Set title for window (only PLATFORM_DESKTOP)
+void SetWindowTitle(const char *title)
+{
+ windowTitle = title;
+#if defined(PLATFORM_DESKTOP)
+ glfwSetWindowTitle(window, title);
+#endif
+}
+
+// Set window position on screen (windowed mode)
+void SetWindowPosition(int x, int y)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetWindowPos(window, x, y);
+#endif
+}
+
+// Set monitor for the current window (fullscreen mode)
+void SetWindowMonitor(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
+
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+ glfwSetWindowMonitor(window, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
+ }
+ else TraceLog(LOG_WARNING, "Selected monitor not found");
+#endif
+}
+
+// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
+void SetWindowMinSize(int width, int height)
+{
+#if defined(PLATFORM_DESKTOP)
+ const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
+ glfwSetWindowSizeLimits(window, width, height, mode->width, mode->height);
+#endif
+}
+
+// Set window dimensions
+// TODO: Issues on HighDPI scaling
+void SetWindowSize(int width, int height)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetWindowSize(window, width, height);
+#endif
+}
+
+// Show the window
+void UnhideWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwShowWindow(window);
+#endif
+}
+
+// Hide the window
+void HideWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwHideWindow(window);
+#endif
+}
+
+// Get current screen width
+int GetScreenWidth(void)
+{
+ return screenWidth;
+}
+
+// Get current screen height
+int GetScreenHeight(void)
+{
+ return screenHeight;
+}
+
+// Get native window handle
+void *GetWindowHandle(void)
+{
+#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
+ // NOTE: Returned handle is: void *HWND (windows.h)
+ return glfwGetWin32Window(window);
+#elif defined(__linux__)
+ // NOTE: Returned handle is: unsigned long Window (X.h)
+ // typedef unsigned long XID;
+ // typedef XID Window;
+ //unsigned long id = (unsigned long)glfwGetX11Window(window);
+ return NULL; // TODO: Find a way to return value... cast to void *?
+#elif defined(__APPLE__)
+ // NOTE: Returned handle is: (objc_object *)
+ return NULL; // TODO: return (void *)glfwGetCocoaWindow(window);
+#else
+ return NULL;
+#endif
+}
+
+// Get number of monitors
+int GetMonitorCount(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ glfwGetMonitors(&monitorCount);
+ return monitorCount;
+#else
+ return 1;
+#endif
+}
+
+// Get primary monitor width
+int GetMonitorWidth(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+ return mode->width;
+ }
+ else TraceLog(LOG_WARNING, "Selected monitor not found");
+#endif
+ return 0;
+}
+
+// Get primary monitor width
+int GetMonitorHeight(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
+ return mode->height;
+ }
+ else TraceLog(LOG_WARNING, "Selected monitor not found");
+#endif
+ return 0;
+}
+
+// Get primary montior physical width in millimetres
+int GetMonitorPhysicalWidth(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ int physicalWidth;
+ glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
+ return physicalWidth;
+ }
+ else TraceLog(LOG_WARNING, "Selected monitor not found");
+#endif
+ return 0;
+}
+
+// Get primary monitor physical height in millimetres
+int GetMonitorPhysicalHeight(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ int physicalHeight;
+ glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight);
+ return physicalHeight;
+ }
+ else TraceLog(LOG_WARNING, "Selected monitor not found");
+#endif
+ return 0;
+}
+
+// Get window position XY on monitor
+Vector2 GetWindowPosition(void)
+{
+ int x = 0;
+ int y = 0;
+#if defined(PLATFORM_DESKTOP)
+ glfwGetWindowPos(window, &x, &y);
+#endif
+ return (Vector2){ (float)x, (float)y };
+}
+
+// Get the human-readable, UTF-8 encoded name of the primary monitor
+const char *GetMonitorName(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ return glfwGetMonitorName(monitors[monitor]);
+ }
+ else TraceLog(LOG_WARNING, "Selected monitor not found");
+#endif
+ return "";
+}
+
+// Get clipboard text content
+// NOTE: returned string is allocated and freed by GLFW
+const char *GetClipboardText(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ return glfwGetClipboardString(window);
+#else
+ return NULL;
+#endif
+}
+
+// Set clipboard text content
+void SetClipboardText(const char *text)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetClipboardString(window, text);
+#endif
+}
+
+// Show mouse cursor
+void ShowCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+#endif
+#if defined(PLATFORM_UWP)
+ UWPMessage *msg = CreateUWPMessage();
+ msg->type = UWP_MSG_SHOW_MOUSE;
+ SendMessageToUWP(msg);
+#endif
+ cursorHidden = false;
+}
+
+// Hides mouse cursor
+void HideCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
+#endif
+#if defined(PLATFORM_UWP)
+ UWPMessage *msg = CreateUWPMessage();
+ msg->type = UWP_MSG_HIDE_MOUSE;
+ SendMessageToUWP(msg);
+#endif
+ cursorHidden = true;
+}
+
+// Check if cursor is not visible
+bool IsCursorHidden(void)
+{
+ return cursorHidden;
+}
+
+// Enables cursor (unlock cursor)
+void EnableCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
+#endif
+#if defined(PLATFORM_WEB)
+ toggleCursorLock = true;
+#endif
+#if defined(PLATFORM_UWP)
+ UWPMessage *msg = CreateUWPMessage();
+ msg->type = UWP_MSG_LOCK_MOUSE;
+ SendMessageToUWP(msg);
+#endif
+ cursorHidden = false;
+}
+
+// Disables cursor (lock cursor)
+void DisableCursor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+#endif
+#if defined(PLATFORM_WEB)
+ toggleCursorLock = true;
+#endif
+#if defined(PLATFORM_UWP)
+ UWPMessage *msg = CreateUWPMessage();
+ msg->type = UWP_MSG_UNLOCK_MOUSE;
+ SendMessageToUWP(msg);
+#endif
+ cursorHidden = true;
+}
+
+// Set background color (framebuffer clear color)
+void ClearBackground(Color color)
+{
+ rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
+ rlClearScreenBuffers(); // Clear current framebuffers
+}
+
+// Setup canvas (framebuffer) to start drawing
+void BeginDrawing(void)
+{
+ currentTime = GetTime(); // Number of elapsed seconds since InitTimer()
+ updateTime = currentTime - previousTime;
+ previousTime = currentTime;
+
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling
+
+ //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
+ // NOTE: Not required with OpenGL 3.3+
+}
+
+// End canvas drawing and swap buffers (double buffering)
+void EndDrawing(void)
+{
+#if defined(PLATFORM_RPI) && defined(SUPPORT_MOUSE_CURSOR_RPI)
+ // On RPI native mode we have no system mouse cursor, so,
+ // we draw a small rectangle for user reference
+ DrawRectangle(mousePosition.x, mousePosition.y, 3, 3, MAROON);
+#endif
+
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+
+#if defined(SUPPORT_GIF_RECORDING)
+
+ #define GIF_RECORD_FRAMERATE 10
+
+ if (gifRecording)
+ {
+ gifFramesCounter++;
+
+ // NOTE: We record one gif frame every 10 game frames
+ if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0)
+ {
+ // Get image data for the current frame (from backbuffer)
+ // NOTE: This process is very slow... :(
+ unsigned char *screenData = rlReadScreenPixels(screenWidth, screenHeight);
+ GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false);
+
+ RL_FREE(screenData); // Free image data
+ }
+
+ if (((gifFramesCounter/15)%2) == 1)
+ {
+ DrawCircle(30, screenHeight - 20, 10, RED);
+ DrawText("RECORDING", 50, screenHeight - 25, 10, MAROON);
+ }
+
+ rlglDraw(); // Draw RECORDING message
+ }
+#endif
+
+ SwapBuffers(); // Copy back buffer to front buffer
+ PollInputEvents(); // Poll user events
+
+ // Frame time control system
+ currentTime = GetTime();
+ drawTime = currentTime - previousTime;
+ previousTime = currentTime;
+
+ frameTime = updateTime + drawTime;
+
+ // Wait for some milliseconds...
+ if (frameTime < targetTime)
+ {
+ Wait((float)(targetTime - frameTime)*1000.0f);
+
+ currentTime = GetTime();
+ double waitTime = currentTime - previousTime;
+ previousTime = currentTime;
+
+ frameTime += waitTime; // Total frame time: update + draw + wait
+
+ //SetWindowTitle(FormatText("Update: %f, Draw: %f, Req.Wait: %f, Real.Wait: %f, Total: %f, Target: %f\n",
+ // (float)updateTime, (float)drawTime, (float)(targetTime - (updateTime + drawTime)),
+ // (float)waitTime, (float)frameTime, (float)targetTime));
+ }
+}
+
+// Initialize 2D mode with custom camera (2D)
+void BeginMode2D(Camera2D camera)
+{
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+
+ // Apply screen scaling if required
+ rlMultMatrixf(MatrixToFloat(screenScaling));
+
+ // Apply 2d camera transformation to modelview
+ rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
+}
+
+// Ends 2D mode with custom camera
+void EndMode2D(void)
+{
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
+}
+
+// Initializes 3D mode with custom camera (3D)
+void BeginMode3D(Camera3D camera)
+{
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+
+ float aspect = (float)currentWidth/(float)currentHeight;
+
+ if (camera.type == CAMERA_PERSPECTIVE)
+ {
+ // Setup perspective projection
+ double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
+ double right = top*aspect;
+
+ rlFrustum(-right, right, -top, top, 0.01, 1000.0);
+ }
+ else if (camera.type == CAMERA_ORTHOGRAPHIC)
+ {
+ // Setup orthographic projection
+ double top = camera.fovy/2.0;
+ double right = top*aspect;
+
+ rlOrtho(-right,right,-top,top, 0.01, 1000.0);
+ }
+
+ // NOTE: zNear and zFar values are important when computing depth buffer values
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+
+ // Setup Camera view
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+ rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
+
+ rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
+}
+
+// Ends 3D mode and returns to default 2D orthographic mode
+void EndMode3D(void)
+{
+ rlglDraw(); // Process internal buffers (update + draw)
+
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
+
+ rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+
+ rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
+
+ rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
+}
+
+// Initializes render texture for drawing
+void BeginTextureMode(RenderTexture2D target)
+{
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+
+ rlEnableRenderTexture(target.id); // Enable render target
+
+ // Set viewport to framebuffer size
+ rlViewport(0, 0, target.texture.width, target.texture.height);
+
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+
+ // Set orthographic projection to current framebuffer size
+ // NOTE: Configured top-left corner as (0, 0)
+ rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+
+ //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
+
+ // Setup current width/height for proper aspect ratio
+ // calculation when using BeginMode3D()
+ currentWidth = target.texture.width;
+ currentHeight = target.texture.height;
+}
+
+// Ends drawing to render texture
+void EndTextureMode(void)
+{
+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+
+ rlDisableRenderTexture(); // Disable render target
+
+ // Set viewport to default framebuffer size
+ SetupViewport(renderWidth, renderHeight);
+
+ // Reset current screen size
+ currentWidth = GetScreenWidth();
+ currentHeight = GetScreenHeight();
+}
+
+// Begin scissor mode (define screen area for following drawing)
+// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
+void BeginScissorMode(int x, int y, int width, int height)
+{
+ rlglDraw(); // Force drawing elements
+
+ rlEnableScissorTest();
+ rlScissor(x, GetScreenHeight() - (y + height), width, height);
+}
+
+// End scissor mode
+void EndScissorMode(void)
+{
+ rlglDraw(); // Force drawing elements
+ rlDisableScissorTest();
+}
+
+// Returns a ray trace from mouse position
+Ray GetMouseRay(Vector2 mousePosition, Camera camera)
+{
+ Ray ray;
+
+ // Calculate normalized device coordinates
+ // NOTE: y value is negative
+ float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
+ float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
+ float z = 1.0f;
+
+ // Store values in a vector
+ Vector3 deviceCoords = { x, y, z };
+
+ // Calculate view matrix from camera look at
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+ Matrix matProj = MatrixIdentity();
+
+ if (camera.type == CAMERA_PERSPECTIVE)
+ {
+ // Calculate projection matrix from perspective
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
+ }
+ else if (camera.type == CAMERA_ORTHOGRAPHIC)
+ {
+ float aspect = (float)screenWidth/(float)screenHeight;
+ double top = camera.fovy/2.0;
+ double right = top*aspect;
+
+ // Calculate projection matrix from orthographic
+ matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
+ }
+
+ // Unproject far/near points
+ Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
+ Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
+
+ // Unproject the mouse cursor in the near plane.
+ // We need this as the source position because orthographic projects, compared to perspect doesn't have a
+ // convergence point, meaning that the "eye" of the camera is more like a plane than a point.
+ Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
+
+ // Calculate normalized direction vector
+ Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
+
+ if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position;
+ else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
+
+ // Apply calculated vectors to ray
+ ray.direction = direction;
+
+ return ray;
+}
+
+// Get transform matrix for camera
+Matrix GetCameraMatrix(Camera camera)
+{
+ return MatrixLookAt(camera.position, camera.target, camera.up);
+}
+
+// Returns camera 2d transform matrix
+Matrix GetCameraMatrix2D(Camera2D camera)
+{
+ Matrix matTransform = { 0 };
+ // The camera in world-space is set by
+ // 1. Move it to target
+ // 2. Rotate by -rotation and scale by (1/zoom)
+ // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
+ // not for the camera getting bigger, hence the invert. Same deal with rotation.
+ // 3. Move it by (-offset);
+ // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
+ // we need to do it into opposite direction (inverse transform)
+
+ // Having camera transform in world-space, inverse of it gives the modelview transform.
+ // Since (A*B*C)' = C'*B'*A', the modelview is
+ // 1. Move to offset
+ // 2. Rotate and Scale
+ // 3. Move by -target
+ Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
+ Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
+ Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
+ Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
+
+ matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
+
+ return matTransform;
+}
+
+// Returns the screen space position from a 3d world space position
+Vector2 GetWorldToScreen(Vector3 position, Camera camera)
+{
+ // Calculate projection matrix (from perspective instead of frustum
+ Matrix matProj = MatrixIdentity();
+
+ if (camera.type == CAMERA_PERSPECTIVE)
+ {
+ // Calculate projection matrix from perspective
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
+ }
+ else if (camera.type == CAMERA_ORTHOGRAPHIC)
+ {
+ float aspect = (float)screenWidth/(float)screenHeight;
+ double top = camera.fovy/2.0;
+ double right = top*aspect;
+
+ // Calculate projection matrix from orthographic
+ matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
+ }
+
+ // Calculate view matrix from camera look at (and transpose it)
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+ // Convert world position vector to quaternion
+ Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
+
+ // Transform world position to view
+ worldPos = QuaternionTransform(worldPos, matView);
+
+ // Transform result to projection (clip space position)
+ worldPos = QuaternionTransform(worldPos, matProj);
+
+ // Calculate normalized device coordinates (inverted y)
+ Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
+
+ // Calculate 2d screen position vector
+ Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
+
+ return screenPosition;
+}
+
+// Returns the screen space position for a 2d camera world space position
+Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
+{
+ Matrix matCamera = GetCameraMatrix2D(camera);
+ Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, matCamera);
+
+ return (Vector2){ transform.x, transform.y };
+}
+
+// Returns the world space position for a 2d camera screen space position
+Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
+{
+ Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
+ Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, invMatCamera);
+
+ return (Vector2){ transform.x, transform.y };
+}
+
+// Set target FPS (maximum)
+void SetTargetFPS(int fps)
+{
+ if (fps < 1) targetTime = 0.0;
+ else targetTime = 1.0/(double)fps;
+
+ TraceLog(LOG_INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
+}
+
+// Returns current FPS
+int GetFPS(void)
+{
+ return (int)roundf(1.0f/GetFrameTime());
+}
+
+// Returns time in seconds for last frame drawn
+float GetFrameTime(void)
+{
+ return (float)frameTime;
+}
+
+// Get elapsed time measure in seconds since InitTimer()
+// NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow()
+// NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit()
+double GetTime(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ return glfwGetTime(); // Elapsed time since glfwInit()
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
+ struct timespec ts;
+ clock_gettime(CLOCK_MONOTONIC, &ts);
+ uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
+
+ return (double)(time - baseTime)*1e-9; // Elapsed time since InitTimer()
+#endif
+
+#if defined(PLATFORM_UWP)
+ // Updated through messages
+ return currentTime;
+#endif
+}
+
+// Returns hexadecimal value for a Color
+int ColorToInt(Color color)
+{
+ return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
+}
+
+// Returns color normalized as float [0..1]
+Vector4 ColorNormalize(Color color)
+{
+ Vector4 result;
+
+ result.x = (float)color.r/255.0f;
+ result.y = (float)color.g/255.0f;
+ result.z = (float)color.b/255.0f;
+ result.w = (float)color.a/255.0f;
+
+ return result;
+}
+
+// Returns color from normalized values [0..1]
+Color ColorFromNormalized(Vector4 normalized)
+{
+ Color result;
+
+ result.r = normalized.x*255.0f;
+ result.g = normalized.y*255.0f;
+ result.b = normalized.z*255.0f;
+ result.a = normalized.w*255.0f;
+
+ return result;
+}
+
+// Returns HSV values for a Color
+// NOTE: Hue is returned as degrees [0..360]
+Vector3 ColorToHSV(Color color)
+{
+ Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
+ Vector3 hsv = { 0.0f, 0.0f, 0.0f };
+ float min, max, delta;
+
+ min = rgb.x < rgb.y? rgb.x : rgb.y;
+ min = min < rgb.z? min : rgb.z;
+
+ max = rgb.x > rgb.y? rgb.x : rgb.y;
+ max = max > rgb.z? max : rgb.z;
+
+ hsv.z = max; // Value
+ delta = max - min;
+
+ if (delta < 0.00001f)
+ {
+ hsv.y = 0.0f;
+ hsv.x = 0.0f; // Undefined, maybe NAN?
+ return hsv;
+ }
+
+ if (max > 0.0f)
+ {
+ // NOTE: If max is 0, this divide would cause a crash
+ hsv.y = (delta/max); // Saturation
+ }
+ else
+ {
+ // NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
+ hsv.y = 0.0f;
+ hsv.x = NAN; // Undefined
+ return hsv;
+ }
+
+ // NOTE: Comparing float values could not work properly
+ if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta; // Between yellow & magenta
+ else
+ {
+ if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta; // Between cyan & yellow
+ else hsv.x = 4.0f + (rgb.x - rgb.y)/delta; // Between magenta & cyan
+ }
+
+ hsv.x *= 60.0f; // Convert to degrees
+
+ if (hsv.x < 0.0f) hsv.x += 360.0f;
+
+ return hsv;
+}
+
+// Returns a Color from HSV values
+// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
+// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
+Color ColorFromHSV(Vector3 hsv)
+{
+ Color color = { 0, 0, 0, 255 };
+ float h = hsv.x, s = hsv.y, v = hsv.z;
+
+ // Red channel
+ float k = fmod((5.0f + h/60.0f), 6);
+ float t = 4.0f - k;
+ k = (t < k)? t : k;
+ k = (k < 1)? k : 1;
+ k = (k > 0)? k : 0;
+ color.r = (v - v*s*k)*255;
+
+ // Green channel
+ k = fmod((3.0f + h/60.0f), 6);
+ t = 4.0f - k;
+ k = (t < k)? t : k;
+ k = (k < 1)? k : 1;
+ k = (k > 0)? k : 0;
+ color.g = (v - v*s*k)*255;
+
+ // Blue channel
+ k = fmod((1.0f + h/60.0f), 6);
+ t = 4.0f - k;
+ k = (t < k)? t : k;
+ k = (k < 1)? k : 1;
+ k = (k > 0)? k : 0;
+ color.b = (v - v*s*k)*255;
+
+ return color;
+}
+
+// Returns a Color struct from hexadecimal value
+Color GetColor(int hexValue)
+{
+ Color color;
+
+ color.r = (unsigned char)(hexValue >> 24) & 0xFF;
+ color.g = (unsigned char)(hexValue >> 16) & 0xFF;
+ color.b = (unsigned char)(hexValue >> 8) & 0xFF;
+ color.a = (unsigned char)hexValue & 0xFF;
+
+ return color;
+}
+
+// Returns a random value between min and max (both included)
+int GetRandomValue(int min, int max)
+{
+ if (min > max)
+ {
+ int tmp = max;
+ max = min;
+ min = tmp;
+ }
+
+ return (rand()%(abs(max - min) + 1) + min);
+}
+
+// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+Color Fade(Color color, float alpha)
+{
+ if (alpha < 0.0f) alpha = 0.0f;
+ else if (alpha > 1.0f) alpha = 1.0f;
+
+ return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
+}
+
+// Setup window configuration flags (view FLAGS)
+void SetConfigFlags(unsigned int flags)
+{
+ configFlags = flags;
+
+ if (configFlags & FLAG_FULLSCREEN_MODE) fullscreenMode = true;
+ if (configFlags & FLAG_WINDOW_ALWAYS_RUN) alwaysRun = true;
+}
+
+// NOTE TraceLog() function is located in [utils.h]
+
+// Takes a screenshot of current screen (saved a .png)
+// NOTE: This function could work in any platform but some platforms: PLATFORM_ANDROID and PLATFORM_WEB
+// have their own internal file-systems, to dowload image to user file-system some additional mechanism is required
+void TakeScreenshot(const char *fileName)
+{
+ unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight);
+ Image image = { imgData, renderWidth, renderHeight, 1, UNCOMPRESSED_R8G8B8A8 };
+
+ char path[512] = { 0 };
+#if defined(PLATFORM_ANDROID)
+ strcpy(path, internalDataPath);
+ strcat(path, "/");
+ strcat(path, fileName);
+#else
+ strcpy(path, fileName);
+#endif
+
+ ExportImage(image, path);
+ RL_FREE(imgData);
+
+#if defined(PLATFORM_WEB)
+ // Download file from MEMFS (emscripten memory filesystem)
+ // saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html
+ emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path)));
+#endif
+
+ TraceLog(LOG_INFO, "Screenshot taken: %s", path);
+}
+
+// Check if the file exists
+bool FileExists(const char *fileName)
+{
+ bool result = false;
+
+#if defined(_WIN32)
+ if (_access(fileName, 0) != -1) result = true;
+#else
+ if (access(fileName, F_OK) != -1) result = true;
+#endif
+
+ return result;
+}
+
+// Check file extension
+// NOTE: Extensions checking is not case-sensitive
+bool IsFileExtension(const char *fileName, const char *ext)
+{
+ bool result = false;
+ const char *fileExt = GetExtension(fileName);
+
+ if (fileExt != NULL)
+ {
+ int extCount = 0;
+ const char **checkExts = TextSplit(ext, ';', &extCount);
+
+ char fileExtLower[16] = { 0 };
+ strcpy(fileExtLower, TextToLower(fileExt));
+
+ for (int i = 0; i < extCount; i++)
+ {
+ if (TextIsEqual(fileExtLower, TextToLower(checkExts[i] + 1)))
+ {
+ result = true;
+ break;
+ }
+ }
+ }
+
+ return result;
+}
+
+// Check if a directory path exists
+bool DirectoryExists(const char *dirPath)
+{
+ bool result = false;
+ DIR *dir = opendir(dirPath);
+
+ if (dir != NULL)
+ {
+ result = true;
+ closedir(dir);
+ }
+
+ return result;
+}
+
+// Get pointer to extension for a filename string
+const char *GetExtension(const char *fileName)
+{
+ const char *dot = strrchr(fileName, '.');
+
+ if (!dot || dot == fileName) return NULL;
+
+ return (dot + 1);
+}
+
+// String pointer reverse break: returns right-most occurrence of charset in s
+static const char *strprbrk(const char *s, const char *charset)
+{
+ const char *latestMatch = NULL;
+ for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { }
+ return latestMatch;
+}
+
+// Get pointer to filename for a path string
+const char *GetFileName(const char *filePath)
+{
+ const char *fileName = NULL;
+ if (filePath != NULL) fileName = strprbrk(filePath, "\\/");
+
+ if (!fileName || (fileName == filePath)) return filePath;
+
+ return fileName + 1;
+}
+
+// Get filename string without extension (uses static string)
+const char *GetFileNameWithoutExt(const char *filePath)
+{
+ #define MAX_FILENAMEWITHOUTEXT_LENGTH 128
+
+ static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH];
+ memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH);
+
+ if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension
+
+ int len = strlen(fileName);
+
+ for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
+ {
+ if (fileName[i] == '.')
+ {
+ // NOTE: We break on first '.' found
+ fileName[i] = '\0';
+ break;
+ }
+ }
+
+ return fileName;
+}
+
+// Get directory for a given filePath
+const char *GetDirectoryPath(const char *filePath)
+{
+ const char *lastSlash = NULL;
+ static char dirPath[MAX_FILEPATH_LENGTH];
+ memset(dirPath, 0, MAX_FILEPATH_LENGTH);
+
+ lastSlash = strprbrk(filePath, "\\/");
+ if (!lastSlash) return NULL;
+
+ // NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
+ strncpy(dirPath, filePath, strlen(filePath) - (strlen(lastSlash) - 1));
+ dirPath[strlen(filePath) - strlen(lastSlash)] = '\0'; // Add '\0' manually
+
+ return dirPath;
+}
+
+// Get previous directory path for a given path
+const char *GetPrevDirectoryPath(const char *dirPath)
+{
+ static char prevDirPath[MAX_FILEPATH_LENGTH];
+ memset(prevDirPath, 0, MAX_FILEPATH_LENGTH);
+ int pathLen = strlen(dirPath);
+
+ if (pathLen <= 3) strcpy(prevDirPath, dirPath);
+
+ for (int i = (pathLen - 1); (i > 0) && (pathLen > 3); i--)
+ {
+ if ((dirPath[i] == '\\') || (dirPath[i] == '/'))
+ {
+ if (i == 2) i++; // Check for root: "C:\"
+ strncpy(prevDirPath, dirPath, i);
+ break;
+ }
+ }
+
+ return prevDirPath;
+}
+
+// Get current working directory
+const char *GetWorkingDirectory(void)
+{
+ static char currentDir[MAX_FILEPATH_LENGTH];
+ memset(currentDir, 0, MAX_FILEPATH_LENGTH);
+
+ GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
+
+ return currentDir;
+}
+
+// Get filenames in a directory path (max 512 files)
+// NOTE: Files count is returned by parameters pointer
+char **GetDirectoryFiles(const char *dirPath, int *fileCount)
+{
+ #define MAX_DIRECTORY_FILES 512
+
+ ClearDirectoryFiles();
+
+ // Memory allocation for MAX_DIRECTORY_FILES
+ dirFilesPath = (char **)RL_MALLOC(sizeof(char *)*MAX_DIRECTORY_FILES);
+ for (int i = 0; i < MAX_DIRECTORY_FILES; i++) dirFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
+
+ int counter = 0;
+ struct dirent *ent;
+ DIR *dir = opendir(dirPath);
+
+ if (dir != NULL) // It's a directory
+ {
+ // TODO: Reading could be done in two passes,
+ // first one to count files and second one to read names
+ // That way we can allocate required memory, instead of a limited pool
+
+ while ((ent = readdir(dir)) != NULL)
+ {
+ strcpy(dirFilesPath[counter], ent->d_name);
+ counter++;
+ }
+
+ closedir(dir);
+ }
+ else TraceLog(LOG_WARNING, "Can not open directory...\n"); // Maybe it's a file...
+
+ dirFilesCount = counter;
+ *fileCount = dirFilesCount;
+
+ return dirFilesPath;
+}
+
+// Clear directory files paths buffers
+void ClearDirectoryFiles(void)
+{
+ if (dirFilesCount > 0)
+ {
+ for (int i = 0; i < MAX_DIRECTORY_FILES; i++) RL_FREE(dirFilesPath[i]);
+
+ RL_FREE(dirFilesPath);
+ }
+
+ dirFilesCount = 0;
+}
+
+// Change working directory, returns true if success
+bool ChangeDirectory(const char *dir)
+{
+ return (CHDIR(dir) == 0);
+}
+
+// Check if a file has been dropped into window
+bool IsFileDropped(void)
+{
+ if (dropFilesCount > 0) return true;
+ else return false;
+}
+
+// Get dropped files names
+char **GetDroppedFiles(int *count)
+{
+ *count = dropFilesCount;
+ return dropFilesPath;
+}
+
+// Clear dropped files paths buffer
+void ClearDroppedFiles(void)
+{
+ if (dropFilesCount > 0)
+ {
+ for (int i = 0; i < dropFilesCount; i++) RL_FREE(dropFilesPath[i]);
+
+ RL_FREE(dropFilesPath);
+
+ dropFilesCount = 0;
+ }
+}
+
+// Get file modification time (last write time)
+long GetFileModTime(const char *fileName)
+{
+ struct stat result = { 0 };
+
+ if (stat(fileName, &result) == 0)
+ {
+ time_t mod = result.st_mtime;
+
+ return (long)mod;
+ }
+
+ return 0;
+}
+
+// Compress data (DEFLATE algorythm)
+unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength)
+{
+ #define COMPRESSION_QUALITY_DEFLATE 8
+
+ unsigned char *compData = NULL;
+
+#if defined(SUPPORT_COMPRESSION_API)
+ compData = stbi_zlib_compress(data, dataLength, compDataLength, COMPRESSION_QUALITY_DEFLATE);
+#endif
+
+ return compData;
+}
+
+// Decompress data (DEFLATE algorythm)
+unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength)
+{
+ char *data = NULL;
+
+#if defined(SUPPORT_COMPRESSION_API)
+ data = stbi_zlib_decode_malloc((char *)compData, compDataLength, dataLength);
+#endif
+
+ return (unsigned char *)data;
+}
+
+// Save integer value to storage file (to defined position)
+// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
+void StorageSaveValue(int position, int value)
+{
+ FILE *storageFile = NULL;
+
+ char path[512] = { 0 };
+#if defined(PLATFORM_ANDROID)
+ strcpy(path, internalDataPath);
+ strcat(path, "/");
+ strcat(path, STORAGE_FILENAME);
+#else
+ strcpy(path, STORAGE_FILENAME);
+#endif
+
+ // Try open existing file to append data
+ storageFile = fopen(path, "rb+");
+
+ // If file doesn't exist, create a new storage data file
+ if (!storageFile) storageFile = fopen(path, "wb");
+
+ if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be created");
+ else
+ {
+ // Get file size
+ fseek(storageFile, 0, SEEK_END);
+ int fileSize = ftell(storageFile); // Size in bytes
+ fseek(storageFile, 0, SEEK_SET);
+
+ if (fileSize < (position*sizeof(int))) TraceLog(LOG_WARNING, "Storage position could not be found");
+ else
+ {
+ fseek(storageFile, (position*sizeof(int)), SEEK_SET);
+ fwrite(&value, 1, sizeof(int), storageFile);
+ }
+
+ fclose(storageFile);
+ }
+}
+
+// Load integer value from storage file (from defined position)
+// NOTE: If requested position could not be found, value 0 is returned
+int StorageLoadValue(int position)
+{
+ int value = 0;
+
+ char path[512] = { 0 };
+#if defined(PLATFORM_ANDROID)
+ strcpy(path, internalDataPath);
+ strcat(path, "/");
+ strcat(path, STORAGE_FILENAME);
+#else
+ strcpy(path, STORAGE_FILENAME);
+#endif
+
+ // Try open existing file to append data
+ FILE *storageFile = fopen(path, "rb");
+
+ if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be found");
+ else
+ {
+ // Get file size
+ fseek(storageFile, 0, SEEK_END);
+ int fileSize = ftell(storageFile); // Size in bytes
+ rewind(storageFile);
+
+ if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found");
+ else
+ {
+ fseek(storageFile, (position*4), SEEK_SET);
+ fread(&value, 4, 1, storageFile); // Read 1 element of 4 bytes size
+ }
+
+ fclose(storageFile);
+ }
+
+ return value;
+}
+
+// Open URL with default system browser (if available)
+// NOTE: This function is only safe to use if you control the URL given.
+// A user could craft a malicious string performing another action.
+// Only call this function yourself not with user input or make sure to check the string yourself.
+// CHECK: https://github.com/raysan5/raylib/issues/686
+void OpenURL(const char *url)
+{
+ // Small security check trying to avoid (partially) malicious code...
+ // sorry for the inconvenience when you hit this point...
+ if (strchr(url, '\'') != NULL)
+ {
+ TraceLog(LOG_WARNING, "Provided URL does not seem to be valid.");
+ }
+ else
+ {
+ char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char));
+
+#if defined(_WIN32)
+ sprintf(cmd, "explorer %s", url);
+#elif defined(__linux__)
+ sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
+#elif defined(__APPLE__)
+ sprintf(cmd, "open '%s'", url);
+#endif
+ system(cmd);
+ RL_FREE(cmd);
+ }
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
+//----------------------------------------------------------------------------------
+// Detect if a key has been pressed once
+bool IsKeyPressed(int key)
+{
+ bool pressed = false;
+
+ if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
+ else pressed = false;
+
+ return pressed;
+}
+
+// Detect if a key is being pressed (key held down)
+bool IsKeyDown(int key)
+{
+ if (GetKeyStatus(key) == 1) return true;
+ else return false;
+}
+
+// Detect if a key has been released once
+bool IsKeyReleased(int key)
+{
+ bool released = false;
+
+ if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
+ else released = false;
+
+ return released;
+}
+
+// Detect if a key is NOT being pressed (key not held down)
+bool IsKeyUp(int key)
+{
+ if (GetKeyStatus(key) == 0) return true;
+ else return false;
+}
+
+// Get the last key pressed
+int GetKeyPressed(void)
+{
+ int value = 0;
+
+ if (keyPressedQueueCount > 0)
+ {
+ // Get character from the queue head
+ value = keyPressedQueue[0];
+
+ // Shift elements 1 step toward the head.
+ for (int i = 0; i < (keyPressedQueueCount - 1); i++) keyPressedQueue[i] = keyPressedQueue[i + 1];
+
+ // Reset last character in the queue
+ keyPressedQueue[keyPressedQueueCount] = 0;
+ keyPressedQueueCount--;
+ }
+
+ return value;
+}
+
+// Set a custom key to exit program
+// NOTE: default exitKey is ESCAPE
+void SetExitKey(int key)
+{
+#if !defined(PLATFORM_ANDROID)
+ exitKey = key;
+#endif
+}
+
+// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
+
+// Detect if a gamepad is available
+bool IsGamepadAvailable(int gamepad)
+{
+ bool result = false;
+
+#if !defined(PLATFORM_ANDROID)
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
+#endif
+
+ return result;
+}
+
+// Check gamepad name (if available)
+bool IsGamepadName(int gamepad, const char *name)
+{
+ bool result = false;
+
+#if !defined(PLATFORM_ANDROID)
+ const char *gamepadName = NULL;
+
+ if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad);
+ if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0);
+#endif
+
+ return result;
+}
+
+// Return gamepad internal name id
+const char *GetGamepadName(int gamepad)
+{
+#if defined(PLATFORM_DESKTOP)
+ if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad);
+ else return NULL;
+#elif defined(PLATFORM_RPI)
+ if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName);
+
+ return gamepadName;
+#else
+ return NULL;
+#endif
+}
+
+// Return gamepad axis count
+int GetGamepadAxisCount(int gamepad)
+{
+#if defined(PLATFORM_RPI)
+ int axisCount = 0;
+ if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount);
+ gamepadAxisCount = axisCount;
+#endif
+ return gamepadAxisCount;
+}
+
+// Return axis movement vector for a gamepad
+float GetGamepadAxisMovement(int gamepad, int axis)
+{
+ float value = 0;
+
+#if !defined(PLATFORM_ANDROID)
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis];
+#endif
+
+ return value;
+}
+
+// Detect if a gamepad button has been pressed once
+bool IsGamepadButtonPressed(int gamepad, int button)
+{
+ bool pressed = false;
+
+#if !defined(PLATFORM_ANDROID)
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
+ (currentGamepadState[gamepad][button] == 1)) pressed = true;
+#endif
+
+ return pressed;
+}
+
+// Detect if a gamepad button is being pressed
+bool IsGamepadButtonDown(int gamepad, int button)
+{
+ bool result = false;
+
+#if !defined(PLATFORM_ANDROID)
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (currentGamepadState[gamepad][button] == 1)) result = true;
+#endif
+
+ return result;
+}
+
+// Detect if a gamepad button has NOT been pressed once
+bool IsGamepadButtonReleased(int gamepad, int button)
+{
+ bool released = false;
+
+#if !defined(PLATFORM_ANDROID)
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
+ (currentGamepadState[gamepad][button] == 0)) released = true;
+#endif
+
+ return released;
+}
+
+// Detect if a mouse button is NOT being pressed
+bool IsGamepadButtonUp(int gamepad, int button)
+{
+ bool result = false;
+
+#if !defined(PLATFORM_ANDROID)
+ if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
+ (currentGamepadState[gamepad][button] == 0)) result = true;
+#endif
+
+ return result;
+}
+
+// Get the last gamepad button pressed
+int GetGamepadButtonPressed(void)
+{
+ return lastGamepadButtonPressed;
+}
+
+// Detect if a mouse button has been pressed once
+bool IsMouseButtonPressed(int button)
+{
+ bool pressed = false;
+
+// TODO: Review, gestures could be not supported despite being on Android platform!
+#if defined(PLATFORM_ANDROID)
+ if (IsGestureDetected(GESTURE_TAP)) pressed = true;
+#else
+ if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
+#endif
+
+/*
+#if defined(PLATFORM_WEB)
+ Vector2 pos = GetTouchPosition(0);
+ if ((pos.x > 0) && (pos.y > 0)) pressed = true; // There was a touch!
+#endif
+*/
+ return pressed;
+}
+
+// Detect if a mouse button is being pressed
+bool IsMouseButtonDown(int button)
+{
+ bool down = false;
+
+#if defined(PLATFORM_ANDROID)
+ if (IsGestureDetected(GESTURE_HOLD)) down = true;
+#else
+ if (GetMouseButtonStatus(button) == 1) down = true;
+#endif
+
+ return down;
+}
+
+// Detect if a mouse button has been released once
+bool IsMouseButtonReleased(int button)
+{
+ bool released = false;
+
+#if !defined(PLATFORM_ANDROID)
+ if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true;
+#endif
+
+ return released;
+}
+
+// Detect if a mouse button is NOT being pressed
+bool IsMouseButtonUp(int button)
+{
+ bool up = false;
+
+#if !defined(PLATFORM_ANDROID)
+ if (GetMouseButtonStatus(button) == 0) up = true;
+#endif
+
+ return up;
+}
+
+// Returns mouse position X
+int GetMouseX(void)
+{
+#if defined(PLATFORM_ANDROID)
+ return (int)touchPosition[0].x;
+#else
+ return (int)((mousePosition.x + mouseOffset.x)*mouseScale.x);
+#endif
+}
+
+// Returns mouse position Y
+int GetMouseY(void)
+{
+#if defined(PLATFORM_ANDROID)
+ return (int)touchPosition[0].y;
+#else
+ return (int)((mousePosition.y + mouseOffset.y)*mouseScale.y);
+#endif
+}
+
+// Returns mouse position XY
+Vector2 GetMousePosition(void)
+{
+ Vector2 position = { 0.0f, 0.0f };
+
+#if defined(PLATFORM_ANDROID)
+ position = GetTouchPosition(0);
+#else
+ position = (Vector2){ (mousePosition.x + mouseOffset.x)*mouseScale.x, (mousePosition.y + mouseOffset.y)*mouseScale.y };
+#endif
+/*
+#if defined(PLATFORM_WEB)
+ Vector2 pos = GetTouchPosition(0);
+
+ // Touch position has priority over mouse position
+ if ((pos.x > 0) && (pos.y > 0)) position = pos; // There was a touch!
+#endif
+*/
+ return position;
+}
+
+// Set mouse position XY
+void SetMousePosition(int x, int y)
+{
+ mousePosition = (Vector2){ (float)x, (float)y };
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ // NOTE: emscripten not implemented
+ glfwSetCursorPos(window, mousePosition.x, mousePosition.y);
+#endif
+#if defined(PLATFORM_UWP)
+ UWPMessage *msg = CreateUWPMessage();
+ msg->type = UWP_MSG_SET_MOUSE_LOCATION;
+ msg->paramVector0.x = mousePosition.x;
+ msg->paramVector0.y = mousePosition.y;
+ SendMessageToUWP(msg);
+#endif
+}
+
+// Set mouse offset
+// NOTE: Useful when rendering to different size targets
+void SetMouseOffset(int offsetX, int offsetY)
+{
+ mouseOffset = (Vector2){ (float)offsetX, (float)offsetY };
+}
+
+// Set mouse scaling
+// NOTE: Useful when rendering to different size targets
+void SetMouseScale(float scaleX, float scaleY)
+{
+ mouseScale = (Vector2){ scaleX, scaleY };
+}
+
+// Returns mouse wheel movement Y
+int GetMouseWheelMove(void)
+{
+#if defined(PLATFORM_ANDROID)
+ return 0;
+#elif defined(PLATFORM_WEB)
+ return previousMouseWheelY/100;
+#else
+ return previousMouseWheelY;
+#endif
+}
+
+// Returns touch position X for touch point 0 (relative to screen size)
+int GetTouchX(void)
+{
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+ return (int)touchPosition[0].x;
+#else // PLATFORM_DESKTOP, PLATFORM_RPI
+ return GetMouseX();
+#endif
+}
+
+// Returns touch position Y for touch point 0 (relative to screen size)
+int GetTouchY(void)
+{
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+ return (int)touchPosition[0].y;
+#else // PLATFORM_DESKTOP, PLATFORM_RPI
+ return GetMouseY();
+#endif
+}
+
+// Returns touch position XY for a touch point index (relative to screen size)
+// TODO: Touch position should be scaled depending on display size and render size
+Vector2 GetTouchPosition(int index)
+{
+ Vector2 position = { -1.0f, -1.0f };
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+ if (index < MAX_TOUCH_POINTS) position = touchPosition[index];
+ else TraceLog(LOG_WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
+
+ if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
+ {
+ // TODO: Review touch position scaling for screenSize vs displaySize
+ position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2;
+ position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2;
+ }
+ else
+ {
+ position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2;
+ position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2;
+ }
+#elif defined(PLATFORM_RPI)
+
+ position = touchPosition[index];
+
+#else // PLATFORM_DESKTOP
+
+ // TODO: GLFW is not supporting multi-touch input just yet
+
+ // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch
+ // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages
+
+ if (index == 0) position = GetMousePosition();
+#endif
+
+ return position;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Initialize display device and framebuffer
+// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
+// If width or height are 0, default display size will be used for framebuffer size
+// NOTE: returns false in case graphic device could not be created
+static bool InitGraphicsDevice(int width, int height)
+{
+ screenWidth = width; // User desired width
+ screenHeight = height; // User desired height
+
+ screenScaling = MatrixIdentity(); // No draw scaling required by default
+
+ // NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars...
+ // ...in top-down or left-right to match display aspect ratio (no weird scalings)
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ glfwSetErrorCallback(ErrorCallback);
+
+#if defined(__APPLE__)
+ glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
+#endif
+
+ if (!glfwInit())
+ {
+ TraceLog(LOG_WARNING, "Failed to initialize GLFW");
+ return false;
+ }
+
+ // NOTE: Getting video modes is not implemented in emscripten GLFW3 version
+#if defined(PLATFORM_DESKTOP)
+ // Find monitor resolution
+ GLFWmonitor *monitor = glfwGetPrimaryMonitor();
+ if (!monitor)
+ {
+ TraceLog(LOG_WARNING, "Failed to get monitor");
+ return false;
+ }
+ const GLFWvidmode *mode = glfwGetVideoMode(monitor);
+
+ displayWidth = mode->width;
+ displayHeight = mode->height;
+
+ // Screen size security check
+ if (screenWidth <= 0) screenWidth = displayWidth;
+ if (screenHeight <= 0) screenHeight = displayHeight;
+#endif // PLATFORM_DESKTOP
+
+#if defined(PLATFORM_WEB)
+ displayWidth = screenWidth;
+ displayHeight = screenHeight;
+#endif // PLATFORM_WEB
+
+ glfwDefaultWindowHints(); // Set default windows hints:
+ //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
+ //glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
+ //glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
+ //glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
+ //glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
+ //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
+ //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
+ //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
+#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI)
+ // NOTE: If using external GLFW, it requires latest GLFW 3.3 for this functionality
+ glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
+#endif
+
+ // Check some Window creation flags
+ if (configFlags & FLAG_WINDOW_HIDDEN) glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // Visible window
+ else glfwWindowHint(GLFW_VISIBLE, GL_TRUE); // Window initially hidden
+
+ if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window
+ else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
+
+ if (configFlags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
+ else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
+ // FLAG_WINDOW_TRANSPARENT not supported on HTML5 and not included in any released GLFW version yet
+#if defined(GLFW_TRANSPARENT_FRAMEBUFFER)
+ if (configFlags & FLAG_WINDOW_TRANSPARENT) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
+ else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
+#endif
+
+ if (configFlags & FLAG_MSAA_4X_HINT) glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
+
+ // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
+ // with forward compatibility to older OpenGL versions.
+ // For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible.
+
+ // Check selection OpenGL version
+ if (rlGetVersion() == OPENGL_21)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
+ }
+ else if (rlGetVersion() == OPENGL_33)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
+ // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
+#if defined(__APPLE__)
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility
+#else
+ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
+#endif
+ //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
+ }
+ else if (rlGetVersion() == OPENGL_ES_20) // Request OpenGL ES 2.0 context
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
+#if defined(PLATFORM_DESKTOP)
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
+#else
+ glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
+#endif
+ }
+
+ if (fullscreenMode)
+ {
+ // remember center for switchinging from fullscreen to window
+ windowPositionX = displayWidth/2 - screenWidth/2;
+ windowPositionY = displayHeight/2 - screenHeight/2;
+
+ if (windowPositionX < 0) windowPositionX = 0;
+ if (windowPositionY < 0) windowPositionY = 0;
+
+ // Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor
+ int count = 0;
+ const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
+
+ // Get closest video mode to desired screenWidth/screenHeight
+ for (int i = 0; i < count; i++)
+ {
+ if (modes[i].width >= screenWidth)
+ {
+ if (modes[i].height >= screenHeight)
+ {
+ displayWidth = modes[i].width;
+ displayHeight = modes[i].height;
+ break;
+ }
+ }
+ }
+
+#if defined(PLATFORM_DESKTOP)
+ // If we are windowed fullscreen, ensures that window does not minimize when focus is lost
+ if ((screenHeight == displayHeight) && (screenWidth == displayWidth))
+ {
+ glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
+ }
+#endif
+
+ TraceLog(LOG_WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight);
+
+ // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
+ // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
+ // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
+ // by the sides to fit all monitor space...
+
+ // Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight
+ // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
+ // Modified global variables: screenWidth/screenHeight - renderWidth/renderHeight - renderOffsetX/renderOffsetY - screenScaling
+ // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
+ // HighDPI monitors are properly considered in a following similar function: SetupViewport()
+ SetupFramebuffer(displayWidth, displayHeight);
+
+ window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
+
+ // NOTE: Full-screen change, not working properly...
+ //glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
+ }
+ else
+ {
+ // No-fullscreen window creation
+ window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL);
+
+ if (window)
+ {
+#if defined(PLATFORM_DESKTOP)
+ // Center window on screen
+ int windowPosX = displayWidth/2 - screenWidth/2;
+ int windowPosY = displayHeight/2 - screenHeight/2;
+
+ if (windowPosX < 0) windowPosX = 0;
+ if (windowPosY < 0) windowPosY = 0;
+
+ glfwSetWindowPos(window, windowPosX, windowPosY);
+#endif
+ renderWidth = screenWidth;
+ renderHeight = screenHeight;
+ }
+ }
+
+ if (!window)
+ {
+ glfwTerminate();
+ TraceLog(LOG_WARNING, "GLFW Failed to initialize Window");
+ return false;
+ }
+ else
+ {
+ TraceLog(LOG_INFO, "Display device initialized successfully");
+#if defined(PLATFORM_DESKTOP)
+ TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight);
+#endif
+ TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight);
+ TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight);
+ TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
+ }
+
+ glfwSetWindowSizeCallback(window, WindowSizeCallback); // NOTE: Resizing not allowed by default!
+ glfwSetCursorEnterCallback(window, CursorEnterCallback);
+ glfwSetKeyCallback(window, KeyCallback);
+ glfwSetMouseButtonCallback(window, MouseButtonCallback);
+ glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes
+ glfwSetCharCallback(window, CharCallback);
+ glfwSetScrollCallback(window, ScrollCallback);
+ glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
+ glfwSetDropCallback(window, WindowDropCallback);
+
+ glfwMakeContextCurrent(window);
+
+#if !defined(PLATFORM_WEB)
+ glfwSwapInterval(0); // No V-Sync by default
+#endif
+
+#if defined(PLATFORM_DESKTOP)
+ // Load OpenGL 3.3 extensions
+ // NOTE: GLFW loader function is passed as parameter
+ rlLoadExtensions(glfwGetProcAddress);
+#endif
+
+ // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
+ // NOTE: V-Sync can be enabled by graphic driver configuration
+ if (configFlags & FLAG_VSYNC_HINT)
+ {
+ // WARNING: It seems to hits a critical render path in Intel HD Graphics
+ glfwSwapInterval(1);
+ TraceLog(LOG_INFO, "Trying to enable VSYNC");
+ }
+#endif // PLATFORM_DESKTOP || PLATFORM_WEB
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+ fullscreenMode = true;
+
+ // Screen size security check
+ if (screenWidth <= 0) screenWidth = displayWidth;
+ if (screenHeight <= 0) screenHeight = displayHeight;
+
+#if defined(PLATFORM_RPI)
+ bcm_host_init();
+
+ DISPMANX_ELEMENT_HANDLE_T dispmanElement;
+ DISPMANX_DISPLAY_HANDLE_T dispmanDisplay;
+ DISPMANX_UPDATE_HANDLE_T dispmanUpdate;
+
+ VC_RECT_T dstRect;
+ VC_RECT_T srcRect;
+#endif
+
+ EGLint samples = 0;
+ EGLint sampleBuffer = 0;
+ if (configFlags & FLAG_MSAA_4X_HINT)
+ {
+ samples = 4;
+ sampleBuffer = 1;
+ TraceLog(LOG_INFO, "Trying to enable MSAA x4");
+ }
+
+ const EGLint framebufferAttribs[] =
+ {
+ EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
+ //EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
+ EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
+ EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
+ EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
+ //EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
+ //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
+ EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
+ //EGL_STENCIL_SIZE, 8, // Stencil buffer size
+ EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
+ EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
+ EGL_NONE
+ };
+
+ const EGLint contextAttribs[] =
+ {
+ EGL_CONTEXT_CLIENT_VERSION, 2,
+ EGL_NONE
+ };
+
+#if defined(PLATFORM_UWP)
+ const EGLint surfaceAttributes[] =
+ {
+ // EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above).
+ // If you have compilation issues with it then please update your Visual Studio templates.
+ EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
+ EGL_NONE
+ };
+
+ const EGLint defaultDisplayAttributes[] =
+ {
+ // These are the default display attributes, used to request ANGLE's D3D11 renderer.
+ // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
+ EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
+
+ // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
+ // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
+ EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
+
+ // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
+ // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
+ // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
+ EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
+ EGL_NONE,
+ };
+
+ const EGLint fl9_3DisplayAttributes[] =
+ {
+ // These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
+ // These attributes are used if the call to eglInitialize fails with the default display attributes.
+ EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
+ EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
+ EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
+ EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
+ EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
+ EGL_NONE,
+ };
+
+ const EGLint warpDisplayAttributes[] =
+ {
+ // These attributes can be used to request D3D11 WARP.
+ // They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
+ EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
+ EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
+ EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
+ EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
+ EGL_NONE,
+ };
+
+ EGLConfig config = NULL;
+
+ // eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
+ PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)(eglGetProcAddress("eglGetPlatformDisplayEXT"));
+ if (!eglGetPlatformDisplayEXT)
+ {
+ TraceLog(LOG_WARNING, "Failed to get function eglGetPlatformDisplayEXT");
+ return false;
+ }
+
+ //
+ // To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
+ // parameters passed to eglGetPlatformDisplayEXT:
+ // 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
+ // 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
+ // using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
+ // 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
+ // using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
+ //
+
+ // This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
+ display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
+ if (display == EGL_NO_DISPLAY)
+ {
+ TraceLog(LOG_WARNING, "Failed to initialize EGL display");
+ return false;
+ }
+
+ if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
+ {
+ // This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile devices).
+ display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
+ if (display == EGL_NO_DISPLAY)
+ {
+ TraceLog(LOG_WARNING, "Failed to initialize EGL display");
+ return false;
+ }
+
+ if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
+ {
+ // This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU.
+ display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
+ if (display == EGL_NO_DISPLAY)
+ {
+ TraceLog(LOG_WARNING, "Failed to initialize EGL display");
+ return false;
+ }
+
+ if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
+ {
+ // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
+ TraceLog(LOG_WARNING, "Failed to initialize EGL");
+ return false;
+ }
+ }
+ }
+
+ EGLint numConfigs = 0;
+ if ((eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
+ {
+ TraceLog(LOG_WARNING, "Failed to choose first EGLConfig");
+ return false;
+ }
+
+ // Create a PropertySet and initialize with the EGLNativeWindowType.
+ //PropertySet^ surfaceCreationProperties = ref new PropertySet();
+ //surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), window); // CoreWindow^ window
+
+ // You can configure the surface to render at a lower resolution and be scaled up to
+ // the full window size. The scaling is often free on mobile hardware.
+ //
+ // One way to configure the SwapChainPanel is to specify precisely which resolution it should render at.
+ // Size customRenderSurfaceSize = Size(800, 600);
+ // surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(customRenderSurfaceSize));
+ //
+ // Another way is to tell the SwapChainPanel to render at a certain scale factor compared to its size.
+ // e.g. if the SwapChainPanel is 1920x1280 then setting a factor of 0.5f will make the app render at 960x640
+ // float customResolutionScale = 0.5f;
+ // surfaceCreationProperties->Insert(ref new String(EGLRenderResolutionScaleProperty), PropertyValue::CreateSingle(customResolutionScale));
+
+
+ // eglCreateWindowSurface() requires a EGLNativeWindowType parameter,
+ // In Windows platform: typedef HWND EGLNativeWindowType;
+
+
+ // Property: EGLNativeWindowTypeProperty
+ // Type: IInspectable
+ // Description: Set this property to specify the window type to use for creating a surface.
+ // If this property is missing, surface creation will fail.
+ //
+ //const wchar_t EGLNativeWindowTypeProperty[] = L"EGLNativeWindowTypeProperty";
+
+ //https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
+
+ //surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
+ surface = eglCreateWindowSurface(display, config, window, surfaceAttributes);
+ if (surface == EGL_NO_SURFACE)
+ {
+ TraceLog(LOG_WARNING, "Failed to create EGL fullscreen surface");
+ return false;
+ }
+
+ context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
+ if (context == EGL_NO_CONTEXT)
+ {
+ TraceLog(LOG_WARNING, "Failed to create EGL context");
+ return false;
+ }
+
+ // Get EGL display window size
+ eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
+ eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
+
+#else // PLATFORM_ANDROID, PLATFORM_RPI
+ EGLint numConfigs;
+
+ // Get an EGL display connection
+ display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+ if (display == EGL_NO_DISPLAY)
+ {
+ TraceLog(LOG_WARNING, "Failed to initialize EGL display");
+ return false;
+ }
+
+ // Initialize the EGL display connection
+ if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
+ {
+ // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
+ TraceLog(LOG_WARNING, "Failed to initialize EGL");
+ return false;
+ }
+
+ // Get an appropriate EGL framebuffer configuration
+ eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs);
+
+ // Set rendering API
+ eglBindAPI(EGL_OPENGL_ES_API);
+
+ // Create an EGL rendering context
+ context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
+ if (context == EGL_NO_CONTEXT)
+ {
+ TraceLog(LOG_WARNING, "Failed to create EGL context");
+ return false;
+ }
+#endif
+
+ // Create an EGL window surface
+ //---------------------------------------------------------------------------------
+#if defined(PLATFORM_ANDROID)
+ EGLint displayFormat;
+
+ displayWidth = ANativeWindow_getWidth(androidApp->window);
+ displayHeight = ANativeWindow_getHeight(androidApp->window);
+
+ // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
+ // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
+ eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+
+ // At this point we need to manage render size vs screen size
+ // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and screenScaling
+ SetupFramebuffer(displayWidth, displayHeight);
+
+ ANativeWindow_setBuffersGeometry(androidApp->window, renderWidth, renderHeight, displayFormat);
+ //ANativeWindow_setBuffersGeometry(androidApp->window, 0, 0, displayFormat); // Force use of native display size
+
+ surface = eglCreateWindowSurface(display, config, androidApp->window, NULL);
+#endif // PLATFORM_ANDROID
+
+#if defined(PLATFORM_RPI)
+ graphics_get_display_size(0, &displayWidth, &displayHeight);
+
+ // At this point we need to manage render size vs screen size
+ // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and screenScaling
+ SetupFramebuffer(displayWidth, displayHeight);
+
+ dstRect.x = 0;
+ dstRect.y = 0;
+ dstRect.width = displayWidth;
+ dstRect.height = displayHeight;
+
+ srcRect.x = 0;
+ srcRect.y = 0;
+ srcRect.width = renderWidth << 16;
+ srcRect.height = renderHeight << 16;
+
+ // NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost)
+ // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
+
+ VC_DISPMANX_ALPHA_T alpha;
+ alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
+ alpha.opacity = 255; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE
+ alpha.mask = 0;
+
+ dispmanDisplay = vc_dispmanx_display_open(0); // LCD
+ dispmanUpdate = vc_dispmanx_update_start(0);
+
+ dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
+ &srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
+
+ window.element = dispmanElement;
+ window.width = renderWidth;
+ window.height = renderHeight;
+ vc_dispmanx_update_submit_sync(dispmanUpdate);
+
+ surface = eglCreateWindowSurface(display, config, &window, NULL);
+ //---------------------------------------------------------------------------------
+#endif // PLATFORM_RPI
+
+ // There must be at least one frame displayed before the buffers are swapped
+ //eglSwapInterval(display, 1);
+
+ if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
+ {
+ TraceLog(LOG_WARNING, "Unable to attach EGL rendering context to EGL surface");
+ return false;
+ }
+ else
+ {
+ // Grab the width and height of the surface
+ //eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth);
+ //eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight);
+
+ TraceLog(LOG_INFO, "Display device initialized successfully");
+ TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight);
+ TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight);
+ TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight);
+ TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
+ }
+#endif // PLATFORM_ANDROID || PLATFORM_RPI
+
+ // Initialize OpenGL context (states and resources)
+ // NOTE: screenWidth and screenHeight not used, just stored as globals in rlgl
+ rlglInit(screenWidth, screenHeight);
+
+ int fbWidth = renderWidth;
+ int fbHeight = renderHeight;
+
+#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI)
+ glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
+
+ // Screen scaling matrix is required in case desired screen area is different than display area
+ screenScaling = MatrixScale((float)fbWidth/screenWidth, (float)fbHeight/screenHeight, 1.0f);
+#if !defined(__APPLE__)
+ SetMouseScale((float)screenWidth/fbWidth, (float)screenHeight/fbHeight);
+#endif
+ SetTextureFilter(GetFontDefault().texture, FILTER_BILINEAR);
+#endif // PLATFORM_DESKTOP && SUPPORT_HIGH_DPI
+
+ // Setup default viewport
+ SetupViewport(fbWidth, fbHeight);
+
+ currentWidth = screenWidth;
+ currentHeight = screenHeight;
+
+ ClearBackground(RAYWHITE); // Default background color for raylib games :P
+
+#if defined(PLATFORM_ANDROID)
+ windowReady = true; // IMPORTANT!
+#endif
+ return true;
+}
+
+// Set viewport for a provided width and height
+static void SetupViewport(int width, int height)
+{
+ renderWidth = width;
+ renderHeight = height;
+
+ // Set viewport width and height
+ // NOTE: We consider render size and offset in case black bars are required and
+ // render area does not match full display area (this situation is only applicable on fullscreen mode)
+ rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
+
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+
+ // Set orthographic projection to current framebuffer size
+ // NOTE: Configured top-left corner as (0, 0)
+ rlOrtho(0, renderWidth, renderHeight, 0, 0.0f, 1.0f);
+
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+}
+
+// Compute framebuffer size relative to screen size and display size
+// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
+static void SetupFramebuffer(int width, int height)
+{
+ // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var)
+ if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
+ {
+ TraceLog(LOG_WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight);
+
+ // Downscaling to fit display with border-bars
+ float widthRatio = (float)displayWidth/(float)screenWidth;
+ float heightRatio = (float)displayHeight/(float)screenHeight;
+
+ if (widthRatio <= heightRatio)
+ {
+ renderWidth = displayWidth;
+ renderHeight = (int)round((float)screenHeight*widthRatio);
+ renderOffsetX = 0;
+ renderOffsetY = (displayHeight - renderHeight);
+ }
+ else
+ {
+ renderWidth = (int)round((float)screenWidth*heightRatio);
+ renderHeight = displayHeight;
+ renderOffsetX = (displayWidth - renderWidth);
+ renderOffsetY = 0;
+ }
+
+ // Screen scaling required
+ float scaleRatio = (float)renderWidth/(float)screenWidth;
+ screenScaling = MatrixScale(scaleRatio, scaleRatio, 1.0f);
+
+ // NOTE: We render to full display resolution!
+ // We just need to calculate above parameters for downscale matrix and offsets
+ renderWidth = displayWidth;
+ renderHeight = displayHeight;
+
+ TraceLog(LOG_WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight);
+ }
+ else if ((screenWidth < displayWidth) || (screenHeight < displayHeight))
+ {
+ // Required screen size is smaller than display size
+ TraceLog(LOG_INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight);
+
+ // Upscaling to fit display with border-bars
+ float displayRatio = (float)displayWidth/(float)displayHeight;
+ float screenRatio = (float)screenWidth/(float)screenHeight;
+
+ if (displayRatio <= screenRatio)
+ {
+ renderWidth = screenWidth;
+ renderHeight = (int)round((float)screenWidth/displayRatio);
+ renderOffsetX = 0;
+ renderOffsetY = (renderHeight - screenHeight);
+ }
+ else
+ {
+ renderWidth = (int)round((float)screenHeight*displayRatio);
+ renderHeight = screenHeight;
+ renderOffsetX = (renderWidth - screenWidth);
+ renderOffsetY = 0;
+ }
+ }
+ else // screen == display
+ {
+ renderWidth = screenWidth;
+ renderHeight = screenHeight;
+ renderOffsetX = 0;
+ renderOffsetY = 0;
+ }
+}
+
+// Initialize hi-resolution timer
+static void InitTimer(void)
+{
+ srand((unsigned int)time(NULL)); // Initialize random seed
+
+#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
+ timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
+ struct timespec now;
+
+ if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
+ {
+ baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec;
+ }
+ else TraceLog(LOG_WARNING, "No hi-resolution timer available");
+#endif
+
+ previousTime = GetTime(); // Get time as double
+}
+
+// Wait for some milliseconds (stop program execution)
+// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
+// take longer than expected... for that reason we use the busy wait loop
+// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
+// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
+static void Wait(float ms)
+{
+#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
+ double prevTime = GetTime();
+ double nextTime = 0.0;
+
+ // Busy wait loop
+ while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
+#else
+ #if defined(SUPPORT_HALFBUSY_WAIT_LOOP)
+ #define MAX_HALFBUSY_WAIT_TIME 4
+ double destTime = GetTime() + ms/1000;
+ if (ms > MAX_HALFBUSY_WAIT_TIME) ms -= MAX_HALFBUSY_WAIT_TIME;
+ #endif
+
+ #if defined(_WIN32)
+ Sleep((unsigned int)ms);
+ #elif defined(__linux__) || defined(PLATFORM_WEB)
+ struct timespec req = { 0 };
+ time_t sec = (int)(ms/1000.0f);
+ ms -= (sec*1000);
+ req.tv_sec = sec;
+ req.tv_nsec = ms*1000000L;
+
+ // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
+ while (nanosleep(&req, &req) == -1) continue;
+ #elif defined(__APPLE__)
+ usleep(ms*1000.0f);
+ #endif
+
+ #if defined(SUPPORT_HALFBUSY_WAIT_LOOP)
+ while (GetTime() < destTime) { }
+ #endif
+#endif
+}
+
+// Get one key state
+static bool GetKeyStatus(int key)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ return glfwGetKey(window, key);
+#elif defined(PLATFORM_ANDROID)
+ // NOTE: Android supports up to 260 keys
+ if (key < 0 || key > 260) return false;
+ else return currentKeyState[key];
+#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+ // NOTE: Keys states are filled in PollInputEvents()
+ if (key < 0 || key > 511) return false;
+ else return currentKeyState[key];
+#endif
+}
+
+// Get one mouse button state
+static bool GetMouseButtonStatus(int button)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ return glfwGetMouseButton(window, button);
+#elif defined(PLATFORM_ANDROID)
+ // TODO: Check for virtual mouse?
+ return false;
+#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+ // NOTE: Mouse buttons states are filled in PollInputEvents()
+ return currentMouseState[button];
+#endif
+}
+
+// Get gamepad button generic to all platforms
+static int GetGamepadButton(int button)
+{
+ int btn = GAMEPAD_BUTTON_UNKNOWN;
+#if defined(PLATFORM_DESKTOP)
+ switch (button)
+ {
+ case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+
+ case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break;
+ case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+
+ case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ }
+#endif
+
+#if defined(PLATFORM_UWP)
+ btn = button; // UWP will provide the correct button
+#endif
+
+#if defined(PLATFORM_WEB)
+ // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
+ switch (button)
+ {
+ case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+ case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+ case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+ case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+ case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+ case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+ case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ }
+#endif
+
+ return btn;
+}
+
+// Get gamepad axis generic to all platforms
+static int GetGamepadAxis(int axis)
+{
+ int axs = GAMEPAD_AXIS_UNKNOWN;
+#if defined(PLATFORM_DESKTOP)
+ switch (axis)
+ {
+ case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break;
+ case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break;
+ case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break;
+ case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break;
+ case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break;
+ case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
+ }
+#endif
+
+#if defined(PLATFORM_UWP)
+ axs = axis; // UWP will provide the correct axis
+#endif
+
+#if defined(PLATFORM_WEB)
+ // Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface
+ switch (axis)
+ {
+ case 0: axs = GAMEPAD_AXIS_LEFT_X;
+ case 1: axs = GAMEPAD_AXIS_LEFT_Y;
+ case 2: axs = GAMEPAD_AXIS_RIGHT_X;
+ case 3: axs = GAMEPAD_AXIS_RIGHT_X;
+ }
+#endif
+
+ return axs;
+}
+
+// Poll (store) all input events
+static void PollInputEvents(void)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ // NOTE: Gestures update must be called every frame to reset gestures correctly
+ // because ProcessGestureEvent() is just called on an event, not every frame
+ UpdateGestures();
+#endif
+
+ // Reset key pressed registered
+ keyPressedQueueCount = 0;
+
+#if !defined(PLATFORM_RPI)
+ // Reset last gamepad button/axis registered state
+ lastGamepadButtonPressed = -1;
+ gamepadAxisCount = 0;
+#endif
+
+#if defined(PLATFORM_RPI)
+ // Register previous keys states
+ for (int i = 0; i < 512; i++)previousKeyState[i] = currentKeyState[i];
+
+ // Grab a keypress from the evdev fifo if avalable
+ if (lastKeyPressedEvdev.Head != lastKeyPressedEvdev.Tail)
+ {
+ keyPressedQueue[keyPressedQueueCount] = lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Tail]; // Read the key from the buffer
+ keyPressedQueueCount++;
+
+ lastKeyPressedEvdev.Tail = (lastKeyPressedEvdev.Tail + 1) & 0x07; // Increment the tail pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
+ }
+
+ // Register previous mouse states
+ previousMouseWheelY = currentMouseWheelY;
+ currentMouseWheelY = 0;
+ for (int i = 0; i < 3; i++)
+ {
+ previousMouseState[i] = currentMouseState[i];
+ currentMouseState[i] = currentMouseStateEvdev[i];
+ }
+#endif
+
+#if defined(PLATFORM_UWP)
+ // Register previous keys states
+ for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
+
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (gamepadReady[i])
+ {
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
+ }
+ }
+
+ // Register previous mouse states
+ previousMouseWheelY = currentMouseWheelY;
+ currentMouseWheelY = 0;
+ for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
+
+ // Loop over pending messages
+ while (HasMessageFromUWP())
+ {
+ UWPMessage *msg = GetMessageFromUWP();
+
+ switch (msg->type)
+ {
+ case UWP_MSG_REGISTER_KEY:
+ {
+ // Convert from virtualKey
+ int actualKey = -1;
+
+ switch (msg->paramInt0)
+ {
+ case 0x08: actualKey = KEY_BACKSPACE; break;
+ case 0x20: actualKey = KEY_SPACE; break;
+ case 0x1B: actualKey = KEY_ESCAPE; break;
+ case 0x0D: actualKey = KEY_ENTER; break;
+ case 0x2E: actualKey = KEY_DELETE; break;
+ case 0x27: actualKey = KEY_RIGHT; break;
+ case 0x25: actualKey = KEY_LEFT; break;
+ case 0x28: actualKey = KEY_DOWN; break;
+ case 0x26: actualKey = KEY_UP; break;
+ case 0x70: actualKey = KEY_F1; break;
+ case 0x71: actualKey = KEY_F2; break;
+ case 0x72: actualKey = KEY_F3; break;
+ case 0x73: actualKey = KEY_F4; break;
+ case 0x74: actualKey = KEY_F5; break;
+ case 0x75: actualKey = KEY_F6; break;
+ case 0x76: actualKey = KEY_F7; break;
+ case 0x77: actualKey = KEY_F8; break;
+ case 0x78: actualKey = KEY_F9; break;
+ case 0x79: actualKey = KEY_F10; break;
+ case 0x7A: actualKey = KEY_F11; break;
+ case 0x7B: actualKey = KEY_F12; break;
+ case 0xA0: actualKey = KEY_LEFT_SHIFT; break;
+ case 0xA2: actualKey = KEY_LEFT_CONTROL; break;
+ case 0xA4: actualKey = KEY_LEFT_ALT; break;
+ case 0xA1: actualKey = KEY_RIGHT_SHIFT; break;
+ case 0xA3: actualKey = KEY_RIGHT_CONTROL; break;
+ case 0xA5: actualKey = KEY_RIGHT_ALT; break;
+ case 0x30: actualKey = KEY_ZERO; break;
+ case 0x31: actualKey = KEY_ONE; break;
+ case 0x32: actualKey = KEY_TWO; break;
+ case 0x33: actualKey = KEY_THREE; break;
+ case 0x34: actualKey = KEY_FOUR; break;
+ case 0x35: actualKey = KEY_FIVE; break;
+ case 0x36: actualKey = KEY_SIX; break;
+ case 0x37: actualKey = KEY_SEVEN; break;
+ case 0x38: actualKey = KEY_EIGHT; break;
+ case 0x39: actualKey = KEY_NINE; break;
+ case 0x41: actualKey = KEY_A; break;
+ case 0x42: actualKey = KEY_B; break;
+ case 0x43: actualKey = KEY_C; break;
+ case 0x44: actualKey = KEY_D; break;
+ case 0x45: actualKey = KEY_E; break;
+ case 0x46: actualKey = KEY_F; break;
+ case 0x47: actualKey = KEY_G; break;
+ case 0x48: actualKey = KEY_H; break;
+ case 0x49: actualKey = KEY_I; break;
+ case 0x4A: actualKey = KEY_J; break;
+ case 0x4B: actualKey = KEY_K; break;
+ case 0x4C: actualKey = KEY_L; break;
+ case 0x4D: actualKey = KEY_M; break;
+ case 0x4E: actualKey = KEY_N; break;
+ case 0x4F: actualKey = KEY_O; break;
+ case 0x50: actualKey = KEY_P; break;
+ case 0x51: actualKey = KEY_Q; break;
+ case 0x52: actualKey = KEY_R; break;
+ case 0x53: actualKey = KEY_S; break;
+ case 0x54: actualKey = KEY_T; break;
+ case 0x55: actualKey = KEY_U; break;
+ case 0x56: actualKey = KEY_V; break;
+ case 0x57: actualKey = KEY_W; break;
+ case 0x58: actualKey = KEY_X; break;
+ case 0x59: actualKey = KEY_Y; break;
+ case 0x5A: actualKey = KEY_Z; break;
+ default: break;
+ }
+
+ if (actualKey > -1) currentKeyState[actualKey] = msg->paramChar0;
+
+ } break;
+ case UWP_MSG_REGISTER_CLICK: currentMouseState[msg->paramInt0] = msg->paramChar0; break;
+ case UWP_MSG_SCROLL_WHEEL_UPDATE: currentMouseWheelY += msg->paramInt0; break;
+ case UWP_MSG_UPDATE_MOUSE_LOCATION: mousePosition = msg->paramVector0; break;
+ case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) gamepadReady[msg->paramInt0] = msg->paramBool0; break;
+ case UWP_MSG_SET_GAMEPAD_BUTTON:
+ {
+ if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) currentGamepadState[msg->paramInt0][msg->paramInt1] = msg->paramChar0;
+ } break;
+ case UWP_MSG_SET_GAMEPAD_AXIS:
+ {
+ if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) gamepadAxisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0;
+
+ // Register buttons for 2nd triggers
+ currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
+ currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
+ } break;
+ case UWP_MSG_SET_DISPLAY_DIMS:
+ {
+ displayWidth = msg->paramVector0.x;
+ displayHeight = msg->paramVector0.y;
+ } break;
+ case UWP_MSG_HANDLE_RESIZE:
+ {
+ eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
+ eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
+
+ // If window is resized, viewport and projection matrix needs to be re-calculated
+ rlViewport(0, 0, screenWidth, screenHeight); // Set viewport width and height
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlClearScreenBuffers(); // Clear screen buffers (color and depth)
+
+ // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
+ // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
+ // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
+ currentWidth = screenWidth;
+ currentHeight = screenHeight;
+
+ // NOTE: Postprocessing texture is not scaled to new size
+
+ windowResized = true;
+
+ } break;
+ case UWP_MSG_SET_GAME_TIME: currentTime = msg->paramDouble0; break;
+ default: break;
+ }
+
+ DeleteUWPMessage(msg); //Delete, we are done
+ }
+#endif // PLATFORM_UWP
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ // Mouse input polling
+ double mouseX;
+ double mouseY;
+
+ glfwGetCursorPos(window, &mouseX, &mouseY);
+
+ mousePosition.x = (float)mouseX;
+ mousePosition.y = (float)mouseY;
+
+ // Keyboard input polling (automatically managed by GLFW3 through callback)
+
+ // Register previous keys states
+ for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
+
+ // Register previous mouse states
+ for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
+
+ previousMouseWheelY = currentMouseWheelY;
+ currentMouseWheelY = 0;
+#endif
+
+#if defined(PLATFORM_DESKTOP)
+ // Check if gamepads are ready
+ // NOTE: We do it here in case of disconnection
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (glfwJoystickPresent(i)) gamepadReady[i] = true;
+ else gamepadReady[i] = false;
+ }
+
+ // Register gamepads buttons events
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (gamepadReady[i]) // Check if gamepad is available
+ {
+ // Register previous gamepad states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
+
+ // Get current gamepad state
+ // NOTE: There is no callback available, so we get it manually
+ // Get remapped buttons
+ GLFWgamepadstate state;
+ glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
+ const unsigned char *buttons = state.buttons;
+
+ for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
+ {
+ const GamepadButton button = GetGamepadButton(k);
+
+ if (buttons[k] == GLFW_PRESS)
+ {
+ currentGamepadState[i][button] = 1;
+ lastGamepadButtonPressed = button;
+ }
+ else currentGamepadState[i][button] = 0;
+ }
+
+ // Get current axis state
+ const float *axes = state.axes;
+
+ for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
+ {
+ const int axis = GetGamepadAxis(k);
+ gamepadAxisState[i][axis] = axes[k];
+ }
+
+ // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
+ currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
+ currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
+
+ gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
+ }
+ }
+
+ windowResized = false;
+
+#if defined(SUPPORT_EVENTS_WAITING)
+ glfwWaitEvents();
+#else
+ glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
+#endif
+#endif //defined(PLATFORM_DESKTOP)
+
+// Gamepad support using emscripten API
+// NOTE: GLFW3 joystick functionality not available in web
+#if defined(PLATFORM_WEB)
+ // Get number of gamepads connected
+ int numGamepads = 0;
+ if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
+
+ for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
+ {
+ // Register previous gamepad button states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
+
+ EmscriptenGamepadEvent gamepadState;
+
+ int result = emscripten_get_gamepad_status(i, &gamepadState);
+
+ if (result == EMSCRIPTEN_RESULT_SUCCESS)
+ {
+ // Register buttons data for every connected gamepad
+ for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
+ {
+ const GamepadButton button = GetGamepadButton(j);
+ if (gamepadState.digitalButton[j] == 1)
+ {
+ currentGamepadState[i][button] = 1;
+ lastGamepadButtonPressed = button;
+ }
+ else currentGamepadState[i][button] = 0;
+
+ //TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
+ }
+
+ // Register axis data for every connected gamepad
+ for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
+ {
+ const int axis = GetGamepadAxis(j);
+ gamepadAxisState[i][axis] = gamepadState.axis[j];
+ }
+
+ gamepadAxisCount = gamepadState.numAxes;
+ }
+ }
+#endif
+
+#if defined(PLATFORM_ANDROID)
+ // Register previous keys states
+ // NOTE: Android supports up to 260 keys
+ for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i];
+
+ // Poll Events (registered events)
+ // NOTE: Activity is paused if not enabled (appEnabled)
+ while ((ident = ALooper_pollAll(appEnabled? 0 : -1, NULL, &events,(void**)&source)) >= 0)
+ {
+ // Process this event
+ if (source != NULL) source->process(androidApp, source);
+
+ // NOTE: Never close window, native activity is controlled by the system!
+ if (androidApp->destroyRequested != 0)
+ {
+ //windowShouldClose = true;
+ //ANativeActivity_finish(androidApp->activity);
+ }
+ }
+#endif
+
+#if defined(PLATFORM_RPI) && defined(SUPPORT_SSH_KEYBOARD_RPI)
+ // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin,
+ // we now use both methods inside here. 2nd method is still used for legacy purposes (Allows for input trough SSH console)
+ ProcessKeyboard();
+
+ // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
+ // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
+#endif
+}
+
+// Copy back buffer to front buffers
+static void SwapBuffers(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+ glfwSwapBuffers(window);
+#endif
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+ eglSwapBuffers(display, surface);
+#endif
+}
+
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
+// GLFW3 Error Callback, runs on GLFW3 error
+static void ErrorCallback(int error, const char *description)
+{
+ TraceLog(LOG_WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description);
+}
+
+// GLFW3 Srolling Callback, runs on mouse wheel
+static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
+{
+ currentMouseWheelY = (int)yoffset;
+}
+
+// GLFW3 Keyboard Callback, runs on key pressed
+static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
+{
+ if (key == exitKey && action == GLFW_PRESS)
+ {
+ glfwSetWindowShouldClose(window, GLFW_TRUE);
+
+ // NOTE: Before closing window, while loop must be left!
+ }
+ else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
+ {
+#if defined(SUPPORT_GIF_RECORDING)
+ if (mods == GLFW_MOD_CONTROL)
+ {
+ if (gifRecording)
+ {
+ GifEnd();
+ gifRecording = false;
+
+ #if defined(PLATFORM_WEB)
+ // Download file from MEMFS (emscripten memory filesystem)
+ // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
+ emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
+ #endif
+
+ TraceLog(LOG_INFO, "End animated GIF recording");
+ }
+ else
+ {
+ gifRecording = true;
+ gifFramesCounter = 0;
+
+ char path[512] = { 0 };
+ #if defined(PLATFORM_ANDROID)
+ strcpy(path, internalDataPath);
+ strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
+ #else
+ strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
+ #endif
+
+ // NOTE: delay represents the time between frames in the gif, if we capture a gif frame every
+ // 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10.
+ GifBegin(path, screenWidth, screenHeight, (int)(GetFrameTime()*10.0f), 8, false);
+ screenshotCounter++;
+
+ TraceLog(LOG_INFO, "Begin animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
+ }
+ }
+ else
+#endif // SUPPORT_GIF_RECORDING
+#if defined(SUPPORT_SCREEN_CAPTURE)
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+#endif // SUPPORT_SCREEN_CAPTURE
+ }
+ else currentKeyState[key] = action;
+}
+
+// GLFW3 Mouse Button Callback, runs on mouse button pressed
+static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
+{
+ previousMouseState[button] = currentMouseState[button];
+ currentMouseState[button] = action;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent;
+
+ // Register touch actions
+ if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN;
+ else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP;
+
+ // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
+
+ // Assign a pointer ID
+ gestureEvent.pointerId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = GetMousePosition();
+
+ // Normalize gestureEvent.position[0] for screenWidth and screenHeight
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Cursor Position Callback, runs on mouse move
+static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent;
+
+ gestureEvent.touchAction = TOUCH_MOVE;
+
+ // Assign a pointer ID
+ gestureEvent.pointerId[0] = 0;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
+
+ touchPosition[0] = gestureEvent.position[0];
+
+ // Normalize gestureEvent.position[0] for screenWidth and screenHeight
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+// GLFW3 Char Key Callback, runs on key down (get unicode char value)
+static void CharCallback(GLFWwindow *window, unsigned int key)
+{
+ // NOTE: Registers any key down considering OS keyboard layout but
+ // do not detects action events, those should be managed by user...
+ // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907
+ // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char
+
+ // Check if there is space available in the queue
+ if (keyPressedQueueCount < MAX_CHARS_QUEUE)
+ {
+ // Add character to the queue
+ keyPressedQueue[keyPressedQueueCount] = key;
+ keyPressedQueueCount++;
+ }
+}
+
+// GLFW3 CursorEnter Callback, when cursor enters the window
+static void CursorEnterCallback(GLFWwindow *window, int enter)
+{
+ if (enter == true) cursorOnScreen = true;
+ else cursorOnScreen = false;
+}
+
+// GLFW3 WindowSize Callback, runs when window is resized
+// NOTE: Window resizing not allowed by default
+static void WindowSizeCallback(GLFWwindow *window, int width, int height)
+{
+ SetupViewport(width, height); // Reset viewport and projection matrix for new size
+
+ // Set current screen size
+ screenWidth = width;
+ screenHeight = height;
+ currentWidth = width;
+ currentHeight = height;
+
+ // NOTE: Postprocessing texture is not scaled to new size
+
+ windowResized = true;
+}
+
+// GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowIconifyCallback(GLFWwindow *window, int iconified)
+{
+ if (iconified) windowMinimized = true; // The window was iconified
+ else windowMinimized = false; // The window was restored
+}
+
+// GLFW3 Window Drop Callback, runs when drop files into window
+// NOTE: Paths are stored in dynamic memory for further retrieval
+// Everytime new files are dropped, old ones are discarded
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
+{
+ ClearDroppedFiles();
+
+ dropFilesPath = (char **)RL_MALLOC(sizeof(char *)*count);
+
+ for (int i = 0; i < count; i++)
+ {
+ dropFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
+ strcpy(dropFilesPath[i], paths[i]);
+ }
+
+ dropFilesCount = count;
+}
+#endif
+
+#if defined(PLATFORM_ANDROID)
+// Android: Process activity lifecycle commands
+static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
+{
+ switch (cmd)
+ {
+ case APP_CMD_START:
+ {
+ //rendering = true;
+ TraceLog(LOG_INFO, "APP_CMD_START");
+ } break;
+ case APP_CMD_RESUME:
+ {
+ TraceLog(LOG_INFO, "APP_CMD_RESUME");
+ } break;
+ case APP_CMD_INIT_WINDOW:
+ {
+ TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW");
+
+ if (app->window != NULL)
+ {
+ if (contextRebindRequired)
+ {
+ // Reset screen scaling to full display size
+ EGLint displayFormat;
+ eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
+ ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
+
+ // Recreate display surface and re-attach OpenGL context
+ surface = eglCreateWindowSurface(display, config, app->window, NULL);
+ eglMakeCurrent(display, surface, surface, context);
+
+ contextRebindRequired = false;
+ }
+ else
+ {
+ // Init graphics device (display device and OpenGL context)
+ InitGraphicsDevice(screenWidth, screenHeight);
+
+ // Init hi-res timer
+ InitTimer();
+
+ #if defined(SUPPORT_DEFAULT_FONT)
+ // Load default font
+ // NOTE: External function (defined in module: text)
+ LoadFontDefault();
+ #endif
+
+ // TODO: GPU assets reload in case of lost focus (lost context)
+ // NOTE: This problem has been solved just unbinding and rebinding context from display
+ /*
+ if (assetsReloadRequired)
+ {
+ for (int i = 0; i < assetsCount; i++)
+ {
+ // TODO: Unload old asset if required
+
+ // Load texture again to pointed texture
+ (*textureAsset + i) = LoadTexture(assetPath[i]);
+ }
+ }
+ */
+ }
+ }
+ } break;
+ case APP_CMD_GAINED_FOCUS:
+ {
+ TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS");
+ appEnabled = true;
+ //ResumeMusicStream();
+ } break;
+ case APP_CMD_PAUSE:
+ {
+ TraceLog(LOG_INFO, "APP_CMD_PAUSE");
+ } break;
+ case APP_CMD_LOST_FOCUS:
+ {
+ //DrawFrame();
+ TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS");
+ appEnabled = false;
+ //PauseMusicStream();
+ } break;
+ case APP_CMD_TERM_WINDOW:
+ {
+ // Dettach OpenGL context and destroy display surface
+ // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
+ // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
+ eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+ eglDestroySurface(display, surface);
+
+ contextRebindRequired = true;
+
+ TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW");
+ } break;
+ case APP_CMD_SAVE_STATE:
+ {
+ TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE");
+ } break;
+ case APP_CMD_STOP:
+ {
+ TraceLog(LOG_INFO, "APP_CMD_STOP");
+ } break;
+ case APP_CMD_DESTROY:
+ {
+ // TODO: Finish activity?
+ //ANativeActivity_finish(androidApp->activity);
+
+ TraceLog(LOG_INFO, "APP_CMD_DESTROY");
+ } break;
+ case APP_CMD_CONFIG_CHANGED:
+ {
+ //AConfiguration_fromAssetManager(androidApp->config, androidApp->activity->assetManager);
+ //print_cur_config(androidApp);
+
+ // Check screen orientation here!
+
+ TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED");
+ } break;
+ default: break;
+ }
+}
+
+// Android: Get input events
+static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
+{
+ // If additional inputs are required check:
+ // https://developer.android.com/ndk/reference/group/input
+
+ int type = AInputEvent_getType(event);
+
+ if (type == AINPUT_EVENT_TYPE_MOTION)
+ {
+ // Get first touch position
+ touchPosition[0].x = AMotionEvent_getX(event, 0);
+ touchPosition[0].y = AMotionEvent_getY(event, 0);
+
+ // Get second touch position
+ touchPosition[1].x = AMotionEvent_getX(event, 1);
+ touchPosition[1].y = AMotionEvent_getY(event, 1);
+
+ // Useful functions for gamepad inputs:
+ //AMotionEvent_getAction()
+ //AMotionEvent_getAxisValue()
+ //AMotionEvent_getButtonState()
+
+ // Gamepad dpad button presses capturing
+ // TODO: That's weird, key input (or button)
+ // shouldn't come as a TYPE_MOTION event...
+ int32_t keycode = AKeyEvent_getKeyCode(event);
+ if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
+ {
+ currentKeyState[keycode] = 1; // Key down
+
+ keyPressedQueue[keyPressedQueueCount] = keycode;
+ keyPressedQueueCount++;
+ }
+ else currentKeyState[keycode] = 0; // Key up
+
+ }
+ else if (type == AINPUT_EVENT_TYPE_KEY)
+ {
+ int32_t keycode = AKeyEvent_getKeyCode(event);
+ //int32_t AKeyEvent_getMetaState(event);
+
+ // Save current button and its state
+ // NOTE: Android key action is 0 for down and 1 for up
+ if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
+ {
+ currentKeyState[keycode] = 1; // Key down
+
+ keyPressedQueue[keyPressedQueueCount] = keycode;
+ keyPressedQueueCount++;
+ }
+ else currentKeyState[keycode] = 0; // Key up
+
+ if (keycode == AKEYCODE_POWER)
+ {
+ // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
+ // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
+ // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
+ // NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
+ // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
+ return 0;
+ }
+ else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
+ {
+ // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
+ return 1;
+ }
+ else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
+ {
+ // Set default OS behaviour
+ return 0;
+ }
+ }
+
+ int32_t action = AMotionEvent_getAction(event);
+ unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ GestureEvent gestureEvent;
+
+ // Register touch actions
+ if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
+ else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
+ else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
+
+ // Register touch points count
+ // NOTE: Documentation says pointerCount is Always >= 1,
+ // but in practice it can be 0 or over a million
+ gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
+
+ // Only enable gestures for 1-3 touch points
+ if ((gestureEvent.pointCount > 0) && (gestureEvent.pointCount < 4))
+ {
+ // Register touch points id
+ // NOTE: Only two points registered
+ gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
+ gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
+
+ // Register touch points position
+ gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
+ gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
+
+ // Normalize gestureEvent.position[x] for screenWidth and screenHeight
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ gestureEvent.position[1].x /= (float)GetScreenWidth();
+ gestureEvent.position[1].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+ }
+#else
+ // Support only simple touch position
+ if (flags == AMOTION_EVENT_ACTION_DOWN)
+ {
+ // Get first touch position
+ touchPosition[0].x = AMotionEvent_getX(event, 0);
+ touchPosition[0].y = AMotionEvent_getY(event, 0);
+
+ touchPosition[0].x /= (float)GetScreenWidth();
+ touchPosition[0].y /= (float)GetScreenHeight();
+ }
+#endif
+
+ return 0;
+}
+#endif
+
+#if defined(PLATFORM_WEB)
+
+// Register fullscreen change events
+static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData)
+{
+ //isFullscreen: int e->isFullscreen
+ //fullscreenEnabled: int e->fullscreenEnabled
+ //fs element nodeName: (char *) e->nodeName
+ //fs element id: (char *) e->id
+ //Current element size: (int) e->elementWidth, (int) e->elementHeight
+ //Screen size:(int) e->screenWidth, (int) e->screenHeight
+
+ if (e->isFullscreen)
+ {
+ TraceLog(LOG_INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
+ }
+ else
+ {
+ TraceLog(LOG_INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
+ }
+
+ // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input
+
+ return 0;
+}
+
+// Register keyboard input events
+static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData)
+{
+ if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0))
+ {
+ emscripten_exit_pointerlock();
+ }
+
+ return 0;
+}
+
+// Register mouse input events
+static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
+{
+ // Lock mouse pointer when click on screen
+ if ((eventType == EMSCRIPTEN_EVENT_CLICK) && toggleCursorLock)
+ {
+ EmscriptenPointerlockChangeEvent plce;
+ emscripten_get_pointerlock_status(&plce);
+
+ if (!plce.isActive) emscripten_request_pointerlock(0, 1);
+ else
+ {
+ emscripten_exit_pointerlock();
+ emscripten_get_pointerlock_status(&plce);
+ //if (plce.isActive) TraceLog(LOG_WARNING, "Pointer lock exit did not work!");
+ }
+
+ toggleCursorLock = false;
+ }
+
+ return 0;
+}
+
+// Register touch input events
+static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
+{
+ /*
+ for (int i = 0; i < touchEvent->numTouches; i++)
+ {
+ long x, y, id;
+
+ if (!touchEvent->touches[i].isChanged) continue;
+
+ id = touchEvent->touches[i].identifier;
+ x = touchEvent->touches[i].canvasX;
+ y = touchEvent->touches[i].canvasY;
+ }
+
+ TraceLog(LOG_DEBUG, "%s, numTouches: %d %s%s%s%s", emscripten_event_type_to_string(eventType), event->numTouches,
+ event->ctrlKey? " CTRL" : "", event->shiftKey? " SHIFT" : "", event->altKey? " ALT" : "", event->metaKey? " META" : "");
+
+ for (int i = 0; i < event->numTouches; ++i)
+ {
+ const EmscriptenTouchPoint *t = &event->touches[i];
+
+ TraceLog(LOG_DEBUG, " %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)",
+ t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY);
+ }
+ */
+
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ GestureEvent gestureEvent;
+
+ // Register touch actions
+ if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
+ else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
+
+ // Register touch points count
+ gestureEvent.pointCount = touchEvent->numTouches;
+
+ // Register touch points id
+ gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
+ gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
+
+ // Register touch points position
+ // NOTE: Only two points registered
+ // TODO: Touch data should be scaled accordingly!
+ //gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY };
+ //gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY };
+ gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
+ gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
+
+ touchPosition[0] = gestureEvent.position[0];
+ touchPosition[1] = gestureEvent.position[1];
+
+ // Normalize gestureEvent.position[x] for screenWidth and screenHeight
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ gestureEvent.position[1].x /= (float)GetScreenWidth();
+ gestureEvent.position[1].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#else
+ // Support only simple touch position
+ if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
+ {
+ // Get first touch position
+ touchPosition[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
+
+ touchPosition[0].x /= (float)GetScreenWidth();
+ touchPosition[0].y /= (float)GetScreenHeight();
+ }
+#endif
+
+ return 1;
+}
+
+// Register connected/disconnected gamepads events
+static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
+{
+ /*
+ TraceLog(LOG_DEBUG, "%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
+ eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
+ gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
+
+ for (int i = 0; i < gamepadEvent->numAxes; ++i) TraceLog(LOG_DEBUG, "Axis %d: %g", i, gamepadEvent->axis[i]);
+ for (int i = 0; i < gamepadEvent->numButtons; ++i) TraceLog(LOG_DEBUG, "Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
+ */
+
+ if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true;
+ else gamepadReady[gamepadEvent->index] = false;
+
+ // TODO: Test gamepadEvent->index
+
+ return 0;
+}
+#endif
+
+#if defined(PLATFORM_RPI)
+
+#if defined(SUPPORT_SSH_KEYBOARD_RPI)
+// Initialize Keyboard system (using standard input)
+static void InitKeyboard(void)
+{
+ // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
+
+ // Make stdin non-blocking (not enough, need to configure to non-canonical mode)
+ int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
+ fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
+
+ // Save terminal keyboard settings and reconfigure terminal with new settings
+ struct termios keyboardNewSettings;
+ tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings
+ keyboardNewSettings = defaultKeyboardSettings;
+
+ // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
+ // NOTE: ISIG controls if ^C and ^Z generate break signals or not
+ keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
+ //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
+ keyboardNewSettings.c_cc[VMIN] = 1;
+ keyboardNewSettings.c_cc[VTIME] = 0;
+
+ // Set new keyboard settings (change occurs immediately)
+ tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
+
+ // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE
+
+ // Save old keyboard mode to restore it at the end
+ if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0)
+ {
+ // NOTE: It could mean we are using a remote keyboard through ssh!
+ TraceLog(LOG_WARNING, "Could not change keyboard mode (SSH keyboard?)");
+ }
+ else
+ {
+ // We reconfigure keyboard mode to get:
+ // - scancodes (K_RAW)
+ // - keycodes (K_MEDIUMRAW)
+ // - ASCII chars (K_XLATE)
+ // - UNICODE chars (K_UNICODE)
+ ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
+ }
+
+ // Register keyboard restore when program finishes
+ atexit(RestoreKeyboard);
+}
+
+// Process keyboard inputs
+// TODO: Most probably input reading and processing should be in a separate thread
+static void ProcessKeyboard(void)
+{
+ #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
+
+ // Keyboard input polling (fill keys[256] array with status)
+ int bufferByteCount = 0; // Bytes available on the buffer
+ char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time
+
+ // Read availables keycodes from stdin
+ bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
+
+ // Reset pressed keys array (it will be filled below)
+ for (int i = 0; i < 512; i++) currentKeyState[i] = 0;
+
+ // Check keys from event input workers (This is the new keyboard reading method)
+ for (int i = 0; i < 512; i++) currentKeyState[i] = currentKeyStateEvdev[i];
+
+ // Fill all read bytes (looking for keys)
+ for (int i = 0; i < bufferByteCount; i++)
+ {
+ TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount);
+
+ // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
+ // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
+ if (keysBuffer[i] == 0x1b)
+ {
+ // Detect ESC to stop program
+ if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE
+ else
+ {
+ if (keysBuffer[i + 1] == 0x5b) // Special function key
+ {
+ if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
+ {
+ // Process special function keys (F1 - F12)
+ switch (keysBuffer[i + 3])
+ {
+ case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1
+ case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2
+ case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3
+ case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4
+ case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5
+ case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6
+ case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7
+ case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8
+ case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9
+ case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10
+ case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11
+ case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12
+ default: break;
+ }
+
+ if (keysBuffer[i + 2] == 0x5b) i += 4;
+ else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
+ }
+ else
+ {
+ switch (keysBuffer[i + 2])
+ {
+ case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP
+ case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN
+ case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT
+ case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT
+ default: break;
+ }
+
+ i += 3; // Jump to next key
+ }
+
+ // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
+ }
+ }
+ }
+ else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
+ {
+ currentKeyState[257] = 1;
+
+ keyPressedQueue[keyPressedQueueCount] = 257; // Add keys pressed into queue
+ keyPressedQueueCount++;
+ }
+ else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
+ {
+ currentKeyState[259] = 1;
+
+ keyPressedQueue[keyPressedQueueCount] = 257; // Add keys pressed into queue
+ keyPressedQueueCount++;
+ }
+ else
+ {
+ TraceLog(LOG_DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]);
+
+ // Translate lowercase a-z letters to A-Z
+ if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
+ {
+ currentKeyState[(int)keysBuffer[i] - 32] = 1;
+ }
+ else currentKeyState[(int)keysBuffer[i]] = 1;
+
+ keyPressedQueue[keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
+ keyPressedQueueCount++;
+ }
+ }
+
+ // Check exit key (same functionality as GLFW3 KeyCallback())
+ if (currentKeyState[exitKey] == 1) windowShouldClose = true;
+
+#if defined(SUPPORT_SCREEN_CAPTURE)
+ // Check screen capture key (raylib key: KEY_F12)
+ if (currentKeyState[301] == 1)
+ {
+ TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+#endif
+}
+
+// Restore default keyboard input
+static void RestoreKeyboard(void)
+{
+ // Reset to default keyboard settings
+ tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
+
+ // Reconfigure keyboard to default mode
+ ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
+}
+#endif //SUPPORT_SSH_KEYBOARD_RPI
+
+// Initialise user input from evdev(/dev/input/event<N>) this means mouse, keyboard or gamepad devices
+static void InitEvdevInput(void)
+{
+ char path[MAX_FILEPATH_LENGTH];
+ DIR *directory;
+ struct dirent *entity;
+
+ // Reset variables
+ for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
+ {
+ touchPosition[i].x = -1;
+ touchPosition[i].y = -1;
+ }
+ // Reset keypress buffer
+ lastKeyPressedEvdev.Head = 0;
+ lastKeyPressedEvdev.Tail = 0;
+ // Reset keyboard key state
+ for (int i = 0; i < 512; i++) currentKeyStateEvdev[i] = 0;
+
+ // Open the linux directory of "/dev/input"
+ directory = opendir(DEFAULT_EVDEV_PATH);
+
+ if (directory)
+ {
+ while ((entity = readdir(directory)) != NULL)
+ {
+ if (strncmp("event", entity->d_name, strlen("event")) == 0) // Search for devices named "event*"
+ {
+ sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
+ EventThreadSpawn(path); // Identify the device and spawn a thread for it
+ }
+ }
+
+ closedir(directory);
+ }
+ else TraceLog(LOG_WARNING, "Unable to open linux event directory: %s", DEFAULT_EVDEV_PATH);
+}
+
+// Identifies a input device and spawns a thread to handle it if needed
+static void EventThreadSpawn(char *device)
+{
+ #define BITS_PER_LONG (sizeof(long)*8)
+ #define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
+ #define OFF(x) ((x)%BITS_PER_LONG)
+ #define BIT(x) (1UL<<OFF(x))
+ #define LONG(x) ((x)/BITS_PER_LONG)
+ #define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
+
+ struct input_absinfo absinfo;
+ unsigned long evBits[NBITS(EV_MAX)];
+ unsigned long absBits[NBITS(ABS_MAX)];
+ unsigned long relBits[NBITS(REL_MAX)];
+ unsigned long keyBits[NBITS(KEY_MAX)];
+ bool hasAbs = false;
+ bool hasRel = false;
+ bool hasAbsMulti = false;
+ int freeWorkerId = -1;
+ int fd = -1;
+
+ InputEventWorker *worker;
+
+ // Open the device and allocate worker
+ //-------------------------------------------------------------------------------------------------------
+ // Find a free spot in the workers array
+ for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
+ {
+ if (eventWorkers[i].threadId == 0)
+ {
+ freeWorkerId = i;
+ break;
+ }
+ }
+
+ // Select the free worker from array
+ if (freeWorkerId >= 0)
+ {
+ worker = &(eventWorkers[freeWorkerId]); // Grab a pointer to the worker
+ memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker
+ }
+ else
+ {
+ TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Out of worker slots", device);
+ return;
+ }
+
+ // Open the device
+ fd = open(device, O_RDONLY | O_NONBLOCK);
+ if (fd < 0)
+ {
+ TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Can't open device (Error: %d)", device, worker->fd);
+ return;
+ }
+ worker->fd = fd;
+
+ // Grab number on the end of the devices name "event<N>"
+ int devNum = 0;
+ char *ptrDevName = strrchr(device, 't');
+ worker->eventNum = -1;
+
+ if (ptrDevName != NULL)
+ {
+ if (sscanf(ptrDevName, "t%d", &devNum) == 1)
+ worker->eventNum = devNum;
+ }
+
+ // At this point we have a connection to the device, but we don't yet know what the device is.
+ // It could be many things, even as simple as a power button...
+ //-------------------------------------------------------------------------------------------------------
+
+ // Identify the device
+ //-------------------------------------------------------------------------------------------------------
+ ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the avalable device properties
+
+ // Check for absolute input devices
+ if (TEST_BIT(evBits, EV_ABS))
+ {
+ ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
+
+ // Check for absolute movement support (usualy touchscreens, but also joysticks)
+ if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
+ {
+ hasAbs = true;
+
+ // Get the scaling values
+ ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
+ worker->absRange.x = absinfo.minimum;
+ worker->absRange.width = absinfo.maximum - absinfo.minimum;
+ ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
+ worker->absRange.y = absinfo.minimum;
+ worker->absRange.height = absinfo.maximum - absinfo.minimum;
+ }
+
+ // Check for multiple absolute movement support (usualy multitouch touchscreens)
+ if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
+ {
+ hasAbsMulti = true;
+
+ // Get the scaling values
+ ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
+ worker->absRange.x = absinfo.minimum;
+ worker->absRange.width = absinfo.maximum - absinfo.minimum;
+ ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
+ worker->absRange.y = absinfo.minimum;
+ worker->absRange.height = absinfo.maximum - absinfo.minimum;
+ }
+ }
+
+ // Check for relative movement support (usualy mouse)
+ if (TEST_BIT(evBits, EV_REL))
+ {
+ ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
+
+ if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
+ }
+
+ // Check for button support to determine the device type(usualy on all input devices)
+ if (TEST_BIT(evBits, EV_KEY))
+ {
+ ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
+
+ if (hasAbs || hasAbsMulti)
+ {
+ if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen
+ if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet
+ if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet
+ if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet
+ if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device
+ }
+
+ if (hasRel)
+ {
+ if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse
+ if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse
+ }
+
+ if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
+ if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
+
+ if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard
+ }
+ //-------------------------------------------------------------------------------------------------------
+
+ // Decide what to do with the device
+ //-------------------------------------------------------------------------------------------------------
+ if (worker->isTouch || worker->isMouse || worker->isKeyboard)
+ {
+ // Looks like a interesting device
+ TraceLog(LOG_INFO, "Opening input device [%s] (%s%s%s%s%s)", device,
+ worker->isMouse? "mouse " : "",
+ worker->isMultitouch? "multitouch " : "",
+ worker->isTouch? "touchscreen " : "",
+ worker->isGamepad? "gamepad " : "",
+ worker->isKeyboard? "keyboard " : "");
+
+ // Create a thread for this device
+ int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
+ if (error != 0)
+ {
+ TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Can't create thread (Error: %d)", device, error);
+ worker->threadId = 0;
+ close(fd);
+ }
+
+#if defined(USE_LAST_TOUCH_DEVICE)
+ // Find touchscreen with the highest index
+ int maxTouchNumber = -1;
+
+ for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
+ {
+ if (eventWorkers[i].isTouch && (eventWorkers[i].eventNum > maxTouchNumber)) maxTouchNumber = eventWorkers[i].eventNum;
+ }
+
+ // Find toucnscreens with lower indexes
+ for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
+ {
+ if (eventWorkers[i].isTouch && (eventWorkers[i].eventNum < maxTouchNumber))
+ {
+ if (eventWorkers[i].threadId != 0)
+ {
+ TraceLog(LOG_WARNING, "Duplicate touchscreen found, killing touchscreen on event: %d", i);
+ pthread_cancel(eventWorkers[i].threadId);
+ close(eventWorkers[i].fd);
+ }
+ }
+ }
+#endif
+ }
+ else close(fd); // We are not interested in this device
+ //-------------------------------------------------------------------------------------------------------
+}
+
+// Input device events reading thread
+static void *EventThread(void *arg)
+{
+ // Scancode to keycode mapping for US keyboards
+ // TODO: Probably replace this with a keymap from the X11 to get the correct regional map for the keyboard:
+ // Currently non US keyboards will have the wrong mapping for some keys
+ static const int keymap_US[] =
+ { 0,256,49,50,51,52,53,54,55,56,57,48,45,61,259,258,81,87,69,82,84,
+ 89,85,73,79,80,91,93,257,341,65,83,68,70,71,72,74,75,76,59,39,96,
+ 340,92,90,88,67,86,66,78,77,44,46,47,344,332,342,32,280,290,291,
+ 292,293,294,295,296,297,298,299,282,281,327,328,329,333,324,325,
+ 326,334,321,322,323,320,330,0,85,86,300,301,89,90,91,92,93,94,95,
+ 335,345,331,283,346,101,268,265,266,263,262,269,264,267,260,261,
+ 112,113,114,115,116,117,118,119,120,121,122,123,124,125,347,127,
+ 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
+ 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,
+ 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,
+ 176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,
+ 192,193,194,0,0,0,0,0,200,201,202,203,204,205,206,207,208,209,210,
+ 211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,
+ 227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,
+ 243,244,245,246,247,248,0,0,0,0,0,0,0, };
+
+ struct input_event event;
+ InputEventWorker *worker = (InputEventWorker *)arg;
+
+ int touchAction = -1;
+ bool gestureUpdate = false;
+ int keycode;
+
+ while (!windowShouldClose)
+ {
+ // Try to read data from the device and only continue if successful
+ if (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
+ {
+ // Relative movement parsing
+ if (event.type == EV_REL)
+ {
+ if (event.code == REL_X)
+ {
+ mousePosition.x += event.value;
+ touchPosition[0].x = mousePosition.x;
+
+ #if defined(SUPPORT_GESTURES_SYSTEM)
+ touchAction = TOUCH_MOVE;
+ gestureUpdate = true;
+ #endif
+ }
+
+ if (event.code == REL_Y)
+ {
+ mousePosition.y += event.value;
+ touchPosition[0].y = mousePosition.y;
+
+ #if defined(SUPPORT_GESTURES_SYSTEM)
+ touchAction = TOUCH_MOVE;
+ gestureUpdate = true;
+ #endif
+ }
+
+ if (event.code == REL_WHEEL) currentMouseWheelY += event.value;
+ }
+
+ // Absolute movement parsing
+ if (event.type == EV_ABS)
+ {
+ // Basic movement
+ if (event.code == ABS_X)
+ {
+ mousePosition.x = (event.value - worker->absRange.x)*screenWidth/worker->absRange.width; // Scale acording to absRange
+
+ #if defined(SUPPORT_GESTURES_SYSTEM)
+ touchAction = TOUCH_MOVE;
+ gestureUpdate = true;
+ #endif
+ }
+
+ if (event.code == ABS_Y)
+ {
+ mousePosition.y = (event.value - worker->absRange.y)*screenHeight/worker->absRange.height; // Scale acording to absRange
+
+ #if defined(SUPPORT_GESTURES_SYSTEM)
+ touchAction = TOUCH_MOVE;
+ gestureUpdate = true;
+ #endif
+ }
+
+ // Multitouch movement
+ if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remeber the slot number for the folowing events
+
+ if (event.code == ABS_MT_POSITION_X)
+ {
+ if (worker->touchSlot < MAX_TOUCH_POINTS) touchPosition[worker->touchSlot].x = (event.value - worker->absRange.x)*screenWidth/worker->absRange.width; // Scale acording to absRange
+ }
+
+ if (event.code == ABS_MT_POSITION_Y)
+ {
+ if (worker->touchSlot < MAX_TOUCH_POINTS) touchPosition[worker->touchSlot].y = (event.value - worker->absRange.y)*screenHeight/worker->absRange.height; // Scale acording to absRange
+ }
+
+ if (event.code == ABS_MT_TRACKING_ID)
+ {
+ if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS))
+ {
+ // Touch has ended for this point
+ touchPosition[worker->touchSlot].x = -1;
+ touchPosition[worker->touchSlot].y = -1;
+ }
+ }
+ }
+
+ // Button parsing
+ if (event.type == EV_KEY)
+ {
+ // Mouse button parsing
+ if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
+ {
+ currentMouseStateEvdev[MOUSE_LEFT_BUTTON] = event.value;
+
+ #if defined(SUPPORT_GESTURES_SYSTEM)
+ if (event.value > 0) touchAction = TOUCH_DOWN;
+ else touchAction = TOUCH_UP;
+ gestureUpdate = true;
+ #endif
+ }
+
+ if (event.code == BTN_RIGHT) currentMouseStateEvdev[MOUSE_RIGHT_BUTTON] = event.value;
+
+ if (event.code == BTN_MIDDLE) currentMouseStateEvdev[MOUSE_MIDDLE_BUTTON] = event.value;
+
+ // Keyboard button parsing
+ if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
+ {
+ keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode
+
+ // Make sure we got a valid keycode
+ if ((keycode > 0) && (keycode < sizeof(currentKeyState)))
+ {
+ /* Disabled buffer !!
+ // Store the key information for raylib to later use
+ currentKeyStateEvdev[keycode] = event.value;
+ if (event.value > 0)
+ {
+ // Add the key int the fifo
+ lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Head] = keycode; // Put the data at the front of the fifo snake
+ lastKeyPressedEvdev.Head = (lastKeyPressedEvdev.Head + 1) & 0x07; // Increment the head pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
+ // TODO: This fifo is not fully threadsafe with multiple writers, so multiple keyboards hitting a key at the exact same time could miss a key (double write to head before it was incremented)
+ }
+ */
+
+ currentKeyState[keycode] = event.value;
+ if (event.value == 1)
+ {
+ keyPressedQueue[keyPressedQueueCount] = keycode; // Register last key pressed
+ keyPressedQueueCount++;
+ }
+
+ #if defined(SUPPORT_SCREEN_CAPTURE)
+ // Check screen capture key (raylib key: KEY_F12)
+ if (currentKeyState[301] == 1)
+ {
+ TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+ #endif
+
+ if (currentKeyState[exitKey] == 1) windowShouldClose = true;
+
+ TraceLog(LOG_DEBUG, "KEY%s ScanCode: %4i KeyCode: %4i",event.value == 0 ? "UP":"DOWN", event.code, keycode);
+ }
+ }
+ }
+
+ // Screen confinement
+ if (mousePosition.x < 0) mousePosition.x = 0;
+ if (mousePosition.x > screenWidth/mouseScale.x) mousePosition.x = screenWidth/mouseScale.x;
+
+ if (mousePosition.y < 0) mousePosition.y = 0;
+ if (mousePosition.y > screenHeight/mouseScale.y) mousePosition.y = screenHeight/mouseScale.y;
+
+ // Gesture update
+ if (gestureUpdate)
+ {
+ #if defined(SUPPORT_GESTURES_SYSTEM)
+ GestureEvent gestureEvent = { 0 };
+
+ gestureEvent.pointCount = 0;
+ gestureEvent.touchAction = touchAction;
+
+ if (touchPosition[0].x >= 0) gestureEvent.pointCount++;
+ if (touchPosition[1].x >= 0) gestureEvent.pointCount++;
+ if (touchPosition[2].x >= 0) gestureEvent.pointCount++;
+ if (touchPosition[3].x >= 0) gestureEvent.pointCount++;
+
+ gestureEvent.pointerId[0] = 0;
+ gestureEvent.pointerId[1] = 1;
+ gestureEvent.pointerId[2] = 2;
+ gestureEvent.pointerId[3] = 3;
+
+ gestureEvent.position[0] = touchPosition[0];
+ gestureEvent.position[1] = touchPosition[1];
+ gestureEvent.position[2] = touchPosition[2];
+ gestureEvent.position[3] = touchPosition[3];
+
+ ProcessGestureEvent(gestureEvent);
+ #endif
+ }
+ }
+ else
+ {
+ usleep(5000); // Sleep for 5ms to avoid hogging CPU time
+ }
+ }
+
+ close(worker->fd);
+
+ return NULL;
+}
+
+// Init gamepad system
+static void InitGamepad(void)
+{
+ char gamepadDev[128] = "";
+
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
+
+ if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
+ {
+ // NOTE: Only show message for first gamepad
+ if (i == 0) TraceLog(LOG_WARNING, "Gamepad device could not be opened, no gamepad available");
+ }
+ else
+ {
+ gamepadReady[i] = true;
+
+ // NOTE: Only create one thread
+ if (i == 0)
+ {
+ int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
+
+ if (error != 0) TraceLog(LOG_WARNING, "Error creating gamepad input event thread");
+ else TraceLog(LOG_INFO, "Gamepad device initialized successfully");
+ }
+ }
+ }
+}
+
+// Process Gamepad (/dev/input/js0)
+static void *GamepadThread(void *arg)
+{
+ #define JS_EVENT_BUTTON 0x01 // Button pressed/released
+ #define JS_EVENT_AXIS 0x02 // Joystick axis moved
+ #define JS_EVENT_INIT 0x80 // Initial state of device
+
+ struct js_event {
+ unsigned int time; // event timestamp in milliseconds
+ short value; // event value
+ unsigned char type; // event type
+ unsigned char number; // event axis/button number
+ };
+
+ // Read gamepad event
+ struct js_event gamepadEvent;
+
+ while (!windowShouldClose)
+ {
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
+ {
+ gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
+
+ // Process gamepad events by type
+ if (gamepadEvent.type == JS_EVENT_BUTTON)
+ {
+ TraceLog(LOG_DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+ if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
+ {
+ // 1 - button pressed, 0 - button released
+ currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
+
+ if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
+ else lastGamepadButtonPressed = -1;
+ }
+ }
+ else if (gamepadEvent.type == JS_EVENT_AXIS)
+ {
+ TraceLog(LOG_DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+
+ if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
+ {
+ // NOTE: Scaling of gamepadEvent.value to get values between -1..1
+ gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
+ }
+ }
+ }
+ else
+ {
+ usleep(1000); //Sleep for 1ms to avoid hogging CPU time
+ }
+ }
+ }
+
+ return NULL;
+}
+#endif // PLATFORM_RPI