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-rw-r--r--libs/raylib/src/core.c3544
1 files changed, 2458 insertions, 1086 deletions
diff --git a/libs/raylib/src/core.c b/libs/raylib/src/core.c
index b3010ce..f4bd6ac 100644
--- a/libs/raylib/src/core.c
+++ b/libs/raylib/src/core.c
@@ -9,6 +9,7 @@
* - PLATFORM_DESKTOP: OSX/macOS
* - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64)
* - PLATFORM_RPI: Raspberry Pi 0,1,2,3,4 (Raspbian)
+* - PLATFORM_DRM: Linux native mode, including Raspberry Pi 4 with V3D fkms driver
* - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox)
* - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One
*
@@ -55,8 +56,8 @@
* 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_MOUSE_CURSOR_NATIVE (Raspberry Pi and DRM only)
+* Draw a mouse pointer on screen
*
* #define SUPPORT_BUSY_WAIT_LOOP
* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used
@@ -73,17 +74,14 @@
* #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
*
* #define SUPPORT_DATA_STORAGE
-* Support saving binary data automatically to a generated storage.data file. This file is managed internally.
+* Support saving binary data automatically to a generated storage.data file. This file is managed internally
+*
*
* DEPENDENCIES:
* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
@@ -94,7 +92,7 @@
*
* LICENSE: zlib/libpng
*
-* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
+* Copyright (c) 2013-2021 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.
@@ -113,57 +111,61 @@
*
**********************************************************************************************/
-#include "raylib.h" // Declares module functions
+#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
+ #include "config.h" // Defines module configuration flags
#else
- #define RAYLIB_VERSION "3.0"
+ #define RAYLIB_VERSION "3.7"
#endif
-#include "utils.h" // Required for: TRACELOG macros
+#include "utils.h" // Required for: TRACELOG macros
#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 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 "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#if defined(SUPPORT_GESTURES_SYSTEM)
#define GESTURES_IMPLEMENTATION
- #include "gestures.h" // Gestures detection functionality
+ #include "gestures.h" // Gestures detection functionality
#endif
#if defined(SUPPORT_CAMERA_SYSTEM)
#define CAMERA_IMPLEMENTATION
- #include "camera.h" // Camera system functionality
+ #include "camera.h" // Camera system functionality
#endif
#if defined(SUPPORT_GIF_RECORDING)
- #define RGIF_MALLOC RL_MALLOC
- #define RGIF_FREE RL_FREE
+ //#define MSF_GIF_MALLOC RL_MALLOC
+ //#define MSF_GIF_FREE RL_FREE
- #define RGIF_IMPLEMENTATION
- #include "external/rgif.h" // Support GIF recording
+ #define MSF_GIF_IMPL
+ #include "external/msf_gif.h" // Support GIF recording
#endif
-#if defined(__APPLE__)
- #define SUPPORT_HIGH_DPI // Force HighDPI support on macOS
+#if defined(SUPPORT_COMPRESSION_API)
+ #define SINFL_IMPLEMENTATION
+ #include "external/sinfl.h"
+
+ #define SDEFL_IMPLEMENTATION
+ #include "external/sdefl.h"
#endif
-#include <stdlib.h> // Required for: srand(), rand(), atexit()
-#include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
-#include <string.h> // Required for: strrchr(), strcmp(), strlen()
-#include <time.h> // Required for: time() [Used in InitTimer()]
-#include <math.h> // Required for: tan() [Used in BeginMode3D()]
+#include <stdlib.h> // Required for: srand(), rand(), atexit()
+#include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
+#include <string.h> // Required for: strrchr(), strcmp(), strlen()
+#include <time.h> // Required for: time() [Used in InitTimer()]
+#include <math.h> // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in LoadVrStereoConfig()]
-#include <sys/stat.h> // Required for: stat() [Used in GetFileModTime()]
+#include <sys/stat.h> // Required for: stat() [Used in GetFileModTime()]
#if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
#define DIRENT_MALLOC RL_MALLOC
@@ -188,39 +190,34 @@
#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
+ #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!
+ #include "GLFW/glfw3native.h" // WARNING: It requires customization to avoid windows.h inclusion!
- #if !defined(SUPPORT_BUSY_WAIT_LOOP)
+ #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !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
+ #endif
+ #if defined(__linux__) || defined(__FreeBSD__)
+ #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
- #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_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()
+ #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window()
#endif
-#endif
+ #if defined(__APPLE__)
+ #include <unistd.h> // Required for: usleep()
-#if defined(__linux__)
- #define MAX_FILEPATH_LENGTH 4096 // Use Linux PATH_MAX value
-#else
- #define MAX_FILEPATH_LENGTH 512 // Use common value
+ //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
+ #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
+ #endif
#endif
#if defined(PLATFORM_ANDROID)
@@ -228,39 +225,48 @@
#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
+ #include <EGL/egl.h> // EGL library - Native platform display device control functions
+ #include <GLES2/gl2.h> // 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 (inputs reading)
- #include <dirent.h> // POSIX directory browsing
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ #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 (inputs reading)
+ #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 <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
+#if defined(PLATFORM_RPI)
+ #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
+#endif
- #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
+#if defined(PLATFORM_DRM)
+ #include <gbm.h> // Generic Buffer Management
+ #include <xf86drm.h> // Direct Rendering Manager user-level library interface
+ #include <xf86drmMode.h> // Direct Rendering Manager modesetting interface
+#endif
- #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
+ #include "EGL/egl.h" // EGL library - Native platform display device control functions
+ #include "EGL/eglext.h" // EGL library - Extensions
+ #include "GLES2/gl2.h" // 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
+ #include "EGL/egl.h" // EGL library - Native platform display device control functions
+ #include "EGL/eglext.h" // EGL library - Extensions
+ #include "GLES2/gl2.h" // OpenGL ES 2.0 library
+ #include "uwp_events.h" // UWP bootstrapping functions
#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
+ #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
@@ -275,36 +281,60 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-#if defined(PLATFORM_RPI)
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
#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
+ #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
#endif
-#define MAX_GAMEPADS 4 // Max number of gamepads supported
-#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
-#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
+#ifndef MAX_FILEPATH_LENGTH
+ #if defined(__linux__)
+ #define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
+ #else
+ #define MAX_FILEPATH_LENGTH 512 // Maximum length supported for filepaths
+ #endif
+#endif
-#define MAX_CHARS_QUEUE 16 // Max number of characters in the input queue
+#ifndef MAX_GAMEPADS
+ #define MAX_GAMEPADS 4 // Max number of gamepads supported
+#endif
+#ifndef MAX_GAMEPAD_AXIS
+ #define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
+#endif
+#ifndef MAX_GAMEPAD_BUTTONS
+ #define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
+#endif
+#ifndef MAX_TOUCH_POINTS
+ #define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
+#endif
+#ifndef MAX_KEY_PRESSED_QUEUE
+ #define MAX_KEY_PRESSED_QUEUE 16 // Max number of keys in the key input queue
+#endif
+#ifndef MAX_CHAR_PRESSED_QUEUE
+ #define MAX_CHAR_PRESSED_QUEUE 16 // Max number of characters in the char input queue
+#endif
#if defined(SUPPORT_DATA_STORAGE)
- #define STORAGE_DATA_FILE "storage.data"
+ #ifndef STORAGE_DATA_FILE
+ #define STORAGE_DATA_FILE "storage.data" // Automatic storage filename
+ #endif
#endif
+#ifndef MAX_DECOMPRESSION_SIZE
+ #define MAX_DECOMPRESSION_SIZE 64 // Max size allocated for decompression in MB
+#endif
+
+// Flags operation macros
+#define FLAG_SET(n, f) ((n) |= (f))
+#define FLAG_CLEAR(n, f) ((n) &= ~(f))
+#define FLAG_TOGGLE(n, f) ((n) ^= (f))
+#define FLAG_CHECK(n, f) ((n) & (f))
+
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
-#if defined(PLATFORM_RPI)
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
typedef struct {
pthread_t threadId; // Event reading thread id
int fd; // File descriptor to the device it is assigned to
@@ -317,21 +347,11 @@ typedef struct {
bool isKeyboard; // True if device has letter keycodes
bool isGamepad; // True if device has gamepad buttons
} InputEventWorker;
-
-typedef struct {
- int contents[8]; // Key events FIFO contents (8 positions)
- char head; // Key events FIFO head position
- char tail; // Key events FIFO tail position
-} KeyEventFifo;
#endif
typedef struct { int x; int y; } Point;
typedef struct { unsigned int width; unsigned int height; } Size;
-#if defined(PLATFORM_UWP)
-extern EGLNativeWindowType handle; // Native window handler for UWP (external, defined in UWP App)
-#endif
-
// Core global state context data
typedef struct CoreData {
struct {
@@ -339,23 +359,30 @@ typedef struct CoreData {
GLFWwindow *handle; // Native window handle (graphic device)
#endif
#if defined(PLATFORM_RPI)
- // NOTE: RPI4 does not support Dispmanx anymore, system should be redesigned
EGL_DISPMANX_WINDOW_T handle; // Native window handle (graphic device)
#endif
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
+#if defined(PLATFORM_DRM)
+ int fd; // /dev/dri/... file descriptor
+ drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector
+ int modeIndex; // index of the used mode of connector->modes
+ drmModeCrtc *crtc; // crt controller
+ struct gbm_device *gbmDevice; // device of Generic Buffer Management (GBM, native platform for EGL on DRM)
+ struct gbm_surface *gbmSurface; // surface of GBM
+ struct gbm_bo *prevBO; // previous used GBM buffer object (during frame swapping)
+ uint32_t prevFB; // previous used GBM framebufer (during frame swapping)
+#endif
EGLDisplay device; // Native display device (physical screen connection)
EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
EGLContext context; // Graphic context, mode in which drawing can be done
EGLConfig config; // Graphic config
#endif
- unsigned int flags; // Configuration flags (bit based)
const char *title; // Window text title const pointer
- bool ready; // Flag to check if window has been initialized successfully
- bool minimized; // Flag to check if window has been minimized
- bool resized; // Flag to check if window has been resized
- bool fullscreen; // Flag to check if fullscreen mode required
- bool alwaysRun; // Flag to keep window update/draw running on minimized
- bool shouldClose; // Flag to set window for closing
+ unsigned int flags; // Configuration flags (bit based), keeps window state
+ bool ready; // Check if window has been initialized successfully
+ bool fullscreen; // Check if fullscreen mode is enabled
+ bool shouldClose; // Check if window set for closing
+ bool resizedLastFrame; // Check if window has been resized last frame
Point position; // Window position on screen (required on fullscreen toggle)
Size display; // Display width and height (monitor, device-screen, LCD, ...)
@@ -378,8 +405,13 @@ typedef struct CoreData {
bool contextRebindRequired; // Used to know context rebind required
} Android;
#endif
+#if defined(PLATFORM_UWP)
struct {
-#if defined(PLATFORM_RPI)
+ const char *internalDataPath; // UWP App data path
+ } UWP;
+#endif
+ struct {
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
InputEventWorker eventWorker[10]; // List of worker threads for every monitored "/dev/input/event<N>"
#endif
struct {
@@ -387,12 +419,16 @@ typedef struct CoreData {
char currentKeyState[512]; // Registers current frame key state
char previousKeyState[512]; // Registers previous frame key state
- int keyPressedQueue[MAX_CHARS_QUEUE]; // Input characters queue
- int keyPressedQueueCount; // Input characters queue count
-#if defined(PLATFORM_RPI)
+ int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue
+ int keyPressedQueueCount; // Input keys queue count
+
+ int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue
+ int charPressedQueueCount; // Input characters queue count
+
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
int defaultMode; // Default keyboard mode
struct termios defaultSettings; // Default keyboard settings
- KeyEventFifo lastKeyPressed; // Buffer for holding keydown events as they arrive (Needed due to multitreading of event workers)
+ int fd; // File descriptor for the evdev keyboard
#endif
} Keyboard;
struct {
@@ -400,16 +436,15 @@ typedef struct CoreData {
Vector2 offset; // Mouse offset
Vector2 scale; // Mouse scaling
+ int cursor; // Tracks current mouse cursor
bool cursorHidden; // Track if cursor is hidden
bool cursorOnScreen; // Tracks if cursor is inside client area
-#if defined(PLATFORM_WEB)
- bool cursorLockRequired; // Ask for cursor pointer lock on next click
-#endif
+
char currentButtonState[3]; // Registers current mouse button state
char previousButtonState[3]; // Registers previous mouse button state
- int currentWheelMove; // Registers current mouse wheel variation
- int previousWheelMove; // Registers previous mouse wheel variation
-#if defined(PLATFORM_RPI)
+ float currentWheelMove; // Registers current mouse wheel variation
+ float previousWheelMove; // Registers previous mouse wheel variation
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
char currentButtonStateEvdev[3]; // 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)
#endif
} Mouse;
@@ -421,13 +456,11 @@ typedef struct CoreData {
struct {
int lastButtonPressed; // Register last gamepad button pressed
int axisCount; // Register number of available gamepad axis
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
char currentState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
char previousState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
-#endif
-#if defined(PLATFORM_RPI)
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
pthread_t threadId; // Gamepad reading thread id
int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor
char name[64]; // Gamepad name holder
@@ -441,7 +474,7 @@ typedef struct CoreData {
double draw; // Time measure for frame draw
double frame; // Time measure for one frame
double target; // Desired time for one frame, if 0 not applied
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
unsigned long long base; // Base time measure for hi-res timer
#endif
} Time;
@@ -462,6 +495,7 @@ static int screenshotCounter = 0; // Screenshots counter
#if defined(SUPPORT_GIF_RECORDING)
static int gifFramesCounter = 0; // GIF frames counter
static bool gifRecording = false; // GIF recording state
+static MsfGifState gifState = { 0 }; // MSGIF context state
#endif
//-----------------------------------------------------------------------------------
@@ -479,26 +513,30 @@ extern void UnloadFontDefault(void); // [Module: text] Unloads default fo
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 SwapBuffers(void); // Copy back buffer to front buffer
static void InitTimer(void); // Initialize timer
static void Wait(float ms); // Wait for some milliseconds (stop program execution)
-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
+// Window callbacks events
+static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
+#if !defined(PLATFORM_WEB)
+static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized
+#endif
+static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
+// Input callbacks events
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
+static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
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 MouseScrollCallback(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)
@@ -507,14 +545,11 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
#endif
#if defined(PLATFORM_WEB)
-static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, 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(PLATFORM_RPI) || defined(PLATFORM_DRM)
#if defined(SUPPORT_SSH_KEYBOARD_RPI)
static void InitKeyboard(void); // Init raw keyboard system (standard input reading)
static void ProcessKeyboard(void); // Process keyboard events
@@ -525,15 +560,23 @@ 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 ConfigureEvdevDevice(char *device); // Identifies a input device and configures it for use if appropriate
+static void PollKeyboardEvents(void); // Process evdev keyboard events.
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(PLATFORM_DRM)
+static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode); // Search matching DRM mode in connector's mode list
+static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search exactly matching DRM connector mode in connector's list
+static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search the nearest matching DRM connector mode in connector's list
+#endif
+
+#endif // PLATFORM_RPI || PLATFORM_DRM
#if defined(_WIN32)
- // NOTE: We include Sleep() function signature here to avoid windows.h inclusion
+ // NOTE: We include Sleep() function signature here to avoid windows.h inclusion (kernel32 lib)
void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
#endif
@@ -561,7 +604,7 @@ struct android_app *GetAndroidApp(void)
return CORE.Android.app;
}
#endif
-#if defined(PLATFORM_RPI) && !defined(SUPPORT_SSH_KEYBOARD_RPI)
+#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && !defined(SUPPORT_SSH_KEYBOARD_RPI)
// Init terminal (block echo and signal short cuts)
static void InitTerminal(void)
{
@@ -608,15 +651,29 @@ static void RestoreTerminal(void)
// 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)
{
+#if defined(PLATFORM_UWP)
+ if (!UWPIsConfigured())
+ {
+ TRACELOG(LOG_ERROR, "UWP Functions have not been set yet, please set these before initializing raylib!");
+ return;
+ }
+#endif
+
TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
- CORE.Window.title = title;
+ if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
// Initialize required global values different than 0
CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
+ CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
CORE.Input.Gamepad.lastButtonPressed = -1;
+#if defined(PLATFORM_UWP)
+ // The axis count is 6 (2 thumbsticks and left and right trigger)
+ CORE.Input.Gamepad.axisCount = 6;
+#endif
+
#if defined(PLATFORM_ANDROID)
CORE.Window.screen.width = width;
CORE.Window.screen.height = height;
@@ -675,10 +732,12 @@ void InitWindow(int width, int height, const char *title)
//if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true;
}
}
-#else
+#endif
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) || defined(PLATFORM_DRM)
// Init graphics device (display device and OpenGL context)
// NOTE: returns true if window and graphic device has been initialized successfully
CORE.Window.ready = InitGraphicsDevice(width, height);
+
if (!CORE.Window.ready) return;
// Init hi-res timer
@@ -691,13 +750,19 @@ void InitWindow(int width, int height, const char *title)
Rectangle rec = GetFontDefault().recs[95];
// NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
+#else
+ // Set default internal texture (1px white) and rectangle to be used for shapes drawing
+ SetShapesTexture(rlGetTextureDefault(), (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f });
#endif
-#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI)
- // Set default font texture filter for HighDPI (blurry)
- SetTextureFilter(GetFontDefault().texture, FILTER_BILINEAR);
+#if defined(PLATFORM_DESKTOP)
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // Set default font texture filter for HighDPI (blurry)
+ SetTextureFilter(GetFontDefault().texture, TEXTURE_FILTER_BILINEAR);
+ }
#endif
-#if defined(PLATFORM_RPI)
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
// Init raw input system
InitEvdevInput(); // Evdev inputs initialization
InitGamepad(); // Gamepad init
@@ -710,13 +775,12 @@ void InitWindow(int width, int height, const char *title)
#if defined(PLATFORM_WEB)
// Detect fullscreen change events
- emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
+ //emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback);
+ //emscripten_set_resize_callback("#canvas", NULL, 1, EmscriptenResizeCallback);
// Support keyboard events
- emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
-
- // Support mouse events
- emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
+ //emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
+ //emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
// Support touch events
emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
@@ -740,7 +804,8 @@ void CloseWindow(void)
#if defined(SUPPORT_GIF_RECORDING)
if (gifRecording)
{
- GifEnd();
+ MsfGifResult result = msf_gif_end(&gifState);
+ msf_gif_free(result);
gifRecording = false;
}
#endif
@@ -756,16 +821,63 @@ void CloseWindow(void)
glfwTerminate();
#endif
-#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
timeEndPeriod(1); // Restore time period
#endif
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
+#if defined(PLATFORM_DRM)
+ if (CORE.Window.prevFB)
+ {
+ drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
+ CORE.Window.prevFB = 0;
+ }
+
+ if (CORE.Window.prevBO)
+ {
+ gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
+ CORE.Window.prevBO = NULL;
+ }
+
+ if (CORE.Window.gbmSurface)
+ {
+ gbm_surface_destroy(CORE.Window.gbmSurface);
+ CORE.Window.gbmSurface = NULL;
+ }
+
+ if (CORE.Window.gbmDevice)
+ {
+ gbm_device_destroy(CORE.Window.gbmDevice);
+ CORE.Window.gbmDevice = NULL;
+ }
+
+ if (CORE.Window.crtc)
+ {
+ if (CORE.Window.connector)
+ {
+ drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, CORE.Window.crtc->buffer_id,
+ CORE.Window.crtc->x, CORE.Window.crtc->y, &CORE.Window.connector->connector_id, 1, &CORE.Window.crtc->mode);
+ drmModeFreeConnector(CORE.Window.connector);
+ CORE.Window.connector = NULL;
+ }
+
+ drmModeFreeCrtc(CORE.Window.crtc);
+ CORE.Window.crtc = NULL;
+ }
+
+ if (CORE.Window.fd != -1)
+ {
+ close(CORE.Window.fd);
+ CORE.Window.fd = -1;
+ }
+#endif
+
// Close surface, context and display
if (CORE.Window.device != EGL_NO_DISPLAY)
{
+#if !defined(PLATFORM_DRM)
eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
-
+#endif
if (CORE.Window.surface != EGL_NO_SURFACE)
{
eglDestroySurface(CORE.Window.device, CORE.Window.surface);
@@ -783,13 +895,20 @@ void CloseWindow(void)
}
#endif
-#if defined(PLATFORM_RPI)
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
// 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 CORE.Window.shouldClose variable
CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called
+ // Close the evdev keyboard
+ if (CORE.Input.Keyboard.fd != -1)
+ {
+ close(CORE.Input.Keyboard.fd);
+ CORE.Input.Keyboard.fd = -1;
+ }
+
for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
{
if (CORE.Input.eventWorker[i].threadId)
@@ -798,18 +917,13 @@ void CloseWindow(void)
}
}
+
if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL);
#endif
TRACELOG(LOG_INFO, "Window closed successfully");
}
-// Check if window has been initialized successfully
-bool IsWindowReady(void)
-{
- return CORE.Window.ready;
-}
-
// Check if KEY_ESCAPE pressed or Close icon pressed
bool WindowShouldClose(void)
{
@@ -827,100 +941,446 @@ bool WindowShouldClose(void)
if (CORE.Window.ready)
{
// While window minimized, stop loop execution
- while (!CORE.Window.alwaysRun && CORE.Window.minimized) glfwWaitEvents();
+ while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents();
CORE.Window.shouldClose = glfwWindowShouldClose(CORE.Window.handle);
+ // Reset close status for next frame
+ glfwSetWindowShouldClose(CORE.Window.handle, GLFW_FALSE);
+
return CORE.Window.shouldClose;
}
else return true;
#endif
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
if (CORE.Window.ready) return CORE.Window.shouldClose;
else return true;
#endif
}
-// Check if window has been minimized (or lost focus)
+// Check if window has been initialized successfully
+bool IsWindowReady(void)
+{
+ return CORE.Window.ready;
+}
+
+// Check if window is currently fullscreen
+bool IsWindowFullscreen(void)
+{
+ return CORE.Window.fullscreen;
+}
+
+// Check if window is currently hidden
+bool IsWindowHidden(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0);
+#endif
+ return false;
+}
+
+// Check if window has been minimized
bool IsWindowMinimized(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
- return CORE.Window.minimized;
+ return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0);
#else
return false;
#endif
}
-// Check if window has been resized
-bool IsWindowResized(void)
+// Check if window has been maximized (only PLATFORM_DESKTOP)
+bool IsWindowMaximized(void)
{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
- return CORE.Window.resized;
+#if defined(PLATFORM_DESKTOP)
+ return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0);
#else
return false;
#endif
}
-// Check if window is currently hidden
-bool IsWindowHidden(void)
+// Check if window has the focus
+bool IsWindowFocused(void)
{
-#if defined(PLATFORM_DESKTOP)
- return (glfwGetWindowAttrib(CORE.Window.handle, GLFW_VISIBLE) == GL_FALSE);
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+ return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0); // TODO!
+#else
+ return true;
#endif
+}
+
+// Check if window has been resizedLastFrame
+bool IsWindowResized(void)
+{
+#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
+ return CORE.Window.resizedLastFrame;
+#else
return false;
+#endif
}
-// Check if window is currently fullscreen
-bool IsWindowFullscreen(void)
+// Check if one specific window flag is enabled
+bool IsWindowState(unsigned int flag)
{
- return CORE.Window.fullscreen;
+ return ((CORE.Window.flags & flag) > 0);
}
// Toggle fullscreen mode (only PLATFORM_DESKTOP)
void ToggleFullscreen(void)
{
- CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
-
#if defined(PLATFORM_DESKTOP)
// NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
- if (CORE.Window.fullscreen)
+ if (!CORE.Window.fullscreen)
{
// Store previous window position (in case we exit fullscreen)
glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y);
- GLFWmonitor *monitor = glfwGetPrimaryMonitor();
+ int monitorCount = 0;
+ GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
+
+ int monitorIndex = GetCurrentMonitor();
+
+ // Use current monitor, so we correctly get the display the window is on
+ GLFWmonitor* monitor = monitorIndex < monitorCount ? monitors[monitorIndex] : NULL;
+
if (!monitor)
{
TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor");
- glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+
+ CORE.Window.fullscreen = false; // Toggle fullscreen flag
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
return;
}
- const GLFWvidmode *mode = glfwGetVideoMode(monitor);
- glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, mode->refreshRate);
+ CORE.Window.fullscreen = true; // Toggle fullscreen flag
+ CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
+
+ glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+ }
+ else
+ {
+ CORE.Window.fullscreen = false; // Toggle fullscreen flag
+ CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE;
- // 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 (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
+ glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
}
- else glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
+
+ // 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 (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1);
#endif
#if defined(PLATFORM_WEB)
- if (CORE.Window.fullscreen) EM_ASM(Module.requestFullscreen(false, false););
- else EM_ASM(document.exitFullscreen(););
+ EM_ASM
+ (
+ // This strategy works well while using raylib minimal web shell for emscripten,
+ // it re-scales the canvas to fullscreen using monitor resolution, for tools this
+ // is a good strategy but maybe games prefer to keep current canvas resolution and
+ // display it in fullscreen, adjusting monitor resolution if possible
+ if (document.fullscreenElement) document.exitFullscreen();
+ else Module.requestFullscreen(false, true);
+ );
+
+/*
+ if (!CORE.Window.fullscreen)
+ {
+ // Option 1: Request fullscreen for the canvas element
+ // This option does not seem to work at all
+ //emscripten_request_fullscreen("#canvas", false);
+
+ // Option 2: Request fullscreen for the canvas element with strategy
+ // This option does not seem to work at all
+ // Ref: https://github.com/emscripten-core/emscripten/issues/5124
+ // EmscriptenFullscreenStrategy strategy = {
+ // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+ // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+ // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+ // .canvasResizedCallback = EmscriptenWindowResizedCallback,
+ // .canvasResizedCallbackUserData = NULL
+ // };
+ //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy);
+
+ // Option 3: Request fullscreen for the canvas element with strategy
+ // It works as expected but only inside the browser (client area)
+ EmscriptenFullscreenStrategy strategy = {
+ .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT,
+ .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF,
+ .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT,
+ .canvasResizedCallback = EmscriptenWindowResizedCallback,
+ .canvasResizedCallbackUserData = NULL
+ };
+ emscripten_enter_soft_fullscreen("#canvas", &strategy);
+
+ int width, height;
+ emscripten_get_canvas_element_size("#canvas", &width, &height);
+ TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height);
+ }
+ else
+ {
+ //emscripten_exit_fullscreen();
+ emscripten_exit_soft_fullscreen();
+
+ int width, height;
+ emscripten_get_canvas_element_size("#canvas", &width, &height);
+ TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height);
+ }
+*/
+
+ CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag
+ CORE.Window.flags ^= FLAG_FULLSCREEN_MODE;
#endif
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode");
#endif
}
+// Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
+void MaximizeWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+ {
+ glfwMaximizeWindow(CORE.Window.handle);
+ CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED;
+ }
+#endif
+}
+
+// Set window state: minimized (only PLATFORM_DESKTOP)
+void MinimizeWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ // NOTE: Following function launches callback that sets appropiate flag!
+ glfwIconifyWindow(CORE.Window.handle);
+#endif
+}
+
+// Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
+void RestoreWindow(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE)
+ {
+ // Restores the specified window if it was previously iconified (minimized) or maximized
+ glfwRestoreWindow(CORE.Window.handle);
+ CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+ CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+ }
+#endif
+}
+
+// Set window configuration state using flags
+void SetWindowState(unsigned int flags)
+{
+#if defined(PLATFORM_DESKTOP)
+ // Check previous state and requested state to apply required changes
+ // NOTE: In most cases the functions already change the flags internally
+
+ // State change: FLAG_VSYNC_HINT
+ if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0))
+ {
+ glfwSwapInterval(1);
+ CORE.Window.flags |= FLAG_VSYNC_HINT;
+ }
+
+ // State change: FLAG_FULLSCREEN_MODE
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE))
+ {
+ ToggleFullscreen(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_RESIZABLE
+ if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_RESIZABLE;
+ }
+
+ // State change: FLAG_WINDOW_UNDECORATED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNDECORATED;
+ }
+
+ // State change: FLAG_WINDOW_HIDDEN
+ if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+ {
+ glfwHideWindow(CORE.Window.handle);
+ CORE.Window.flags |= FLAG_WINDOW_HIDDEN;
+ }
+
+ // State change: FLAG_WINDOW_MINIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
+ {
+ //GLFW_ICONIFIED
+ MinimizeWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_MAXIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
+ {
+ //GLFW_MAXIMIZED
+ MaximizeWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_UNFOCUSED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE);
+ CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED;
+ }
+
+ // State change: FLAG_WINDOW_TOPMOST
+ if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE);
+ CORE.Window.flags |= FLAG_WINDOW_TOPMOST;
+ }
+
+ // State change: FLAG_WINDOW_ALWAYS_RUN
+ if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
+ {
+ CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN;
+ }
+
+ // The following states can not be changed after window creation
+
+ // State change: FLAG_WINDOW_TRANSPARENT
+ if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_HIGHDPI
+ if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
+ }
+
+ // State change: FLAG_MSAA_4X_HINT
+ if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
+ }
+
+ // State change: FLAG_INTERLACED_HINT
+ if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
+ }
+#endif
+}
+
+// Clear window configuration state flags
+void ClearWindowState(unsigned int flags)
+{
+#if defined(PLATFORM_DESKTOP)
+ // Check previous state and requested state to apply required changes
+ // NOTE: In most cases the functions already change the flags internally
+
+ // State change: FLAG_VSYNC_HINT
+ if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0))
+ {
+ glfwSwapInterval(0);
+ CORE.Window.flags &= ~FLAG_VSYNC_HINT;
+ }
+
+ // State change: FLAG_FULLSCREEN_MODE
+ if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0))
+ {
+ ToggleFullscreen(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_RESIZABLE
+ if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE;
+ }
+
+ // State change: FLAG_WINDOW_UNDECORATED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED;
+ }
+
+ // State change: FLAG_WINDOW_HIDDEN
+ if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0))
+ {
+ glfwShowWindow(CORE.Window.handle);
+ CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN;
+ }
+
+ // State change: FLAG_WINDOW_MINIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0))
+ {
+ RestoreWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_MAXIMIZED
+ if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0))
+ {
+ RestoreWindow(); // NOTE: Window state flag updated inside function
+ }
+
+ // State change: FLAG_WINDOW_UNFOCUSED
+ if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
+ CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED;
+ }
+
+ // State change: FLAG_WINDOW_TOPMOST
+ if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0))
+ {
+ glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE);
+ CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST;
+ }
+
+ // State change: FLAG_WINDOW_ALWAYS_RUN
+ if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0))
+ {
+ CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN;
+ }
+
+ // The following states can not be changed after window creation
+
+ // State change: FLAG_WINDOW_TRANSPARENT
+ if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization");
+ }
+
+ // State change: FLAG_WINDOW_HIGHDPI
+ if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization");
+ }
+
+ // State change: FLAG_MSAA_4X_HINT
+ if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization");
+ }
+
+ // State change: FLAG_INTERLACED_HINT
+ if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0))
+ {
+ TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization");
+ }
+#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)
+ if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
{
GLFWimage icon[1] = { 0 };
@@ -988,7 +1448,7 @@ void SetWindowSize(int width, int height)
glfwSetWindowSize(CORE.Window.handle, width, height);
#endif
#if defined(PLATFORM_WEB)
- emscripten_set_canvas_size(width, height); // DEPRECATED!
+ //emscripten_set_canvas_size(width, height); // DEPRECATED!
// TODO: Below functions should be used to replace previous one but
// they do not seem to work properly
@@ -997,32 +1457,16 @@ void SetWindowSize(int width, int height)
#endif
}
-// Show the window
-void UnhideWindow(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwShowWindow(CORE.Window.handle);
-#endif
-}
-
-// Hide the window
-void HideWindow(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwHideWindow(CORE.Window.handle);
-#endif
-}
-
// Get current screen width
int GetScreenWidth(void)
{
- return CORE.Window.screen.width;
+ return CORE.Window.currentFbo.width;
}
// Get current screen height
int GetScreenHeight(void)
{
- return CORE.Window.screen.height;
+ return CORE.Window.currentFbo.height;
}
// Get native window handle
@@ -1031,18 +1475,20 @@ void *GetWindowHandle(void)
#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
// NOTE: Returned handle is: void *HWND (windows.h)
return glfwGetWin32Window(CORE.Window.handle);
-#elif defined(__linux__)
+#endif
+#if 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__)
+#endif
+#if defined(__APPLE__)
// NOTE: Returned handle is: (objc_object *)
return NULL; // TODO: return (void *)glfwGetCocoaWindow(window);
-#else
- return NULL;
#endif
+
+ return NULL;
}
// Get number of monitors
@@ -1057,7 +1503,74 @@ int GetMonitorCount(void)
#endif
}
-// Get primary monitor width
+// Get number of monitors
+int GetCurrentMonitor(void)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
+ GLFWmonitor* monitor = NULL;
+
+ if (monitorCount == 1) // easy out
+ return 0;
+
+ if (IsWindowFullscreen())
+ {
+ monitor = glfwGetWindowMonitor(CORE.Window.handle);
+ for (int i = 0; i < monitorCount; i++)
+ {
+ if (monitors[i] == monitor)
+ return i;
+ }
+ return 0;
+ }
+ else
+ {
+ int x = 0;
+ int y = 0;
+
+ glfwGetWindowPos(CORE.Window.handle, &x, &y);
+
+ for (int i = 0; i < monitorCount; i++)
+ {
+ int mx = 0;
+ int my = 0;
+
+ int width = 0;
+ int height = 0;
+
+ monitor = monitors[i];
+ glfwGetMonitorWorkarea(monitor, &mx, &my, &width, &height);
+ if (x >= mx && x <= (mx + width) && y >= my && y <= (my + height))
+ return i;
+ }
+ }
+ return 0;
+#else
+ return 0;
+#endif
+}
+
+// Get selected monitor width
+Vector2 GetMonitorPosition(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ int x, y;
+ glfwGetMonitorPos(monitors[monitor], &x, &y);
+
+ return (Vector2){ (float)x, (float)y };
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+ return (Vector2){ 0, 0 };
+}
+
+// Get selected monitor width (max available by monitor)
int GetMonitorWidth(int monitor)
{
#if defined(PLATFORM_DESKTOP)
@@ -1066,15 +1579,19 @@ int GetMonitorWidth(int monitor)
if ((monitor >= 0) && (monitor < monitorCount))
{
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
- return mode->width;
+ int count = 0;
+ const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
+
+ // We return the maximum resolution available, the last one in the modes array
+ if (count > 0) return modes[count - 1].width;
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
return 0;
}
-// Get primary monitor width
+// Get selected monitor width (max available by monitor)
int GetMonitorHeight(int monitor)
{
#if defined(PLATFORM_DESKTOP)
@@ -1083,15 +1600,19 @@ int GetMonitorHeight(int monitor)
if ((monitor >= 0) && (monitor < monitorCount))
{
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
- return mode->height;
+ int count = 0;
+ const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count);
+
+ // We return the maximum resolution available, the last one in the modes array
+ if (count > 0) return modes[count - 1].height;
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor");
}
else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
#endif
return 0;
}
-// Get primary montior physical width in millimetres
+// Get selected monitor physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
#if defined(PLATFORM_DESKTOP)
@@ -1127,6 +1648,28 @@ int GetMonitorPhysicalHeight(int monitor)
return 0;
}
+int GetMonitorRefreshRate(int monitor)
+{
+#if defined(PLATFORM_DESKTOP)
+ int monitorCount;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ if ((monitor >= 0) && (monitor < monitorCount))
+ {
+ const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]);
+ return vidmode->refreshRate;
+ }
+ else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
+#endif
+#if defined(PLATFORM_DRM)
+ if ((CORE.Window.connector) && (CORE.Window.modeIndex >= 0))
+ {
+ return CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh;
+ }
+#endif
+ return 0;
+}
+
// Get window position XY on monitor
Vector2 GetWindowPosition(void)
{
@@ -1138,6 +1681,40 @@ Vector2 GetWindowPosition(void)
return (Vector2){ (float)x, (float)y };
}
+// Get window scale DPI factor
+Vector2 GetWindowScaleDPI(void)
+{
+ Vector2 scale = { 1.0f, 1.0f };
+
+#if defined(PLATFORM_DESKTOP)
+ float xdpi = 1.0;
+ float ydpi = 1.0;
+ Vector2 windowPos = GetWindowPosition();
+
+ int monitorCount = 0;
+ GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
+
+ // Check window monitor
+ for (int i = 0; i < monitorCount; i++)
+ {
+ glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi);
+
+ int xpos, ypos, width, height;
+ glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height);
+
+ if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) &&
+ (windowPos.y >= ypos) && (windowPos.y < ypos + height))
+ {
+ scale.x = xdpi;
+ scale.y = ydpi;
+ break;
+ }
+ }
+#endif
+
+ return scale;
+}
+
// Get the human-readable, UTF-8 encoded name of the primary monitor
const char *GetMonitorName(int monitor)
{
@@ -1180,9 +1757,7 @@ void ShowCursor(void)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#if defined(PLATFORM_UWP)
- UWPMessage *msg = CreateUWPMessage();
- msg->type = UWP_MSG_SHOW_MOUSE;
- SendMessageToUWP(msg);
+ UWPGetMouseShowFunc()();
#endif
CORE.Input.Mouse.cursorHidden = false;
}
@@ -1194,9 +1769,7 @@ void HideCursor(void)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
#if defined(PLATFORM_UWP)
- UWPMessage *msg = CreateUWPMessage();
- msg->type = UWP_MSG_HIDE_MOUSE;
- SendMessageToUWP(msg);
+ UWPGetMouseHideFunc()();
#endif
CORE.Input.Mouse.cursorHidden = true;
}
@@ -1214,12 +1787,10 @@ void EnableCursor(void)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#if defined(PLATFORM_WEB)
- CORE.Input.Mouse.cursorLockRequired = true;
+ emscripten_exit_pointerlock();
#endif
#if defined(PLATFORM_UWP)
- UWPMessage *msg = CreateUWPMessage();
- msg->type = UWP_MSG_LOCK_MOUSE;
- SendMessageToUWP(msg);
+ UWPGetMouseUnlockFunc()();
#endif
CORE.Input.Mouse.cursorHidden = false;
}
@@ -1231,16 +1802,20 @@ void DisableCursor(void)
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
#endif
#if defined(PLATFORM_WEB)
- CORE.Input.Mouse.cursorLockRequired = true;
+ emscripten_request_pointerlock("#canvas", 1);
#endif
#if defined(PLATFORM_UWP)
- UWPMessage *msg = CreateUWPMessage();
- msg->type = UWP_MSG_UNLOCK_MOUSE;
- SendMessageToUWP(msg);
+ UWPGetMouseLockFunc()();
#endif
CORE.Input.Mouse.cursorHidden = true;
}
+// Check if cursor is on the current screen.
+bool IsCursorOnScreen(void)
+{
+ return CORE.Input.Mouse.cursorOnScreen;
+}
+
// Set background color (framebuffer clear color)
void ClearBackground(Color color)
{
@@ -1255,7 +1830,7 @@ void BeginDrawing(void)
CORE.Time.update = CORE.Time.current - CORE.Time.previous;
CORE.Time.previous = CORE.Time.current;
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlLoadIdentity(); // Reset current matrix (modelview)
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling
//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
@@ -1265,13 +1840,16 @@ void BeginDrawing(void)
// 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,
+#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && defined(SUPPORT_MOUSE_CURSOR_NATIVE)
+ // On native mode we have no system mouse cursor, so,
// we draw a small rectangle for user reference
- DrawRectangle(CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y, 3, 3, MAROON);
+ if (!CORE.Input.Mouse.cursorHidden)
+ {
+ DrawRectangle(CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y, 3, 3, MAROON);
+ }
#endif
- rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
#if defined(SUPPORT_GIF_RECORDING)
#define GIF_RECORD_FRAMERATE 10
@@ -1284,11 +1862,11 @@ void EndDrawing(void)
if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0)
{
// Get image data for the current frame (from backbuffer)
- // NOTE: This process is very slow... :(
+ // NOTE: This process is quite slow... :(
unsigned char *screenData = rlReadScreenPixels(CORE.Window.screen.width, CORE.Window.screen.height);
- GifWriteFrame(screenData, CORE.Window.screen.width, CORE.Window.screen.height, 10, 8, false);
+ msf_gif_frame(&gifState, screenData, 10, 16, CORE.Window.screen.width*4);
- RL_FREE(screenData); // Free image data
+ RL_FREE(screenData); // Free image data
}
if (((gifFramesCounter/15)%2) == 1)
@@ -1297,12 +1875,11 @@ void EndDrawing(void)
DrawText("RECORDING", 50, CORE.Window.screen.height - 25, 10, MAROON);
}
- rlglDraw(); // Draw RECORDING message
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
}
#endif
SwapBuffers(); // Copy back buffer to front buffer
- PollInputEvents(); // Poll user events
// Frame time control system
CORE.Time.current = GetTime();
@@ -1321,19 +1898,17 @@ void EndDrawing(void)
CORE.Time.previous = CORE.Time.current;
CORE.Time.frame += 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)CORE.Time.update, (float)CORE.Time.draw, (float)(CORE.Time.target - (CORE.Time.update + CORE.Time.draw)),
- // (float)waitTime, (float)CORE.Time.frame, (float)CORE.Time.target));
}
+
+ PollInputEvents(); // Poll user events
}
// Initialize 2D mode with custom camera (2D)
void BeginMode2D(Camera2D camera)
{
- rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlLoadIdentity(); // Reset current matrix (modelview)
// Apply 2d camera transformation to modelview
rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
@@ -1345,89 +1920,88 @@ void BeginMode2D(Camera2D camera)
// Ends 2D mode with custom camera
void EndMode2D(void)
{
- rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlLoadIdentity(); // Reset current matrix (modelview)
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
}
// Initializes 3D mode with custom camera (3D)
void BeginMode3D(Camera3D camera)
{
- rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
- 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)
+ 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)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
- if (camera.type == CAMERA_PERSPECTIVE)
+ // NOTE: zNear and zFar values are important when computing depth buffer values
+ if (camera.projection == CAMERA_PERSPECTIVE)
{
// Setup perspective projection
- double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
+ double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
double right = top*aspect;
- rlFrustum(-right, right, -top, top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
- else if (camera.type == CAMERA_ORTHOGRAPHIC)
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
// Setup orthographic projection
double top = camera.fovy/2.0;
double right = top*aspect;
- rlOrtho(-right, right, -top,top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
- // 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)
+ 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)
+ rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera)
- rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
+ 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)
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
- rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
- rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
+ 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)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
- rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
+ rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
}
// Initializes render texture for drawing
void BeginTextureMode(RenderTexture2D target)
{
- rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
- rlEnableRenderTexture(target.id); // Enable render target
+ rlEnableFramebuffer(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)
+ 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)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
- //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
+ //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
// Setup current width/height for proper aspect ratio
// calculation when using BeginMode3D()
@@ -1438,35 +2012,310 @@ void BeginTextureMode(RenderTexture2D target)
// Ends drawing to render texture
void EndTextureMode(void)
{
- rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
- rlDisableRenderTexture(); // Disable render target
+ rlDisableFramebuffer(); // Disable render target (fbo)
// Set viewport to default framebuffer size
SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
- // Reset current screen size
- CORE.Window.currentFbo.width = GetScreenWidth();
- CORE.Window.currentFbo.height = GetScreenHeight();
+ // Reset current fbo to screen size
+ CORE.Window.currentFbo.width = CORE.Window.screen.width;
+ CORE.Window.currentFbo.height = CORE.Window.screen.height;
+}
+
+// Begin custom shader mode
+void BeginShaderMode(Shader shader)
+{
+ rlSetShader(shader);
+}
+
+// End custom shader mode (returns to default shader)
+void EndShaderMode(void)
+{
+ rlSetShader(rlGetShaderDefault());
+}
+
+// Begin blending mode (alpha, additive, multiplied)
+// NOTE: Only 3 blending modes supported, default blend mode is alpha
+void BeginBlendMode(int mode)
+{
+ rlSetBlendMode(mode);
+}
+
+// End blending mode (reset to default: alpha blending)
+void EndBlendMode(void)
+{
+ rlSetBlendMode(BLEND_ALPHA);
}
// 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
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
rlEnableScissorTest();
- rlScissor(x, GetScreenHeight() - (y + height), width, height);
+ rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
}
// End scissor mode
void EndScissorMode(void)
{
- rlglDraw(); // Force drawing elements
+ rlDrawRenderBatchActive(); // Update and draw internal render batch
rlDisableScissorTest();
}
+// Begin VR drawing configuration
+void BeginVrStereoMode(VrStereoConfig config)
+{
+ rlEnableStereoRender();
+
+ // Set stereo render matrices
+ rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]);
+ rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]);
+}
+
+// End VR drawing process (and desktop mirror)
+void EndVrStereoMode(void)
+{
+ rlDisableStereoRender();
+}
+
+// Load VR stereo config for VR simulator device parameters
+VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
+{
+ VrStereoConfig config = { 0 };
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ // Compute aspect ratio
+ float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
+
+ // Compute lens parameters
+ float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize;
+ config.leftLensCenter[0] = 0.25f + lensShift;
+ config.leftLensCenter[1] = 0.5f;
+ config.rightLensCenter[0] = 0.75f - lensShift;
+ config.rightLensCenter[1] = 0.5f;
+ config.leftScreenCenter[0] = 0.25f;
+ config.leftScreenCenter[1] = 0.5f;
+ config.rightScreenCenter[0] = 0.75f;
+ config.rightScreenCenter[1] = 0.5f;
+
+ // Compute distortion scale parameters
+ // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
+ float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
+ float lensRadiusSq = lensRadius*lensRadius;
+ float distortionScale = device.lensDistortionValues[0] +
+ device.lensDistortionValues[1]*lensRadiusSq +
+ device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
+ device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
+
+ float normScreenWidth = 0.5f;
+ float normScreenHeight = 1.0f;
+ config.scaleIn[0] = 2.0f/normScreenWidth;
+ config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
+ config.scale[0] = normScreenWidth*0.5f/distortionScale;
+ config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale;
+
+ // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
+ // ...but with lens distortion it is increased (see Oculus SDK Documentation)
+ //float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
+ float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
+
+ // Compute camera projection matrices
+ float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
+ Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
+
+ config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
+ config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
+
+ // Compute camera transformation matrices
+ // NOTE: Camera movement might seem more natural if we model the head.
+ // Our axis of rotation is the base of our head, so we might want to add
+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
+ config.viewOffset[0] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+ config.viewOffset[1] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
+
+ // Compute eyes Viewports
+ /*
+ config.eyeViewportRight[0] = 0;
+ config.eyeViewportRight[1] = 0;
+ config.eyeViewportRight[2] = device.hResolution/2;
+ config.eyeViewportRight[3] = device.vResolution;
+
+ config.eyeViewportLeft[0] = device.hResolution/2;
+ config.eyeViewportLeft[1] = 0;
+ config.eyeViewportLeft[2] = device.hResolution/2;
+ config.eyeViewportLeft[3] = device.vResolution;
+ */
+#else
+ TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
+#endif
+
+ return config;
+}
+
+// Unload VR stereo config properties
+void UnloadVrStereoConfig(VrStereoConfig config)
+{
+ //...
+}
+
+// Load shader from files and bind default locations
+// NOTE: If shader string is NULL, using default vertex/fragment shaders
+Shader LoadShader(const char *vsFileName, const char *fsFileName)
+{
+ Shader shader = { 0 };
+ shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
+
+ // NOTE: All locations must be reseted to -1 (no location)
+ for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1;
+
+ char *vShaderStr = NULL;
+ char *fShaderStr = NULL;
+
+ if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName);
+ if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName);
+
+ shader.id = rlLoadShaderCode(vShaderStr, fShaderStr);
+
+ if (vShaderStr != NULL) RL_FREE(vShaderStr);
+ if (fShaderStr != NULL) RL_FREE(fShaderStr);
+
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0)
+ {
+ // Default shader attrib locations have been fixed before linking:
+ // vertex position location = 0
+ // vertex texcoord location = 1
+ // vertex normal location = 2
+ // vertex color location = 3
+ // vertex tangent location = 4
+ // vertex texcoord2 location = 5
+
+ // NOTE: If any location is not found, loc point becomes -1
+
+ // Get handles to GLSL input attibute locations
+ shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+ shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+
+ // Get handles to GLSL uniform locations (vertex shader)
+ shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
+ shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
+ shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
+ shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal");
+
+ // Get handles to GLSL uniform locations (fragment shader)
+ shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
+ shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0");
+ shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1");
+ shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2");
+ }
+
+ return shader;
+}
+
+// Load shader from code strings and bind default locations
+RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
+{
+ Shader shader = { 0 };
+ shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int));
+
+ shader.id = rlLoadShaderCode(vsCode, fsCode);
+
+ // After shader loading, we TRY to set default location names
+ if (shader.id > 0)
+ {
+ // Default shader attrib locations have been fixed before linking:
+ // vertex position location = 0
+ // vertex texcoord location = 1
+ // vertex normal location = 2
+ // vertex color location = 3
+ // vertex tangent location = 4
+ // vertex texcoord2 location = 5
+
+ // NOTE: If any location is not found, loc point becomes -1
+
+ // Get handles to GLSL input attibute locations
+ shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION);
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
+ shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
+ shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
+ shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
+ shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR);
+
+ // Get handles to GLSL uniform locations (vertex shader)
+ shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp");
+ shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection");
+ shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view");
+
+ // Get handles to GLSL uniform locations (fragment shader)
+ shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse");
+ shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0");
+ shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1");
+ shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2");
+ }
+
+ return shader;
+}
+
+// Unload shader from GPU memory (VRAM)
+void UnloadShader(Shader shader)
+{
+ if (shader.id != rlGetShaderDefault().id)
+ {
+ rlUnloadShaderProgram(shader.id);
+ RL_FREE(shader.locs);
+ }
+}
+
+// Get shader uniform location
+int GetShaderLocation(Shader shader, const char *uniformName)
+{
+ return rlGetLocationUniform(shader.id, uniformName);
+}
+
+// Get shader attribute location
+int GetShaderLocationAttrib(Shader shader, const char *attribName)
+{
+ return rlGetLocationAttrib(shader.id, attribName);
+}
+
+// Set shader uniform value
+void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType)
+{
+ SetShaderValueV(shader, locIndex, value, uniformType, 1);
+}
+
+// Set shader uniform value vector
+void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count)
+{
+ rlEnableShader(shader.id);
+ rlSetUniform(locIndex, value, uniformType, count);
+ //rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set
+}
+
+// Set shader uniform value (matrix 4x4)
+void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat)
+{
+ rlEnableShader(shader.id);
+ rlSetUniformMatrix(locIndex, mat);
+ //rlDisableShader();
+}
+
+// Set shader uniform value for texture
+void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
+{
+ rlEnableShader(shader.id);
+ rlSetUniformSampler(locIndex, texture.id);
+ //rlDisableShader();
+}
+
// Returns a ray trace from mouse position
Ray GetMouseRay(Vector2 mouse, Camera camera)
{
@@ -1486,12 +2335,12 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
Matrix matProj = MatrixIdentity();
- if (camera.type == CAMERA_PERSPECTIVE)
+ if (camera.projection == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
- else if (camera.type == CAMERA_ORTHOGRAPHIC)
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
double top = camera.fovy/2.0;
@@ -1502,19 +2351,19 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
}
// 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);
+ Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
+ Vector3 farPoint = Vector3Unproject((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);
+ Vector3 cameraPlanePointerPos = Vector3Unproject((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;
+ if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position;
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
// Apply calculated vectors to ray
ray.direction = direction;
@@ -1570,19 +2419,19 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixIdentity();
- if (camera.type == CAMERA_PERSPECTIVE)
+ if (camera.projection == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy * DEG2RAD, ((double)width/(double)height), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
- else if (camera.type == CAMERA_ORTHOGRAPHIC)
+ else if (camera.projection == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
double top = camera.fovy/2.0;
double right = top*aspect;
// Calculate projection matrix from orthographic
- matProj = MatrixOrtho(-right, right, -top, top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ matProj = MatrixOrtho(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
}
// Calculate view matrix from camera look at (and transpose it)
@@ -1650,7 +2499,7 @@ int GetFPS(void)
if ((GetTime() - last) > FPS_STEP)
{
- last = GetTime();
+ last = (float)GetTime();
index = (index + 1)%FPS_CAPTURE_FRAMES_COUNT;
average -= history[index];
history[index] = fpsFrame/FPS_CAPTURE_FRAMES_COUNT;
@@ -1660,7 +2509,7 @@ int GetFPS(void)
return (int)roundf(1.0f/average);
}
-// Returns time in seconds for last frame drawn
+// Returns time in seconds for last frame drawn (delta time)
float GetFrameTime(void)
{
return (float)CORE.Time.frame;
@@ -1675,7 +2524,7 @@ double GetTime(void)
return glfwGetTime(); // Elapsed time since glfwInit()
#endif
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
unsigned long long int time = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
@@ -1684,172 +2533,19 @@ double GetTime(void)
#endif
#if defined(PLATFORM_UWP)
- // Updated through messages
- return CORE.Time.current;
+ return UWPGetQueryTimeFunc()();
#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 hsv = { 0 };
- Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
- 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)
+// NOTE: This function is expected to be called before window creation,
+// because it setups some flags for the window creation process.
+// To configure window states after creation, just use SetWindowState()
void SetConfigFlags(unsigned int flags)
{
- CORE.Window.flags = flags;
-
- if (CORE.Window.flags & FLAG_FULLSCREEN_MODE) CORE.Window.fullscreen = true;
- if (CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) CORE.Window.alwaysRun = true;
+ // Selected flags are set but not evaluated at this point,
+ // flag evaluation happens at InitWindow() or SetWindowState()
+ CORE.Window.flags |= flags;
}
// NOTE TRACELOG() function is located in [utils.h]
@@ -1860,13 +2556,17 @@ void SetConfigFlags(unsigned int flags)
void TakeScreenshot(const char *fileName)
{
unsigned char *imgData = rlReadScreenPixels(CORE.Window.render.width, CORE.Window.render.height);
- Image image = { imgData, CORE.Window.render.width, CORE.Window.render.height, 1, UNCOMPRESSED_R8G8B8A8 };
+ Image image = { imgData, CORE.Window.render.width, CORE.Window.render.height, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, "/");
strcat(path, fileName);
+#elif defined(PLATFORM_UWP)
+ strcpy(path, CORE.UWP.internalDataPath);
+ strcat(path, "/");
+ strcat(path, fileName);
#else
strcpy(path, fileName);
#endif
@@ -1884,6 +2584,19 @@ void TakeScreenshot(const char *fileName)
TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
}
+// 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);
+}
+
// Check if the file exists
bool FileExists(const char *fileName)
{
@@ -1903,10 +2616,11 @@ bool FileExists(const char *fileName)
bool IsFileExtension(const char *fileName, const char *ext)
{
bool result = false;
- const char *fileExt = GetExtension(fileName);
+ const char *fileExt = GetFileExtension(fileName);
if (fileExt != NULL)
{
+#if defined(SUPPORT_TEXT_MANIPULATION)
int extCount = 0;
const char **checkExts = TextSplit(ext, ';', &extCount);
@@ -1915,12 +2629,15 @@ bool IsFileExtension(const char *fileName, const char *ext)
for (int i = 0; i < extCount; i++)
{
- if (TextIsEqual(fileExtLower, TextToLower(checkExts[i] + 1)))
+ if (TextIsEqual(fileExtLower, TextToLower(checkExts[i])))
{
result = true;
break;
}
}
+#else
+ if (strcmp(fileExt, ext) == 0) result = true;
+#endif
}
return result;
@@ -1941,14 +2658,14 @@ bool DirectoryExists(const char *dirPath)
return result;
}
-// Get pointer to extension for a filename string
-const char *GetExtension(const char *fileName)
+// Get pointer to extension for a filename string (includes the dot: .png)
+const char *GetFileExtension(const char *fileName)
{
const char *dot = strrchr(fileName, '.');
if (!dot || dot == fileName) return NULL;
- return (dot + 1);
+ return dot;
}
// String pointer reverse break: returns right-most occurrence of charset in s
@@ -1965,7 +2682,7 @@ const char *GetFileName(const char *filePath)
const char *fileName = NULL;
if (filePath != NULL) fileName = strprbrk(filePath, "\\/");
- if (!fileName || (fileName == filePath)) return filePath;
+ if (!fileName) return filePath;
return fileName + 1;
}
@@ -1980,7 +2697,7 @@ const char *GetFileNameWithoutExt(const char *filePath)
if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension
- int len = strlen(fileName);
+ int len = (int)strlen(fileName);
for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
{
@@ -2011,9 +2728,9 @@ const char *GetDirectoryPath(const char *filePath)
static char dirPath[MAX_FILEPATH_LENGTH];
memset(dirPath, 0, MAX_FILEPATH_LENGTH);
- // In case provided path does not contains a root drive letter (C:\, D:\),
+ // In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /),
// we add the current directory path to dirPath
- if (filePath[1] != ':')
+ if (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/')
{
// For security, we set starting path to current directory,
// obtained path will be concated to this
@@ -2024,9 +2741,18 @@ const char *GetDirectoryPath(const char *filePath)
lastSlash = strprbrk(filePath, "\\/");
if (lastSlash)
{
- // NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
- strncpy(dirPath + ((filePath[1] != ':')? 2 : 0), filePath, strlen(filePath) - (strlen(lastSlash) - 1));
- dirPath[strlen(filePath) - strlen(lastSlash) + ((filePath[1] != ':')? 2 : 0)] = '\0'; // Add '\0' manually
+ if (lastSlash == filePath)
+ {
+ // The last and only slash is the leading one: path is in a root directory
+ dirPath[0] = filePath[0];
+ dirPath[1] = '\0';
+ }
+ else
+ {
+ // NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
+ memcpy(dirPath + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0), filePath, strlen(filePath) - (strlen(lastSlash) - 1));
+ dirPath[strlen(filePath) - strlen(lastSlash) + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0)] = '\0'; // Add '\0' manually
+ }
}
return dirPath;
@@ -2037,15 +2763,17 @@ const char *GetPrevDirectoryPath(const char *dirPath)
{
static char prevDirPath[MAX_FILEPATH_LENGTH];
memset(prevDirPath, 0, MAX_FILEPATH_LENGTH);
- int pathLen = strlen(dirPath);
+ int pathLen = (int)strlen(dirPath);
if (pathLen <= 3) strcpy(prevDirPath, dirPath);
- for (int i = (pathLen - 1); (i > 0) && (pathLen > 3); i--)
+ for (int i = (pathLen - 1); (i >= 0) && (pathLen > 3); i--)
{
if ((dirPath[i] == '\\') || (dirPath[i] == '/'))
{
- if (i == 2) i++; // Check for root: "C:\"
+ // Check for root: "C:\" or "/"
+ if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++;
+
strncpy(prevDirPath, dirPath, i);
break;
}
@@ -2060,9 +2788,9 @@ const char *GetWorkingDirectory(void)
static char currentDir[MAX_FILEPATH_LENGTH];
memset(currentDir, 0, MAX_FILEPATH_LENGTH);
- GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
+ char *ptr = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
- return currentDir;
+ return ptr;
}
// Get filenames in a directory path (max 512 files)
@@ -2116,10 +2844,14 @@ void ClearDirectoryFiles(void)
dirFilesCount = 0;
}
-// Change working directory, returns true if success
+// Change working directory, returns true on success
bool ChangeDirectory(const char *dir)
{
- return (CHDIR(dir) == 0);
+ bool result = CHDIR(dir);
+
+ if (result != 0) TRACELOG(LOG_WARNING, "SYSTEM: Failed to change to directory: %s", dir);
+
+ return (result == 0);
}
// Check if a file has been dropped into window
@@ -2172,7 +2904,13 @@ unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLe
unsigned char *compData = NULL;
#if defined(SUPPORT_COMPRESSION_API)
- compData = stbi_zlib_compress(data, dataLength, compDataLength, COMPRESSION_QUALITY_DEFLATE);
+ // Compress data and generate a valid DEFLATE stream
+ struct sdefl sdefl = { 0 };
+ int bounds = sdefl_bound(dataLength);
+ compData = (unsigned char *)RL_CALLOC(bounds, 1);
+ *compDataLength = sdeflate(&sdefl, compData, data, dataLength, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbwi
+
+ TraceLog(LOG_INFO, "SYSTEM: Compress data: Original size: %i -> Comp. size: %i", dataLength, compDataLength);
#endif
return compData;
@@ -2181,25 +2919,41 @@ unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLe
// Decompress data (DEFLATE algorythm)
unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength)
{
- char *data = NULL;
+ unsigned char *data = NULL;
#if defined(SUPPORT_COMPRESSION_API)
- data = stbi_zlib_decode_malloc((char *)compData, compDataLength, dataLength);
+ // Decompress data from a valid DEFLATE stream
+ data = RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1);
+ int length = sinflate(data, compData, compDataLength);
+ unsigned char *temp = RL_REALLOC(data, length);
+
+ if (temp != NULL) data = temp;
+ else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory");
+
+ *dataLength = length;
+
+ TraceLog(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataLength, dataLength);
#endif
- return (unsigned char *)data;
+ return 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 SaveStorageValue(unsigned int position, int value)
+bool SaveStorageValue(unsigned int position, int value)
{
+ bool success = false;
+
#if defined(SUPPORT_DATA_STORAGE)
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_DATA_FILE);
+#elif defined(PLATFORM_UWP)
+ strcpy(path, CORE.UWP.internalDataPath);
+ strcat(path, "/");
+ strcat(path, STORAGE_DATA_FILE);
#else
strcpy(path, STORAGE_DATA_FILE);
#endif
@@ -2221,13 +2975,13 @@ void SaveStorageValue(unsigned int position, int value)
{
// RL_REALLOC succeded
int *dataPtr = (int *)newFileData;
- dataPtr[position] = value;
+ dataPtr[position] = value;
}
else
{
// RL_REALLOC failed
- TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to realloc data (%u), position in bytes (%u) bigger than actual file size", path, dataSize, position*sizeof(int));
-
+ TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to realloc data (%u), position in bytes (%u) bigger than actual file size", path, dataSize, position*sizeof(int));
+
// We store the old size of the file
newFileData = fileData;
newDataSize = dataSize;
@@ -2244,7 +2998,7 @@ void SaveStorageValue(unsigned int position, int value)
dataPtr[position] = value;
}
- SaveFileData(path, newFileData, newDataSize);
+ success = SaveFileData(path, newFileData, newDataSize);
RL_FREE(newFileData);
}
else
@@ -2256,10 +3010,12 @@ void SaveStorageValue(unsigned int position, int value)
int *dataPtr = (int *)fileData;
dataPtr[position] = value;
- SaveFileData(path, fileData, dataSize);
- RL_FREE(fileData);
+ success = SaveFileData(path, fileData, dataSize);
+ UnloadFileData(fileData);
}
#endif
+
+ return success;
}
// Load integer value from storage file (from defined position)
@@ -2267,12 +3023,17 @@ void SaveStorageValue(unsigned int position, int value)
int LoadStorageValue(unsigned int position)
{
int value = 0;
+
#if defined(SUPPORT_DATA_STORAGE)
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, CORE.Android.internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_DATA_FILE);
+#elif defined(PLATFORM_UWP)
+ strcpy(path, CORE.UWP.internalDataPath);
+ strcat(path, "/");
+ strcat(path, STORAGE_DATA_FILE);
#else
strcpy(path, STORAGE_DATA_FILE);
#endif
@@ -2289,7 +3050,7 @@ int LoadStorageValue(unsigned int position)
value = dataPtr[position];
}
- RL_FREE(fileData);
+ UnloadFileData(fileData);
}
#endif
return value;
@@ -2299,7 +3060,7 @@ int LoadStorageValue(unsigned int position)
// 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
+// Ref: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url)
{
// Small security check trying to avoid (partially) malicious code...
@@ -2314,9 +3075,11 @@ void OpenURL(const char *url)
char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char));
#if defined(_WIN32)
sprintf(cmd, "explorer %s", url);
- #elif defined(__linux__)
+ #endif
+ #if defined(__linux__) || defined(__FreeBSD__)
sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
- #elif defined(__APPLE__)
+ #endif
+ #if defined(__APPLE__)
sprintf(cmd, "open '%s'", url);
#endif
system(cmd);
@@ -2378,7 +3141,8 @@ int GetKeyPressed(void)
value = CORE.Input.Keyboard.keyPressedQueue[0];
// Shift elements 1 step toward the head.
- for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++) CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
+ for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++)
+ CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1];
// Reset last character in the queue
CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 0;
@@ -2388,6 +3152,28 @@ int GetKeyPressed(void)
return value;
}
+// Get the last char pressed
+int GetCharPressed(void)
+{
+ int value = 0;
+
+ if (CORE.Input.Keyboard.charPressedQueueCount > 0)
+ {
+ // Get character from the queue head
+ value = CORE.Input.Keyboard.charPressedQueue[0];
+
+ // Shift elements 1 step toward the head.
+ for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++)
+ CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1];
+
+ // Reset last character in the queue
+ CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = 0;
+ CORE.Input.Keyboard.charPressedQueueCount--;
+ }
+
+ return value;
+}
+
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
@@ -2404,9 +3190,7 @@ bool IsGamepadAvailable(int gamepad)
{
bool result = false;
-#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true;
-#endif
return result;
}
@@ -2415,13 +3199,10 @@ bool IsGamepadAvailable(int gamepad)
bool IsGamepadName(int gamepad, const char *name)
{
bool result = false;
-
-#if !defined(PLATFORM_ANDROID)
const char *currentName = NULL;
if (CORE.Input.Gamepad.ready[gamepad]) currentName = GetGamepadName(gamepad);
if ((name != NULL) && (currentName != NULL)) result = (strcmp(name, currentName) == 0);
-#endif
return result;
}
@@ -2432,23 +3213,23 @@ const char *GetGamepadName(int gamepad)
#if defined(PLATFORM_DESKTOP)
if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad);
else return NULL;
-#elif defined(PLATFORM_RPI)
+#endif
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name);
-
return CORE.Input.Gamepad.name;
-#else
- return NULL;
#endif
+ return NULL;
}
// Return gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
-#if defined(PLATFORM_RPI)
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
int axisCount = 0;
if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGAXES, &axisCount);
CORE.Input.Gamepad.axisCount = axisCount;
#endif
+
return CORE.Input.Gamepad.axisCount;
}
@@ -2457,9 +3238,8 @@ float GetGamepadAxisMovement(int gamepad, int axis)
{
float value = 0;
-#if !defined(PLATFORM_ANDROID)
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = CORE.Input.Gamepad.axisState[gamepad][axis];
-#endif
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
+ (fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) > 0.1f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
return value;
}
@@ -2469,11 +3249,9 @@ bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
-#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
- (CORE.Input.Gamepad.currentState[gamepad][button] != CORE.Input.Gamepad.previousState[gamepad][button]) &&
- (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) pressed = true;
-#endif
+ (CORE.Input.Gamepad.previousState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) pressed = true;
+ else pressed = false;
return pressed;
}
@@ -2483,10 +3261,8 @@ bool IsGamepadButtonDown(int gamepad, int button)
{
bool result = false;
-#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(CORE.Input.Gamepad.currentState[gamepad][button] == 1)) result = true;
-#endif
return result;
}
@@ -2496,24 +3272,20 @@ bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
-#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
- (CORE.Input.Gamepad.currentState[gamepad][button] != CORE.Input.Gamepad.previousState[gamepad][button]) &&
- (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) released = true;
-#endif
+ (CORE.Input.Gamepad.previousState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) released = true;
+ else released = false;
return released;
}
-// Detect if a mouse button is NOT being pressed
+// Detect if a gamepad button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
bool result = false;
-#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(CORE.Input.Gamepad.currentState[gamepad][button] == 0)) result = true;
-#endif
return result;
}
@@ -2524,6 +3296,18 @@ int GetGamepadButtonPressed(void)
return CORE.Input.Gamepad.lastButtonPressed;
}
+// Set internal gamepad mappings
+int SetGamepadMappings(const char *mappings)
+{
+ int result = 0;
+
+#if defined(PLATFORM_DESKTOP)
+ result = glfwUpdateGamepadMappings(mappings);
+#endif
+
+ return result;
+}
+
// Detect if a mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
@@ -2613,11 +3397,7 @@ void SetMousePosition(int x, int y)
glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y);
#endif
#if defined(PLATFORM_UWP)
- UWPMessage *msg = CreateUWPMessage();
- msg->type = UWP_MSG_SET_MOUSE_LOCATION;
- msg->paramVector0.x = CORE.Input.Mouse.position.x;
- msg->paramVector0.y = CORE.Input.Mouse.position.y;
- SendMessageToUWP(msg);
+ UWPGetMouseSetPosFunc()(x, y);
#endif
}
@@ -2636,23 +3416,39 @@ void SetMouseScale(float scaleX, float scaleY)
}
// Returns mouse wheel movement Y
-int GetMouseWheelMove(void)
+float GetMouseWheelMove(void)
{
#if defined(PLATFORM_ANDROID)
- return 0;
-#elif defined(PLATFORM_WEB)
- return CORE.Input.Mouse.previousWheelMove/100;
-#else
+ return 0.0f;
+#endif
+#if defined(PLATFORM_WEB)
+ return CORE.Input.Mouse.previousWheelMove/100.0f;
+#endif
+
return CORE.Input.Mouse.previousWheelMove;
+}
+
+// Set mouse cursor
+// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP
+void SetMouseCursor(int cursor)
+{
+#if defined(PLATFORM_DESKTOP)
+ CORE.Input.Mouse.cursor = cursor;
+ if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(CORE.Window.handle, NULL);
+ else
+ {
+ // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values
+ glfwSetCursor(CORE.Window.handle, glfwCreateStandardCursor(0x00036000 + cursor));
+ }
#endif
}
// Returns touch position X for touch point 0 (relative to screen size)
int GetTouchX(void)
{
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return (int)CORE.Input.Touch.position[0].x;
-#else // PLATFORM_DESKTOP, PLATFORM_RPI
+#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM
return GetMouseX();
#endif
}
@@ -2660,9 +3456,9 @@ int GetTouchX(void)
// Returns touch position Y for touch point 0 (relative to screen size)
int GetTouchY(void)
{
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return (int)CORE.Input.Touch.position[0].y;
-#else // PLATFORM_DESKTOP, PLATFORM_RPI
+#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM
return GetMouseY();
#endif
}
@@ -2673,11 +3469,16 @@ Vector2 GetTouchPosition(int index)
{
Vector2 position = { -1.0f, -1.0f };
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI)
+#if defined(PLATFORM_DESKTOP)
+ // TODO: GLFW does not support 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
+#if defined(PLATFORM_ANDROID)
if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
- #if defined(PLATFORM_ANDROID)
if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
{
position.x = position.x*((float)CORE.Window.screen.width/(float)(CORE.Window.display.width - CORE.Window.renderOffset.x)) - CORE.Window.renderOffset.x/2;
@@ -2688,13 +3489,12 @@ Vector2 GetTouchPosition(int index)
position.x = position.x*((float)CORE.Window.render.width/(float)CORE.Window.display.width) - CORE.Window.renderOffset.x/2;
position.y = position.y*((float)CORE.Window.render.height/(float)CORE.Window.display.height) - CORE.Window.renderOffset.y/2;
}
- #endif
+#endif
+#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
+ if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
+ else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
-#elif defined(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();
+ // TODO: Touch position scaling required?
#endif
return position;
@@ -2712,7 +3512,6 @@ static bool InitGraphicsDevice(int width, int height)
{
CORE.Window.screen.width = width; // User desired width
CORE.Window.screen.height = height; // User desired height
-
CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
// NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
@@ -2746,8 +3545,8 @@ static bool InitGraphicsDevice(int width, int height)
CORE.Window.display.height = mode->height;
// Screen size security check
- if (CORE.Window.screen.width <= 0) CORE.Window.screen.width = CORE.Window.display.width;
- if (CORE.Window.screen.height <= 0) CORE.Window.screen.height = CORE.Window.display.height;
+ if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width;
+ if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height;
#endif // PLATFORM_DESKTOP
#if defined(PLATFORM_WEB)
@@ -2755,7 +3554,7 @@ static bool InitGraphicsDevice(int width, int height)
CORE.Window.display.height = CORE.Window.screen.height;
#endif // PLATFORM_WEB
- glfwDefaultWindowHints(); // Set default windows hints:
+ 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
@@ -2764,29 +3563,55 @@ static bool InitGraphicsDevice(int width, int height)
//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)
- // Resize window content area based on the monitor content scale.
- // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
- // On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
- 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 (CORE.Window.flags & FLAG_WINDOW_HIDDEN) glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // Visible window
- else glfwWindowHint(GLFW_VISIBLE, GL_TRUE); // Window initially hidden
+ // Check window creation flags
+ if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
- if (CORE.Window.flags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window
- else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
+ if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
+ else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
- if (CORE.Window.flags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
+ if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) 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 (CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
+
+ if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
+ else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
+
+ // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED;
+
+ // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization
+ if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED;
+
+ if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE);
+ else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE);
+
+ if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE);
+ else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
+
+ // NOTE: Some GLFW flags are not supported on HTML5
+#if defined(PLATFORM_DESKTOP)
+ if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
+
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // Resize window content area based on the monitor content scale.
+ // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11.
+ // On platforms like macOS the resolution of the framebuffer is changed independently of the window size.
+ glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
+ #if defined(__APPLE__)
+ glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
+ #endif
+ }
+ else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
#endif
- if (CORE.Window.flags & FLAG_MSAA_4X_HINT) glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
+ if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
+ {
+ // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs
+ TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
+ 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.
@@ -2823,6 +3648,14 @@ static bool InitGraphicsDevice(int width, int height)
#endif
}
+#if defined(PLATFORM_DESKTOP)
+ // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions.
+ // Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn.
+ // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience.
+ // REF: https://github.com/raysan5/raylib/issues/1554
+ if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL);
+#endif
+
if (CORE.Window.fullscreen)
{
// remember center for switchinging from fullscreen to window
@@ -2839,9 +3672,9 @@ static bool InitGraphicsDevice(int width, int height)
// Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
for (int i = 0; i < count; i++)
{
- if (modes[i].width >= CORE.Window.screen.width)
+ if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
{
- if (modes[i].height >= CORE.Window.screen.height)
+ if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
{
CORE.Window.display.width = modes[i].width;
CORE.Window.display.height = modes[i].height;
@@ -2857,7 +3690,6 @@ static bool InitGraphicsDevice(int width, int height)
glfwWindowHint(GLFW_AUTO_ICONIFY, 0);
}
#endif
-
TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
@@ -2872,7 +3704,7 @@ static bool InitGraphicsDevice(int width, int height)
// HighDPI monitors are properly considered in a following similar function: SetupViewport()
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
- CORE.Window.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, CORE.Window.title, glfwGetPrimaryMonitor(), NULL);
+ CORE.Window.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL);
// NOTE: Full-screen change, not working properly...
//glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE);
@@ -2880,7 +3712,7 @@ static bool InitGraphicsDevice(int width, int height)
else
{
// No-fullscreen window creation
- CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.title, NULL, NULL);
+ CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL);
if (CORE.Window.handle)
{
@@ -2916,15 +3748,21 @@ static bool InitGraphicsDevice(int width, int height)
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
}
+ // Set window callback events
glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
- glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
+#if !defined(PLATFORM_WEB)
+ glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback);
+#endif
+ glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
+ glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback);
+ glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
+ // Set input callback events
glfwSetKeyCallback(CORE.Window.handle, KeyCallback);
+ glfwSetCharCallback(CORE.Window.handle, CharCallback);
glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback);
glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes
- glfwSetCharCallback(CORE.Window.handle, CharCallback);
- glfwSetScrollCallback(CORE.Window.handle, ScrollCallback);
- glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback);
- glfwSetDropCallback(CORE.Window.handle, WindowDropCallback);
+ glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
+ glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
glfwMakeContextCurrent(CORE.Window.handle);
@@ -2932,12 +3770,6 @@ static bool InitGraphicsDevice(int width, int height)
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 (CORE.Window.flags & FLAG_VSYNC_HINT)
@@ -2946,14 +3778,11 @@ static bool InitGraphicsDevice(int width, int height)
glfwSwapInterval(1);
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
}
-#endif // PLATFORM_DESKTOP || PLATFORM_WEB
+#endif // PLATFORM_DESKTOP || PLATFORM_WEB
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
CORE.Window.fullscreen = true;
-
- // Screen size security check
- if (CORE.Window.screen.width <= 0) CORE.Window.screen.width = CORE.Window.display.width;
- if (CORE.Window.screen.height <= 0) CORE.Window.screen.height = CORE.Window.display.height;
+ CORE.Window.flags &= FLAG_FULLSCREEN_MODE;
#if defined(PLATFORM_RPI)
bcm_host_init();
@@ -2966,6 +3795,157 @@ static bool InitGraphicsDevice(int width, int height)
VC_RECT_T srcRect;
#endif
+#if defined(PLATFORM_DRM)
+ CORE.Window.fd = -1;
+ CORE.Window.connector = NULL;
+ CORE.Window.modeIndex = -1;
+ CORE.Window.crtc = NULL;
+ CORE.Window.gbmDevice = NULL;
+ CORE.Window.gbmSurface = NULL;
+ CORE.Window.prevBO = NULL;
+ CORE.Window.prevFB = 0;
+
+#if defined(DEFAULT_GRAPHIC_DEVICE_DRM)
+ CORE.Window.fd = open(DEFAULT_GRAPHIC_DEVICE_DRM, O_RDWR);
+#else
+ TRACELOG(LOG_INFO, "DISPLAY: No graphic card set, trying card1");
+ CORE.Window.fd = open("/dev/dri/card1", O_RDWR); // VideoCore VI (Raspberry Pi 4)
+ if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL))
+ {
+ TRACELOG(LOG_INFO, "DISPLAY: Failed to open graphic card1, trying card0");
+ CORE.Window.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3)
+ }
+#endif
+ if (-1 == CORE.Window.fd)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card");
+ return false;
+ }
+
+ drmModeRes *res = drmModeGetResources(CORE.Window.fd);
+ if (!res)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources");
+ return false;
+ }
+
+ TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors);
+ for (size_t i = 0; i < res->count_connectors; i++)
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i);
+ drmModeConnector *con = drmModeGetConnector(CORE.Window.fd, res->connectors[i]);
+ TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes);
+ if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id))
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected");
+ CORE.Window.connector = con;
+ break;
+ }
+ else
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)");
+ drmModeFreeConnector(con);
+ }
+ }
+ if (!CORE.Window.connector)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found");
+ drmModeFreeResources(res);
+ return false;
+ }
+
+ drmModeEncoder *enc = drmModeGetEncoder(CORE.Window.fd, CORE.Window.connector->encoder_id);
+ if (!enc)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder");
+ drmModeFreeResources(res);
+ return false;
+ }
+
+ CORE.Window.crtc = drmModeGetCrtc(CORE.Window.fd, enc->crtc_id);
+ if (!CORE.Window.crtc)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc");
+ drmModeFreeEncoder(enc);
+ drmModeFreeResources(res);
+ return false;
+ }
+
+ // If InitWindow should use the current mode find it in the connector's mode list
+ if ((CORE.Window.screen.width <= 0) || (CORE.Window.screen.height <= 0))
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: Selecting DRM connector mode for current used mode...");
+
+ CORE.Window.modeIndex = FindMatchingConnectorMode(CORE.Window.connector, &CORE.Window.crtc->mode);
+
+ if (CORE.Window.modeIndex < 0)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found");
+ drmModeFreeEncoder(enc);
+ drmModeFreeResources(res);
+ return false;
+ }
+
+ CORE.Window.screen.width = CORE.Window.display.width;
+ CORE.Window.screen.height = CORE.Window.display.height;
+ }
+
+ const bool allowInterlaced = CORE.Window.flags & FLAG_INTERLACED_HINT;
+ const int fps = (CORE.Time.target > 0) ? (1.0/CORE.Time.target) : 60;
+ // try to find an exact matching mode
+ CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
+ // if nothing found, try to find a nearly matching mode
+ if (CORE.Window.modeIndex < 0)
+ CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
+ // if nothing found, try to find an exactly matching mode including interlaced
+ if (CORE.Window.modeIndex < 0)
+ CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
+ // if nothing found, try to find a nearly matching mode including interlaced
+ if (CORE.Window.modeIndex < 0)
+ CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true);
+ // if nothing found, there is no suitable mode
+ if (CORE.Window.modeIndex < 0)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode");
+ drmModeFreeEncoder(enc);
+ drmModeFreeResources(res);
+ return false;
+ }
+
+ CORE.Window.display.width = CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay;
+ CORE.Window.display.height = CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay;
+
+ TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u)", CORE.Window.connector->modes[CORE.Window.modeIndex].name,
+ CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay,
+ (CORE.Window.connector->modes[CORE.Window.modeIndex].flags & DRM_MODE_FLAG_INTERLACE) ? 'i' : 'p',
+ CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh);
+
+ // Use the width and height of the surface for render
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+
+ drmModeFreeEncoder(enc);
+ enc = NULL;
+
+ drmModeFreeResources(res);
+ res = NULL;
+
+ CORE.Window.gbmDevice = gbm_create_device(CORE.Window.fd);
+ if (!CORE.Window.gbmDevice)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM device");
+ return false;
+ }
+
+ CORE.Window.gbmSurface = gbm_surface_create(CORE.Window.gbmDevice, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay,
+ CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, GBM_FORMAT_ARGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING);
+ if (!CORE.Window.gbmSurface)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM surface");
+ return false;
+ }
+#endif
+
EGLint samples = 0;
EGLint sampleBuffer = 0;
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
@@ -2978,11 +3958,15 @@ static bool InitGraphicsDevice(int width, int height)
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!
+#if defined(PLATFORM_DRM)
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
+#endif
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)
+#if defined(PLATFORM_DRM)
+ EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
+#endif
//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
@@ -3050,7 +4034,7 @@ static bool InitGraphicsDevice(int width, int height)
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)(eglGetProcAddress("eglGetPlatformDisplayEXT"));
if (!eglGetPlatformDisplayEXT)
{
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to get function eglGetPlatformDisplayEXT");
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get function pointer: eglGetPlatformDisplayEXT()");
return false;
}
@@ -3139,7 +4123,7 @@ static bool InitGraphicsDevice(int width, int height)
//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
//CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
- CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, handle, surfaceAttributes);
+ CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType) UWPGetCoreWindowPtr(), surfaceAttributes);
if (CORE.Window.surface == EGL_NO_SURFACE)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL fullscreen surface");
@@ -3157,11 +4141,24 @@ static bool InitGraphicsDevice(int width, int height)
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width);
eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height);
-#else // PLATFORM_ANDROID, PLATFORM_RPI
- EGLint numConfigs;
+ // Get display size
+ UWPGetDisplaySizeFunc()(&CORE.Window.display.width, &CORE.Window.display.height);
+
+ // Use the width and height of the surface for render
+ CORE.Window.render.width = CORE.Window.screen.width;
+ CORE.Window.render.height = CORE.Window.screen.height;
+
+#endif // PLATFORM_UWP
+
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ EGLint numConfigs = 0;
// Get an EGL device connection
+#if defined(PLATFORM_DRM)
+ CORE.Window.device = eglGetDisplay((EGLNativeDisplayType)CORE.Window.gbmDevice);
+#else
CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
+#endif
if (CORE.Window.device == EGL_NO_DISPLAY)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
@@ -3176,8 +4173,63 @@ static bool InitGraphicsDevice(int width, int height)
return false;
}
+#if defined(PLATFORM_DRM)
+ if (!eglChooseConfig(CORE.Window.device, NULL, NULL, 0, &numConfigs))
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError());
+ return false;
+ }
+
+ TRACELOG(LOG_TRACE, "DISPLAY: EGL configs available: %d", numConfigs);
+
+ EGLConfig *configs = RL_CALLOC(numConfigs, sizeof(*configs));
+ if (!configs)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get memory for EGL configs");
+ return false;
+ }
+
+ EGLint matchingNumConfigs = 0;
+ if (!eglChooseConfig(CORE.Window.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs))
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError());
+ free(configs);
+ return false;
+ }
+
+ TRACELOG(LOG_TRACE, "DISPLAY: EGL matching configs available: %d", matchingNumConfigs);
+
+ // find the EGL config that matches the previously setup GBM format
+ int found = 0;
+ for (EGLint i = 0; i < matchingNumConfigs; ++i)
+ {
+ EGLint id = 0;
+ if (!eglGetConfigAttrib(CORE.Window.device, configs[i], EGL_NATIVE_VISUAL_ID, &id))
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config attribute: 0x%x", eglGetError());
+ continue;
+ }
+
+ if (GBM_FORMAT_ARGB8888 == id)
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: Using EGL config: %d", i);
+ CORE.Window.config = configs[i];
+ found = 1;
+ break;
+ }
+ }
+
+ RL_FREE(configs);
+
+ if (!found)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config");
+ return false;
+ }
+#else
// Get an appropriate EGL framebuffer configuration
eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs);
+#endif
// Set rendering API
eglBindAPI(EGL_OPENGL_ES_API);
@@ -3194,14 +4246,17 @@ static bool InitGraphicsDevice(int width, int height)
// Create an EGL window surface
//---------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
- EGLint displayFormat;
+ EGLint displayFormat = 0;
// 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(CORE.Window.device, CORE.Window.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: CORE.Window.screen.width/CORE.Window.screen.height and CORE.Window.render.width/CORE.Window.render.height and CORE.Window.screenScale
+ // NOTE: This function use and modify global module variables:
+ // -> CORE.Window.screen.width/CORE.Window.screen.height
+ // -> CORE.Window.render.width/CORE.Window.render.height
+ // -> CORE.Window.screenScale
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
ANativeWindow_setBuffersGeometry(CORE.Android.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
@@ -3213,8 +4268,15 @@ static bool InitGraphicsDevice(int width, int height)
#if defined(PLATFORM_RPI)
graphics_get_display_size(0, &CORE.Window.display.width, &CORE.Window.display.height);
+ // Screen size security check
+ if (CORE.Window.screen.width <= 0) CORE.Window.screen.width = CORE.Window.display.width;
+ if (CORE.Window.screen.height <= 0) CORE.Window.screen.height = CORE.Window.display.height;
+
// At this point we need to manage render size vs screen size
- // NOTE: This function use and modify global module variables: CORE.Window.screen.width/CORE.Window.screen.height and CORE.Window.render.width/CORE.Window.render.height and CORE.Window.screenScale
+ // NOTE: This function use and modify global module variables:
+ // -> CORE.Window.screen.width/CORE.Window.screen.height
+ // -> CORE.Window.render.width/CORE.Window.render.height
+ // -> CORE.Window.screenScale
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
dstRect.x = 0;
@@ -3227,7 +4289,7 @@ static bool InitGraphicsDevice(int width, int height)
srcRect.width = CORE.Window.render.width << 16;
srcRect.height = CORE.Window.render.height << 16;
- // NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost)
+ // NOTE: RPI dispmanx windowing system takes care of source rectangle scaling to destination rectangle by hardware (no cost)
// Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
VC_DISPMANX_ALPHA_T alpha;
@@ -3248,9 +4310,29 @@ static bool InitGraphicsDevice(int width, int height)
vc_dispmanx_update_submit_sync(dispmanUpdate);
CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, &CORE.Window.handle, NULL);
+
+ const unsigned char *const renderer = glGetString(GL_RENDERER);
+ if (renderer) TRACELOG(LOG_INFO, "DISPLAY: Renderer name is: %s", renderer);
+ else TRACELOG(LOG_WARNING, "DISPLAY: Failed to get renderer name");
//---------------------------------------------------------------------------------
#endif // PLATFORM_RPI
+#if defined(PLATFORM_DRM)
+ CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType)CORE.Window.gbmSurface, NULL);
+ if (EGL_NO_SURFACE == CORE.Window.surface)
+ {
+ TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError());
+ return false;
+ }
+
+ // At this point we need to manage render size vs screen size
+ // NOTE: This function use and modify global module variables:
+ // -> CORE.Window.screen.width/CORE.Window.screen.height
+ // -> CORE.Window.render.width/CORE.Window.render.height
+ // -> CORE.Window.screenScale
+ SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
+#endif // PLATFORM_DRM
+
// There must be at least one frame displayed before the buffers are swapped
//eglSwapInterval(CORE.Window.device, 1);
@@ -3261,17 +4343,18 @@ static bool InitGraphicsDevice(int width, int height)
}
else
{
- // Grab the width and height of the surface
- //eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.render.width);
- //eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.render.height);
-
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
}
-#endif // PLATFORM_ANDROID || PLATFORM_RPI
+#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM || PLATFORM_UWP
+
+ // Load OpenGL extensions
+ // NOTE: GLFW loader function is required by GLAD but only used for OpenGL 2.1 and 3.3,
+ // OpenGL ES 2.0 extensions (and entry points) are loaded manually using eglGetProcAddress()
+ rlLoadExtensions(glfwGetProcAddress);
// Initialize OpenGL context (states and resources)
// NOTE: CORE.Window.screen.width and CORE.Window.screen.height not used, just stored as globals in rlgl
@@ -3280,15 +4363,22 @@ static bool InitGraphicsDevice(int width, int height)
int fbWidth = CORE.Window.render.width;
int fbHeight = CORE.Window.render.height;
-#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI)
- glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight);
+#if defined(PLATFORM_DESKTOP)
+ if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0)
+ {
+ // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
+ // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE);
+ #if !defined(__APPLE__)
+ glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight);
+
+ // Screen scaling matrix is required in case desired screen area is different than display area
+ CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
- // Screen scaling matrix is required in case desired screen area is different than display area
- CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f);
-#if !defined(__APPLE__)
- SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
+ // Mouse input scaling for the new screen size
+ SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
+ #endif
+ }
#endif
-#endif // PLATFORM_DESKTOP && SUPPORT_HIGH_DPI
// Setup default viewport
SetupViewport(fbWidth, fbHeight);
@@ -3298,9 +4388,12 @@ static bool InitGraphicsDevice(int width, int height)
ClearBackground(RAYWHITE); // Default background color for raylib games :P
-#if defined(PLATFORM_ANDROID)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_UWP)
CORE.Window.ready = true;
#endif
+
+ if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
+
return true;
}
@@ -3311,19 +4404,25 @@ static void SetupViewport(int width, int height)
CORE.Window.render.height = height;
// Set viewport width and height
- // NOTE: We consider render size and offset in case black bars are required and
+ // NOTE: We consider render size (scaled) 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)
+#if defined(__APPLE__)
+ float xScale = 1.0f, yScale = 1.0f;
+ glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale);
+ rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width - CORE.Window.renderOffset.x)*xScale, (CORE.Window.render.height - CORE.Window.renderOffset.y)*yScale);
+#else
rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y);
+#endif
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ 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, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f);
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
}
// Compute framebuffer size relative to screen size and display size
@@ -3370,6 +4469,12 @@ static void SetupFramebuffer(int width, int height)
// Required screen size is smaller than display size
TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
+ if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0))
+ {
+ CORE.Window.screen.width = CORE.Window.display.width;
+ CORE.Window.screen.height = CORE.Window.display.height;
+ }
+
// Upscaling to fit display with border-bars
float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height;
float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height;
@@ -3401,14 +4506,18 @@ static void SetupFramebuffer(int width, int height)
// Initialize hi-resolution timer
static void InitTimer(void)
{
- srand((unsigned int)time(NULL)); // Initialize random seed
+ 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)
+// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
+// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
+// High resolutions can also prevent the CPU power management system from entering power-saving modes.
+// Setting a higher resolution does not improve the accuracy of the high-resolution performance counter.
+#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
+ 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 defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
+ struct timespec now = { 0 };
if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
{
@@ -3417,7 +4526,7 @@ static void InitTimer(void)
else TRACELOG(LOG_WARNING, "TIMER: Hi-resolution timer not available");
#endif
- CORE.Time.previous = GetTime(); // Get time as double
+ CORE.Time.previous = GetTime(); // Get time as double
}
// Wait for some milliseconds (stop program execution)
@@ -3427,7 +4536,12 @@ static void InitTimer(void)
// 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)
+#if defined(PLATFORM_UWP)
+ UWPGetSleepFunc()(ms/1000);
+ return;
+#endif
+
+#if defined(SUPPORT_BUSY_WAIT_LOOP)
double prevTime = GetTime();
double nextTime = 0.0;
@@ -3442,7 +4556,8 @@ static void Wait(float ms)
#if defined(_WIN32)
Sleep((unsigned int)ms);
- #elif defined(__linux__) || defined(PLATFORM_WEB)
+ #endif
+ #if defined(__linux__) || defined(__FreeBSD__) || defined(__EMSCRIPTEN__)
struct timespec req = { 0 };
time_t sec = (int)(ms/1000.0f);
ms -= (sec*1000);
@@ -3451,7 +4566,8 @@ static void Wait(float ms)
// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
while (nanosleep(&req, &req) == -1) continue;
- #elif defined(__APPLE__)
+ #endif
+ #if defined(__APPLE__)
usleep(ms*1000.0f);
#endif
@@ -3461,99 +4577,6 @@ static void Wait(float ms)
#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)
{
@@ -3563,36 +4586,40 @@ static void PollInputEvents(void)
UpdateGestures();
#endif
- // Reset key pressed registered
+ // Reset keys/chars pressed registered
CORE.Input.Keyboard.keyPressedQueueCount = 0;
+ CORE.Input.Keyboard.charPressedQueueCount = 0;
-#if !defined(PLATFORM_RPI)
+#if !(defined(PLATFORM_RPI) || defined(PLATFORM_DRM))
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = -1;
CORE.Input.Gamepad.axisCount = 0;
#endif
-#if defined(PLATFORM_RPI)
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
// Register previous keys states
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
- // Grab a keypress from the evdev fifo if avalable
- if (CORE.Input.Keyboard.lastKeyPressed.head != CORE.Input.Keyboard.lastKeyPressed.tail)
- {
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = CORE.Input.Keyboard.lastKeyPressed.contents[CORE.Input.Keyboard.lastKeyPressed.tail]; // Read the key from the buffer
- CORE.Input.Keyboard.keyPressedQueueCount++;
-
- CORE.Input.Keyboard.lastKeyPressed.tail = (CORE.Input.Keyboard.lastKeyPressed.tail + 1) & 0x07; // Increment the tail pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
- }
+ PollKeyboardEvents();
// Register previous mouse states
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
- CORE.Input.Mouse.currentWheelMove = 0;
+ CORE.Input.Mouse.currentWheelMove = 0.0f;
for (int i = 0; i < 3; i++)
{
CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i];
}
+
+ // Register gamepads buttons events
+ for (int i = 0; i < MAX_GAMEPADS; i++)
+ {
+ if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available
+ {
+ // Register previous gamepad states
+ for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
+ }
+ }
#endif
#if defined(PLATFORM_UWP)
@@ -3609,145 +4636,9 @@ static void PollInputEvents(void)
// Register previous mouse states
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
- CORE.Input.Mouse.currentWheelMove = 0;
+ CORE.Input.Mouse.currentWheelMove = 0.0f;
for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[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) CORE.Input.Keyboard.currentKeyState[actualKey] = msg->paramChar0;
-
- } break;
- case UWP_MSG_REGISTER_CLICK: CORE.Input.Mouse.currentButtonState[msg->paramInt0] = msg->paramChar0; break;
- case UWP_MSG_SCROLL_WHEEL_UPDATE: CORE.Input.Mouse.currentWheelMove += msg->paramInt0; break;
- case UWP_MSG_UPDATE_MOUSE_LOCATION: CORE.Input.Mouse.position = msg->paramVector0; break;
- case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) CORE.Input.Gamepad.ready[msg->paramInt0] = msg->paramBool0; break;
- case UWP_MSG_SET_GAMEPAD_BUTTON:
- {
- if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) CORE.Input.Gamepad.currentState[msg->paramInt0][msg->paramInt1] = msg->paramChar0;
- } break;
- case UWP_MSG_SET_GAMEPAD_AXIS:
- {
- if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) CORE.Input.Gamepad.axisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0;
-
- // Register buttons for 2nd triggers
- CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
- CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
- } break;
- case UWP_MSG_SET_DISPLAY_DIMS:
- {
- CORE.Window.display.width = msg->paramVector0.x;
- CORE.Window.display.height = msg->paramVector0.y;
- } break;
- case UWP_MSG_HANDLE_RESIZE:
- {
- eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width);
- eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height);
-
- // If window is resized, viewport and projection matrix needs to be re-calculated
- rlViewport(0, 0, CORE.Window.screen.width, CORE.Window.screen.height); // Set viewport width and height
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
- rlOrtho(0, CORE.Window.screen.width, CORE.Window.screen.height, 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)
- CORE.Window.currentFbo.width = CORE.Window.screen.width;
- CORE.Window.currentFbo.height = CORE.Window.screen.height;
-
- // NOTE: Postprocessing texture is not scaled to new size
-
- CORE.Window.resized = true;
-
- } break;
- case UWP_MSG_SET_GAME_TIME: CORE.Time.current = msg->paramDouble0; break;
- default: break;
- }
-
- DeleteUWPMessage(msg); //Delete, we are done
- }
#endif // PLATFORM_UWP
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -3761,7 +4652,7 @@ static void PollInputEvents(void)
// Register previous mouse wheel state
CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
- CORE.Input.Mouse.currentWheelMove = 0;
+ CORE.Input.Mouse.currentWheelMove = 0.0f;
#endif
// Register previous touch states
@@ -3787,20 +4678,48 @@ static void PollInputEvents(void)
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
// Get remapped buttons
- GLFWgamepadstate state;
+ GLFWgamepadstate state = { 0 };
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);
+ GamepadButton button = -1;
- if (buttons[k] == GLFW_PRESS)
+ switch (k)
{
- CORE.Input.Gamepad.currentState[i][button] = 1;
- CORE.Input.Gamepad.lastButtonPressed = button;
+ case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+
+ case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
+ case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+
+ case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (buttons[k] == GLFW_PRESS)
+ {
+ CORE.Input.Gamepad.currentState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentState[i][button] = 0;
}
- else CORE.Input.Gamepad.currentState[i][button] = 0;
}
// Get current axis state
@@ -3808,26 +4727,25 @@ static void PollInputEvents(void)
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
{
- const int axis = GetGamepadAxis(k);
- CORE.Input.Gamepad.axisState[i][axis] = axes[k];
+ CORE.Input.Gamepad.axisState[i][k] = axes[k];
}
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
- CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST;
+ CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
}
}
- CORE.Window.resized = false;
+ CORE.Window.resizedLastFrame = false;
#if defined(SUPPORT_EVENTS_WAITING)
glfwWaitEvents();
#else
glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
#endif
-#endif //defined(PLATFORM_DESKTOP)
+#endif // PLATFORM_DESKTOP
// Gamepad support using emscripten API
// NOTE: GLFW3 joystick functionality not available in web
@@ -3850,13 +4768,39 @@ static void PollInputEvents(void)
// 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)
+ GamepadButton button = -1;
+
+ // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
+ switch (j)
{
- CORE.Input.Gamepad.currentState[i][button] = 1;
- CORE.Input.Gamepad.lastButtonPressed = button;
+ case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+ case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+ case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+ case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+ case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+ case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+ case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (gamepadState.digitalButton[j] == 1)
+ {
+ CORE.Input.Gamepad.currentState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentState[i][button] = 0;
}
- else CORE.Input.Gamepad.currentState[i][button] = 0;
//TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
}
@@ -3864,8 +4808,7 @@ static void PollInputEvents(void)
// Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
{
- const int axis = GetGamepadAxis(j);
- CORE.Input.Gamepad.axisState[i][axis] = gamepadState.axis[j];
+ CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
}
CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
@@ -3898,7 +4841,7 @@ static void PollInputEvents(void)
}
#endif
-#if defined(PLATFORM_RPI) && defined(SUPPORT_SSH_KEYBOARD_RPI)
+#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && 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();
@@ -3915,9 +4858,58 @@ static void SwapBuffers(void)
glfwSwapBuffers(CORE.Window.handle);
#endif
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
+#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
-#endif
+
+#if defined(PLATFORM_DRM)
+ if (!CORE.Window.gbmSurface || (-1 == CORE.Window.fd) || !CORE.Window.connector || !CORE.Window.crtc)
+ {
+ TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
+ abort();
+ }
+
+ struct gbm_bo *bo = gbm_surface_lock_front_buffer(CORE.Window.gbmSurface);
+ if (!bo)
+ {
+ TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer");
+ abort();
+ }
+
+ uint32_t fb = 0;
+ int result = drmModeAddFB(CORE.Window.fd, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay,
+ CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb);
+ if (0 != result)
+ {
+ TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result);
+ abort();
+ }
+
+ result = drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, fb, 0, 0,
+ &CORE.Window.connector->connector_id, 1, &CORE.Window.connector->modes[CORE.Window.modeIndex]);
+ if (0 != result)
+ {
+ TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result);
+ abort();
+ }
+
+ if (CORE.Window.prevFB)
+ {
+ result = drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB);
+ if (0 != result)
+ {
+ TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result);
+ abort();
+ }
+ }
+ CORE.Window.prevFB = fb;
+
+ if (CORE.Window.prevBO)
+ {
+ gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO);
+ }
+ CORE.Window.prevBO = bo;
+#endif // PLATFORM_DRM
+#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM || PLATFORM_UWP
}
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -3927,21 +4919,60 @@ static void ErrorCallback(int error, const char *description)
TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
}
-// GLFW3 Srolling Callback, runs on mouse wheel
-static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
+
+// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
+// NOTE: Window resizing not allowed by default
+static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
- CORE.Input.Mouse.currentWheelMove = (int)yoffset;
+ SetupViewport(width, height); // Reset viewport and projection matrix for new size
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+ CORE.Window.resizedLastFrame = true;
+
+ if (IsWindowFullscreen()) return;
+
+ // Set current screen size
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ // NOTE: Postprocessing texture is not scaled to new size
+
+}
+
+// GLFW3 WindowIconify Callback, runs when window is minimized/restored
+static void WindowIconifyCallback(GLFWwindow *window, int iconified)
+{
+ if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified
+ else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored
+}
+
+#if !defined(PLATFORM_WEB)
+// GLFW3 WindowMaximize Callback, runs when window is maximized/restored
+static void WindowMaximizeCallback(GLFWwindow *window, int maximized)
+{
+ if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized
+ else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored
+}
+#endif
+
+// GLFW3 WindowFocus Callback, runs when window get/lose focus
+static void WindowFocusCallback(GLFWwindow *window, int focused)
+{
+ if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused
+ else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus
}
// GLFW3 Keyboard Callback, runs on key pressed
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
+ //TRACELOG(LOG_DEBUG, "Key Callback: KEY:%i(%c) - SCANCODE:%i (STATE:%i)", key, key, scancode, action);
+
if (key == CORE.Input.Keyboard.exitKey && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE);
// NOTE: Before closing window, while loop must be left!
}
+#if defined(SUPPORT_SCREEN_CAPTURE)
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
{
#if defined(SUPPORT_GIF_RECORDING)
@@ -3949,9 +4980,21 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
{
if (gifRecording)
{
- GifEnd();
gifRecording = false;
+ MsfGifResult result = msf_gif_end(&gifState);
+
+ char path[512] = { 0 };
+ #if defined(PLATFORM_ANDROID)
+ strcpy(path, CORE.Android.internalDataPath);
+ strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
+ #else
+ strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
+ #endif
+
+ SaveFileData(path, result.data, (unsigned int)result.dataSize);
+ msf_gif_free(result);
+
#if defined(PLATFORM_WEB)
// Download file from MEMFS (emscripten memory filesystem)
// saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
@@ -3965,17 +5008,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
gifRecording = true;
gifFramesCounter = 0;
- char path[512] = { 0 };
- #if defined(PLATFORM_ANDROID)
- strcpy(path, CORE.Android.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, CORE.Window.screen.width, CORE.Window.screen.height, (int)(GetFrameTime()*10.0f), 8, false);
+ msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height);
screenshotCounter++;
TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
@@ -3983,19 +5016,45 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
}
else
#endif // SUPPORT_GIF_RECORDING
-#if defined(SUPPORT_SCREEN_CAPTURE)
{
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
screenshotCounter++;
}
-#endif // SUPPORT_SCREEN_CAPTURE
}
+#endif // SUPPORT_SCREEN_CAPTURE
else
{
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else CORE.Input.Keyboard.currentKeyState[key] = 1;
+
+ // Check if there is space available in the key queue
+ if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS))
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+ }
+}
+
+// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value)
+static void CharCallback(GLFWwindow *window, unsigned int key)
+{
+ //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, 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 (CORE.Input.Keyboard.charPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key;
+ CORE.Input.Keyboard.charPressedQueueCount++;
}
}
@@ -4065,21 +5124,10 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
#endif
}
-// GLFW3 Char Key Callback, runs on key down (get unicode char value)
-static void CharCallback(GLFWwindow *window, unsigned int key)
+// GLFW3 Srolling Callback, runs on mouse wheel
+static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
- // 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 (CORE.Input.Keyboard.keyPressedQueueCount < MAX_CHARS_QUEUE)
- {
- // Add character to the queue
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
+ CORE.Input.Mouse.currentWheelMove = (float)yoffset;
}
// GLFW3 CursorEnter Callback, when cursor enters the window
@@ -4089,30 +5137,6 @@ static void CursorEnterCallback(GLFWwindow *window, int enter)
else CORE.Input.Mouse.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
- CORE.Window.screen.width = width;
- CORE.Window.screen.height = height;
- CORE.Window.currentFbo.width = width;
- CORE.Window.currentFbo.height = height;
-
- // NOTE: Postprocessing texture is not scaled to new size
-
- CORE.Window.resized = true;
-}
-
-// GLFW3 WindowIconify Callback, runs when window is minimized/restored
-static void WindowIconifyCallback(GLFWwindow *window, int iconified)
-{
- if (iconified) CORE.Window.minimized = true; // The window was iconified
- else CORE.Window.minimized = 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
@@ -4248,7 +5272,8 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
if (type == AINPUT_EVENT_TYPE_MOTION)
{
- if ((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK || (source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD)
+ if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) ||
+ ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD))
{
// Get first touch position
CORE.Input.Touch.position[0].x = AMotionEvent_getX(event, 0);
@@ -4369,66 +5394,6 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
#endif
#if defined(PLATFORM_WEB)
-// Register fullscreen change events
-static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData)
-{
- //isFullscreen: int event->isFullscreen
- //fullscreenEnabled: int event->fullscreenEnabled
- //fs element nodeName: (char *) event->nodeName
- //fs element id: (char *) event->id
- //Current element size: (int) event->elementWidth, (int) event->elementHeight
- //Screen size:(int) event->screenWidth, (int) event->screenHeight
-
- if (event->isFullscreen)
- {
- CORE.Window.fullscreen = true;
- TRACELOG(LOG_INFO, "WEB: Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", event->elementWidth, event->elementHeight, event->screenWidth, event->screenHeight);
- }
- else
- {
- CORE.Window.fullscreen = false;
- TRACELOG(LOG_INFO, "WEB: Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", event->elementWidth, event->elementHeight, event->screenWidth, event->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) && CORE.Input.Mouse.cursorLockRequired)
- {
- 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!");
- }
-
- CORE.Input.Mouse.cursorLockRequired = false;
- }
-
- return 0;
-}
-
// Register touch input events
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{
@@ -4516,7 +5481,7 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE
}
#endif
-#if defined(PLATFORM_RPI)
+#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
#if defined(SUPPORT_SSH_KEYBOARD_RPI)
// Initialize Keyboard system (using standard input)
@@ -4579,7 +5544,7 @@ static void ProcessKeyboard(void)
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++) CORE.Input.Keyboard.currentKeyState[i] = 0;
+ if (bufferByteCount > 0) for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
// Check keys from event input workers (This is the new keyboard reading method)
//for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = CORE.Input.Keyboard.currentKeyStateEvdev[i];
@@ -4673,7 +5638,7 @@ static void ProcessKeyboard(void)
// Check screen capture key (raylib key: KEY_F12)
if (CORE.Input.Keyboard.currentKeyState[301] == 1)
{
- TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
screenshotCounter++;
}
#endif
@@ -4688,7 +5653,7 @@ static void RestoreKeyboard(void)
// Reconfigure keyboard to default mode
ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
}
-#endif //SUPPORT_SSH_KEYBOARD_RPI
+#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)
@@ -4697,6 +5662,9 @@ static void InitEvdevInput(void)
DIR *directory;
struct dirent *entity;
+ // Initialise keyboard file descriptor
+ CORE.Input.Keyboard.fd = -1;
+
// Reset variables
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
{
@@ -4704,10 +5672,6 @@ static void InitEvdevInput(void)
CORE.Input.Touch.position[i].y = -1;
}
- // Reset keypress buffer
- CORE.Input.Keyboard.lastKeyPressed.head = 0;
- CORE.Input.Keyboard.lastKeyPressed.tail = 0;
-
// Reset keyboard key state
for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
@@ -4721,7 +5685,7 @@ static void InitEvdevInput(void)
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
+ ConfigureEvdevDevice(path); // Configure the device if appropriate
}
}
@@ -4730,10 +5694,10 @@ static void InitEvdevInput(void)
else TRACELOG(LOG_WARNING, "RPI: Failed 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)
+// Identifies a input device and configures it for use if appropriate
+static void ConfigureEvdevDevice(char *device)
{
- #define BITS_PER_LONG (sizeof(long)*8)
+ #define BITS_PER_LONG (8*sizeof(long))
#define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
#define OFF(x) ((x)%BITS_PER_LONG)
#define BIT(x) (1UL<<OFF(x))
@@ -4781,7 +5745,7 @@ static void EventThreadSpawn(char *device)
fd = open(device, O_RDONLY | O_NONBLOCK);
if (fd < 0)
{
- TRACELOG(LOG_WARNING, "RPI: Failed to open input device (error: %d)", device, worker->fd);
+ TRACELOG(LOG_WARNING, "RPI: Failed to open input device %s", device);
return;
}
worker->fd = fd;
@@ -4803,7 +5767,7 @@ static void EventThreadSpawn(char *device)
// Identify the device
//-------------------------------------------------------------------------------------------------------
- ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the avalable device properties
+ ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the available device properties
// Check for absolute input devices
if (TEST_BIT(evBits, EV_ABS))
@@ -4879,15 +5843,22 @@ static void EventThreadSpawn(char *device)
// Decide what to do with the device
//-------------------------------------------------------------------------------------------------------
- if (worker->isTouch || worker->isMouse || worker->isKeyboard)
+ if (worker->isKeyboard && CORE.Input.Keyboard.fd == -1)
+ {
+ // Use the first keyboard encountered. This assumes that a device that says it's a keyboard is just a
+ // keyboard. The keyboard is polled synchronously, whereas other input devices are polled in separate
+ // threads so that they don't drop events when the frame rate is slow.
+ TRACELOG(LOG_INFO, "RPI: Opening keyboard device: %s", device);
+ CORE.Input.Keyboard.fd = worker->fd;
+ }
+ else if (worker->isTouch || worker->isMouse)
{
// Looks like an interesting device
- TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s%s)", device,
+ TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device,
worker->isMouse? "mouse " : "",
worker->isMultitouch? "multitouch " : "",
worker->isTouch? "touchscreen " : "",
- worker->isGamepad? "gamepad " : "",
- worker->isKeyboard? "keyboard " : "");
+ worker->isGamepad? "gamepad " : "");
// Create a thread for this device
int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
@@ -4907,7 +5878,7 @@ static void EventThreadSpawn(char *device)
if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum;
}
- // Find toucnscreens with lower indexes
+ // Find touchscreens with lower indexes
for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
{
if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum < maxTouchNumber))
@@ -4926,8 +5897,7 @@ static void EventThreadSpawn(char *device)
//-------------------------------------------------------------------------------------------------------
}
-// Input device events reading thread
-static void *EventThread(void *arg)
+static void PollKeyboardEvents(void)
{
// 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:
@@ -4949,17 +5919,67 @@ static void *EventThread(void *arg)
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, };
+ int fd = CORE.Input.Keyboard.fd;
+ if (fd == -1) return;
+
+ struct input_event event;
+ int keycode;
+
+ // Try to read data from the keyboard and only continue if successful
+ while (read(fd, &event, sizeof(event)) == (int)sizeof(event))
+ {
+ // Button parsing
+ if (event.type == EV_KEY)
+ {
+ // 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(CORE.Input.Keyboard.currentKeyState)))
+ {
+ // WARNING: https://www.kernel.org/doc/Documentation/input/input.txt
+ // Event interface: 'value' is the value the event carries. Either a relative change for EV_REL,
+ // absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat
+ CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0;
+ if (event.value >= 1)
+ {
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+
+ #if defined(SUPPORT_SCREEN_CAPTURE)
+ // Check screen capture key (raylib key: KEY_F12)
+ if (CORE.Input.Keyboard.currentKeyState[301] == 1)
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
+ #endif
+
+ if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
+
+ TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP":"DOWN", event.code, keycode);
+ }
+ }
+ }
+ }
+}
+
+// Input device events reading thread
+static void *EventThread(void *arg)
+{
struct input_event event;
InputEventWorker *worker = (InputEventWorker *)arg;
int touchAction = -1;
bool gestureUpdate = false;
- int keycode;
while (!CORE.Window.shouldClose)
{
// Try to read data from the device and only continue if successful
- if (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
+ while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
{
// Relative movement parsing
if (event.type == EV_REL)
@@ -4995,7 +6015,8 @@ static void *EventThread(void *arg)
// Basic movement
if (event.code == ABS_X)
{
- CORE.Input.Mouse.position.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
+ CORE.Input.Mouse.position.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
+ CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
@@ -5005,7 +6026,8 @@ static void *EventThread(void *arg)
if (event.code == ABS_Y)
{
- CORE.Input.Mouse.position.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
+ CORE.Input.Mouse.position.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
+ CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
@@ -5014,7 +6036,7 @@ static void *EventThread(void *arg)
}
// 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_SLOT) worker->touchSlot = event.value; // Remember the slot number for the folowing events
if (event.code == ABS_MT_POSITION_X)
{
@@ -5035,6 +6057,33 @@ static void *EventThread(void *arg)
CORE.Input.Touch.position[worker->touchSlot].y = -1;
}
}
+
+ // Touchscreen tap
+ if (event.code == ABS_PRESSURE)
+ {
+ int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON];
+
+ if (!event.value && previousMouseLeftButtonState)
+ {
+ CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0;
+
+ #if defined(SUPPORT_GESTURES_SYSTEM)
+ touchAction = TOUCH_UP;
+ gestureUpdate = true;
+ #endif
+ }
+
+ if (event.value && !previousMouseLeftButtonState)
+ {
+ CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1;
+
+ #if defined(SUPPORT_GESTURES_SYSTEM)
+ touchAction = TOUCH_DOWN;
+ gestureUpdate = true;
+ #endif
+ }
+ }
+
}
// Button parsing
@@ -5054,56 +6103,17 @@ static void *EventThread(void *arg)
if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_RIGHT_BUTTON] = event.value;
if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[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(CORE.Input.Keyboard.currentKeyState)))
- {
- /* Disabled buffer !!
- // Store the key information for raylib to later use
- CORE.Input.Keyboard.currentKeyState[keycode] = event.value;
- if (event.value > 0)
- {
- // Add the key int the fifo
- CORE.Input.Keyboard.lastKeyPressed.contents[CORE.Input.Keyboard.lastKeyPressed.head] = keycode; // Put the data at the front of the fifo snake
- CORE.Input.Keyboard.lastKeyPressed.head = (CORE.Input.Keyboard.lastKeyPressed.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)
- }
- */
-
- CORE.Input.Keyboard.currentKeyState[keycode] = event.value;
- if (event.value == 1)
- {
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
-
- #if defined(SUPPORT_SCREEN_CAPTURE)
- // Check screen capture key (raylib key: KEY_F12)
- if (CORE.Input.Keyboard.currentKeyState[301] == 1)
- {
- TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
- screenshotCounter++;
- }
- #endif
-
- if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
-
- TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP":"DOWN", event.code, keycode);
- }
- }
}
// Screen confinement
- if (CORE.Input.Mouse.position.x < 0) CORE.Input.Mouse.position.x = 0;
- if (CORE.Input.Mouse.position.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.position.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
+ if (!CORE.Input.Mouse.cursorHidden)
+ {
+ if (CORE.Input.Mouse.position.x < 0) CORE.Input.Mouse.position.x = 0;
+ if (CORE.Input.Mouse.position.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.position.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x;
- if (CORE.Input.Mouse.position.y < 0) CORE.Input.Mouse.position.y = 0;
- if (CORE.Input.Mouse.position.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.position.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
+ if (CORE.Input.Mouse.position.y < 0) CORE.Input.Mouse.position.y = 0;
+ if (CORE.Input.Mouse.position.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.position.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y;
+ }
// Gesture update
if (gestureUpdate)
@@ -5133,10 +6143,7 @@ static void *EventThread(void *arg)
#endif
}
}
- else
- {
- usleep(5000); // Sleep for 5ms to avoid hogging CPU time
- }
+ Wait(5); // Sleep for 5ms to avoid hogging CPU time
}
close(worker->fd);
@@ -5202,7 +6209,7 @@ static void *GamepadThread(void *arg)
// Process gamepad events by type
if (gamepadEvent.type == JS_EVENT_BUTTON)
{
- TRACELOGD("RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+ //TRACELOG(LOG_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
{
@@ -5215,7 +6222,7 @@ static void *GamepadThread(void *arg)
}
else if (gamepadEvent.type == JS_EVENT_AXIS)
{
- TRACELOGD("RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
+ //TRACELOG(LOG_WARNING, "RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
{
@@ -5224,13 +6231,378 @@ static void *GamepadThread(void *arg)
}
}
}
+ else Wait(1); // Sleep for 1 ms to avoid hogging CPU time
+ }
+ }
+
+ return NULL;
+}
+#endif // PLATFORM_RPI || PLATFORM_DRM
+
+#if defined(PLATFORM_UWP)
+// UWP function pointers
+// NOTE: Those pointers are set by UWP App
+static UWPQueryTimeFunc uwpQueryTimeFunc = NULL;
+static UWPSleepFunc uwpSleepFunc = NULL;
+static UWPDisplaySizeFunc uwpDisplaySizeFunc = NULL;
+static UWPMouseFunc uwpMouseLockFunc = NULL;
+static UWPMouseFunc uwpMouseUnlockFunc = NULL;
+static UWPMouseFunc uwpMouseShowFunc = NULL;
+static UWPMouseFunc uwpMouseHideFunc = NULL;
+static UWPMouseSetPosFunc uwpMouseSetPosFunc = NULL;
+static void *uwpCoreWindow = NULL;
+
+// Check all required UWP function pointers have been set
+bool UWPIsConfigured()
+{
+ bool pass = true;
+
+ if (uwpQueryTimeFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetQueryTimeFunc() must be called with a valid function before InitWindow()"); pass = false; }
+ if (uwpSleepFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetSleepFunc() must be called with a valid function before InitWindow()"); pass = false; }
+ if (uwpDisplaySizeFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetDisplaySizeFunc() must be called with a valid function before InitWindow()"); pass = false; }
+ if (uwpMouseLockFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseLockFunc() must be called with a valid function before InitWindow()"); pass = false; }
+ if (uwpMouseUnlockFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseUnlockFunc() must be called with a valid function before InitWindow()"); pass = false; }
+ if (uwpMouseShowFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseShowFunc() must be called with a valid function before InitWindow()"); pass = false; }
+ if (uwpMouseHideFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseHideFunc() must be called with a valid function before InitWindow()"); pass = false; }
+ if (uwpMouseSetPosFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseSetPosFunc() must be called with a valid function before InitWindow()"); pass = false; }
+ if (uwpCoreWindow == NULL) { TRACELOG(LOG_ERROR, "UWP: A pointer to the UWP core window must be set before InitWindow()"); pass = false; }
+
+ return pass;
+}
+
+// UWP function handlers get/set
+void UWPSetDataPath(const char* path) { CORE.UWP.internalDataPath = path; }
+UWPQueryTimeFunc UWPGetQueryTimeFunc(void) { return uwpQueryTimeFunc; }
+void UWPSetQueryTimeFunc(UWPQueryTimeFunc func) { uwpQueryTimeFunc = func; }
+UWPSleepFunc UWPGetSleepFunc(void) { return uwpSleepFunc; }
+void UWPSetSleepFunc(UWPSleepFunc func) { uwpSleepFunc = func; }
+UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void) { return uwpDisplaySizeFunc; }
+void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func) { uwpDisplaySizeFunc = func; }
+UWPMouseFunc UWPGetMouseLockFunc() { return uwpMouseLockFunc; }
+void UWPSetMouseLockFunc(UWPMouseFunc func) { uwpMouseLockFunc = func; }
+UWPMouseFunc UWPGetMouseUnlockFunc() { return uwpMouseUnlockFunc; }
+void UWPSetMouseUnlockFunc(UWPMouseFunc func) { uwpMouseUnlockFunc = func; }
+UWPMouseFunc UWPGetMouseShowFunc() { return uwpMouseShowFunc; }
+void UWPSetMouseShowFunc(UWPMouseFunc func) { uwpMouseShowFunc = func; }
+UWPMouseFunc UWPGetMouseHideFunc() { return uwpMouseHideFunc; }
+void UWPSetMouseHideFunc(UWPMouseFunc func) { uwpMouseHideFunc = func; }
+UWPMouseSetPosFunc UWPGetMouseSetPosFunc() { return uwpMouseSetPosFunc; }
+void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func) { uwpMouseSetPosFunc = func; }
+
+void *UWPGetCoreWindowPtr() { return uwpCoreWindow; }
+void UWPSetCoreWindowPtr(void* ptr) { uwpCoreWindow = ptr; }
+void UWPMouseWheelEvent(int deltaY) { CORE.Input.Mouse.currentWheelMove = (float)deltaY; }
+
+void UWPKeyDownEvent(int key, bool down, bool controlKey)
+{
+ if (key == CORE.Input.Keyboard.exitKey && down)
+ {
+ // Time to close the window.
+ CORE.Window.shouldClose = true;
+ }
+#if defined(SUPPORT_SCREEN_CAPTURE)
+ else if (key == KEY_F12 && down)
+ {
+#if defined(SUPPORT_GIF_RECORDING)
+ if (controlKey)
+ {
+ if (gifRecording)
+ {
+ gifRecording = false;
+
+ MsfGifResult result = msf_gif_end(&gifState);
+
+ SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.UWP.internalDataPath, screenshotCounter), result.data, result.dataSize);
+ msf_gif_free(result);
+
+#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, "SYSTEM: Finish animated GIF recording");
+ }
else
{
- usleep(1000); //Sleep for 1ms to avoid hogging CPU time
+ gifRecording = true;
+ gifFramesCounter = 0;
+
+ msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height);
+ screenshotCounter++;
+
+ TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
}
}
+ else
+#endif // SUPPORT_GIF_RECORDING
+ {
+ TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
+ screenshotCounter++;
+ }
}
+#endif // SUPPORT_SCREEN_CAPTURE
+ else
+ {
+ CORE.Input.Keyboard.currentKeyState[key] = down;
+ }
+}
- return NULL;
+void UWPKeyCharEvent(int key)
+{
+ if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE)
+ {
+ // Add character to the queue
+ CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key;
+ CORE.Input.Keyboard.keyPressedQueueCount++;
+ }
+}
+
+void UWPMouseButtonEvent(int button, bool down)
+{
+ CORE.Input.Mouse.currentButtonState[button] = down;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ // Register touch actions
+ if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN;
+ else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) 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 CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+void UWPMousePosEvent(double x, double y)
+{
+ CORE.Input.Mouse.position.x = (float)x;
+ CORE.Input.Mouse.position.y = (float)y;
+ CORE.Input.Touch.position[0] = CORE.Input.Mouse.position;
+
+#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
+ // Process mouse events as touches to be able to use mouse-gestures
+ GestureEvent gestureEvent = { 0 };
+
+ 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] = CORE.Input.Mouse.position;
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+void UWPResizeEvent(int width, int height)
+{
+ SetupViewport(width, height); // Reset viewport and projection matrix for new size
+
+ // Set current screen size
+ CORE.Window.screen.width = width;
+ CORE.Window.screen.height = height;
+ CORE.Window.currentFbo.width = width;
+ CORE.Window.currentFbo.height = height;
+
+ // NOTE: Postprocessing texture is not scaled to new size
+
+ CORE.Window.resizedLastFrame = true;
+}
+
+void UWPActivateGamepadEvent(int gamepad, bool active)
+{
+ if (gamepad < MAX_GAMEPADS) CORE.Input.Gamepad.ready[gamepad] = active;
+}
+
+void UWPRegisterGamepadButton(int gamepad, int button, bool down)
+{
+ if (gamepad < MAX_GAMEPADS)
+ {
+ if (button < MAX_GAMEPAD_BUTTONS)
+ {
+ CORE.Input.Gamepad.currentState[gamepad][button] = down;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ }
+}
+
+void UWPRegisterGamepadAxis(int gamepad, int axis, float value)
+{
+ if (gamepad < MAX_GAMEPADS)
+ {
+ if (axis < MAX_GAMEPAD_AXIS) CORE.Input.Gamepad.axisState[gamepad][axis] = value;
+ }
}
-#endif // PLATFORM_RPI
+
+void UWPGestureMove(int pointer, float x, float y)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ GestureEvent gestureEvent = { 0 };
+
+ // Assign the pointer ID and touch action
+ gestureEvent.pointerId[0] = pointer;
+ gestureEvent.touchAction = TOUCH_MOVE;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0].x = x;
+ gestureEvent.position[0].y = y;
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+void UWPGestureTouch(int pointer, float x, float y, bool touch)
+{
+#if defined(SUPPORT_GESTURES_SYSTEM)
+ GestureEvent gestureEvent = { 0 };
+
+ // Assign the pointer ID and touch action
+ gestureEvent.pointerId[0] = pointer;
+ gestureEvent.touchAction = touch ? TOUCH_DOWN : TOUCH_UP;
+
+ // Register touch points count
+ gestureEvent.pointCount = 1;
+
+ // Register touch points position, only one point registered
+ gestureEvent.position[0].x = x;
+ gestureEvent.position[0].y = y;
+
+ // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height
+ gestureEvent.position[0].x /= (float)GetScreenWidth();
+ gestureEvent.position[0].y /= (float)GetScreenHeight();
+
+ // Gesture data is sent to gestures system for processing
+ ProcessGestureEvent(gestureEvent);
+#endif
+}
+
+#endif // PLATFORM_UWP
+
+#if defined(PLATFORM_DRM)
+// Search matching DRM mode in connector's mode list
+static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode)
+{
+ if (NULL == connector) return -1;
+ if (NULL == mode) return -1;
+
+ // safe bitwise comparison of two modes
+ #define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b)) ? sizeof(a) : sizeof(b))
+
+ for (size_t i = 0; i < connector->count_modes; i++)
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, connector->modes[i].hdisplay, connector->modes[i].vdisplay,
+ connector->modes[i].vrefresh, (connector->modes[i].flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
+
+ if (0 == BINCMP(&CORE.Window.crtc->mode, &CORE.Window.connector->modes[i])) return i;
+ }
+
+ return -1;
+
+ #undef BINCMP
+}
+
+// Search exactly matching DRM connector mode in connector's list
+static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
+{
+ TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
+
+ if (NULL == connector) return -1;
+
+ for (int i = 0; i < CORE.Window.connector->count_modes; i++)
+ {
+ const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
+
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
+
+ if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue;
+
+ if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i;
+ }
+
+ TRACELOG(LOG_TRACE, "DISPLAY: No DRM exact matching mode found");
+ return -1;
+}
+
+// Search the nearest matching DRM connector mode in connector's list
+static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced)
+{
+ TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no");
+
+ if (NULL == connector) return -1;
+
+ int nearestIndex = -1;
+ for (int i = 0; i < CORE.Window.connector->count_modes; i++)
+ {
+ const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i];
+
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh,
+ (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive");
+
+ if ((mode->hdisplay < width) || (mode->vdisplay < height) | (mode->vrefresh < fps))
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM mode is too small");
+ continue;
+ }
+
+ if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced))
+ {
+ TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode");
+ continue;
+ }
+
+ if ((mode->hdisplay >= width) && (mode->vdisplay >= height) && (mode->vrefresh >= fps))
+ {
+ const int widthDiff = mode->hdisplay - width;
+ const int heightDiff = mode->vdisplay - height;
+ const int fpsDiff = mode->vrefresh - fps;
+
+ if (nearestIndex < 0)
+ {
+ nearestIndex = i;
+ continue;
+ }
+
+ const int nearestWidthDiff = CORE.Window.connector->modes[nearestIndex].hdisplay - width;
+ const int nearestHeightDiff = CORE.Window.connector->modes[nearestIndex].vdisplay - height;
+ const int nearestFpsDiff = CORE.Window.connector->modes[nearestIndex].vrefresh - fps;
+
+ if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) nearestIndex = i;
+ }
+ }
+
+ return nearestIndex;
+}
+#endif