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-/**********************************************************************************************
-*
-* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
-*
-* PLATFORMS SUPPORTED:
-* - PLATFORM_DESKTOP: Windows (Win32, Win64)
-* - PLATFORM_DESKTOP: Linux (X11 desktop mode)
-* - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
-* - PLATFORM_DESKTOP: OSX/macOS
-* - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64)
-* - PLATFORM_RPI: Raspberry Pi 0,1,2,3,4 (Raspbian)
-* - PLATFORM_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
-*
-* CONFIGURATION:
-*
-* #define PLATFORM_DESKTOP
-* Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly
-* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it
-*
-* #define PLATFORM_ANDROID
-* Windowing and input system configured for Android device, app activity managed internally in this module.
-* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL
-*
-* #define PLATFORM_RPI
-* Windowing and input system configured for Raspberry Pi i native mode (no X.org required, tested on Raspbian),
-* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/
-*
-* #define PLATFORM_WEB
-* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
-* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
-*
-* #define PLATFORM_UWP
-* Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms,
-* including Windows 10 App, Windows Phone and Xbox One platforms.
-*
-* #define SUPPORT_DEFAULT_FONT (default)
-* Default font is loaded on window initialization to be available for the user to render simple text.
-* NOTE: If enabled, uses external module functions to load default raylib font (module: text)
-*
-* #define SUPPORT_CAMERA_SYSTEM
-* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
-*
-* #define SUPPORT_GESTURES_SYSTEM
-* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag
-*
-* #define SUPPORT_MOUSE_GESTURES
-* Mouse gestures are directly mapped like touches and processed by gestures system.
-*
-* #define SUPPORT_TOUCH_AS_MOUSE
-* Touch input and mouse input are shared. Mouse functions also return touch information.
-*
-* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only)
-* Reconfigure standard input to receive key inputs, works with SSH connection.
-* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or
-* blocking the device is not restored properly. Use with care.
-*
-* #define SUPPORT_MOUSE_CURSOR_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
-*
-* #define SUPPORT_HALFBUSY_WAIT_LOOP
-* Use a half-busy wait loop, in this case frame sleeps for some time and runs a busy-wait-loop at the end
-*
-* #define SUPPORT_EVENTS_WAITING
-* Wait for events passively (sleeping while no events) instead of polling them actively every frame
-*
-* #define SUPPORT_SCREEN_CAPTURE
-* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
-*
-* #define SUPPORT_GIF_RECORDING
-* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
-*
-* #define SUPPORT_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
-*
-*
-* DEPENDENCIES:
-* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
-* raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion)
-* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
-* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
-*
-*
-* LICENSE: zlib/libpng
-*
-* Copyright (c) 2013-2021 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.
-*
-* Permission is granted to anyone to use this software for any purpose, including commercial
-* applications, and to alter it and redistribute it freely, subject to the following restrictions:
-*
-* 1. The origin of this software must not be misrepresented; you must not claim that you
-* wrote the original software. If you use this software in a product, an acknowledgment
-* in the product documentation would be appreciated but is not required.
-*
-* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
-* as being the original software.
-*
-* 3. This notice may not be removed or altered from any source distribution.
-*
-**********************************************************************************************/
-
-#include "raylib.h" // Declares module functions
-
-// Check if config flags have been externally provided on compilation line
-#if !defined(EXTERNAL_CONFIG_FLAGS)
- #include "config.h" // Defines module configuration flags
-#else
- #define RAYLIB_VERSION "3.7"
-#endif
-
-#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 RLGL_IMPLEMENTATION
-#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
-#endif
-
-#if defined(SUPPORT_CAMERA_SYSTEM)
- #define CAMERA_IMPLEMENTATION
- #include "camera.h" // Camera system functionality
-#endif
-
-#if defined(SUPPORT_GIF_RECORDING)
- //#define MSF_GIF_MALLOC RL_MALLOC
- //#define MSF_GIF_FREE RL_FREE
-
- #define MSF_GIF_IMPL
- #include "external/msf_gif.h" // Support GIF recording
-#endif
-
-#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()], atan2f() [Used in LoadVrStereoConfig()]
-
-#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
- #define DIRENT_FREE RL_FREE
-
- #include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
-#else
- #include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
-#endif
-
-#if defined(_WIN32)
- #include <direct.h> // Required for: _getch(), _chdir()
- #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir()
- #define CHDIR _chdir
- #include <io.h> // Required for _access() [Used in FileExists()]
-#else
- #include <unistd.h> // Required for: getch(), chdir() (POSIX), access()
- #define GETCWD getcwd
- #define CHDIR chdir
-#endif
-
-#if defined(PLATFORM_DESKTOP)
- #define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
- // NOTE: Already provided by rlgl implementation (on glad.h)
- #include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management
- // NOTE: GLFW3 already includes gl.h (OpenGL) headers
-
- // Support retrieving native window handlers
- #if defined(_WIN32)
- #define GLFW_EXPOSE_NATIVE_WIN32
- #include "GLFW/glfw3native.h" // WARNING: It requires customization to avoid windows.h inclusion!
-
- #if defined(SUPPORT_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
-
- //#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()
- #endif
- #if defined(__APPLE__)
- #include <unistd.h> // Required for: usleep()
-
- //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
- #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow()
- #endif
-#endif
-
-#if defined(PLATFORM_ANDROID)
- //#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...)
- #include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
- #include <android_native_app_glue.h> // Defines basic app state struct and manages activity
-
- #include <EGL/egl.h> // EGL library - Native platform display device control functions
- #include <GLES2/gl2.h> // OpenGL ES 2.0 library
-#endif
-
-#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
-
-#if defined(PLATFORM_RPI)
- #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
-#endif
-
-#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" // 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" // 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
-
- #include <emscripten/emscripten.h> // Emscripten library - LLVM to JavaScript compiler
- #include <emscripten/html5.h> // Emscripten HTML5 library
-#endif
-
-#if defined(SUPPORT_COMPRESSION_API)
- // NOTE: Those declarations require stb_image and stb_image_write definitions, included in textures module
- unsigned char *stbi_zlib_compress(unsigned char *data, int data_len, int *out_len, int quality);
- char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen);
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
- #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
-
- #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
-
-#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
-
-#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)
- #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) || defined(PLATFORM_DRM)
-typedef struct {
- pthread_t threadId; // Event reading thread id
- int fd; // File descriptor to the device it is assigned to
- int eventNum; // Number of 'event<N>' device
- Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
- int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
- bool isMouse; // True if device supports relative X Y movements
- bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
- bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
- bool isKeyboard; // True if device has letter keycodes
- bool isGamepad; // True if device has gamepad buttons
-} InputEventWorker;
-#endif
-
-typedef struct { int x; int y; } Point;
-typedef struct { unsigned int width; unsigned int height; } Size;
-
-// Core global state context data
-typedef struct CoreData {
- struct {
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- GLFWwindow *handle; // Native window handle (graphic device)
-#endif
-#if defined(PLATFORM_RPI)
- EGL_DISPMANX_WINDOW_T handle; // Native window handle (graphic device)
-#endif
-#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
- const char *title; // Window text title const pointer
- 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, ...)
- Size screen; // Screen width and height (used render area)
- Size currentFbo; // Current render width and height, it could change on BeginTextureMode()
- Size render; // Framebuffer width and height (render area, including black bars if required)
- Point renderOffset; // Offset from render area (must be divided by 2)
- Matrix screenScale; // Matrix to scale screen (framebuffer rendering)
-
- char **dropFilesPath; // Store dropped files paths as strings
- int dropFilesCount; // Count dropped files strings
-
- } Window;
-#if defined(PLATFORM_ANDROID)
- struct {
- bool appEnabled; // Flag to detect if app is active ** = true
- struct android_app *app; // Android activity
- struct android_poll_source *source; // Android events polling source
- const char *internalDataPath; // Android internal data path to write data (/data/data/<package>/files)
- bool contextRebindRequired; // Used to know context rebind required
- } Android;
-#endif
-#if defined(PLATFORM_UWP)
- struct {
- 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 {
- int exitKey; // Default exit key
- char currentKeyState[512]; // Registers current frame key state
- char previousKeyState[512]; // Registers previous frame key state
-
- 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
- int fd; // File descriptor for the evdev keyboard
-#endif
- } Keyboard;
- struct {
- Vector2 position; // Mouse position on screen
- 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
-
- char currentButtonState[3]; // Registers current mouse button state
- char previousButtonState[3]; // Registers previous mouse button state
- 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;
- struct {
- Vector2 position[MAX_TOUCH_POINTS]; // Touch position on screen
- char currentTouchState[MAX_TOUCH_POINTS]; // Registers current touch state
- char previousTouchState[MAX_TOUCH_POINTS]; // Registers previous touch state
- } Touch;
- struct {
- int lastButtonPressed; // Register last gamepad button pressed
- int axisCount; // Register number of available gamepad axis
- 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
-#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
-#endif
- } Gamepad;
- } Input;
- struct {
- double current; // Current time measure
- double previous; // Previous time measure
- double update; // Time measure for frame update
- 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_DRM) || defined(PLATFORM_UWP)
- unsigned long long base; // Base time measure for hi-res timer
-#endif
- } Time;
-} CoreData;
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-static CoreData CORE = { 0 }; // Global CORE state context
-
-static char **dirFilesPath = NULL; // Store directory files paths as strings
-static int dirFilesCount = 0; // Count directory files strings
-
-#if defined(SUPPORT_SCREEN_CAPTURE)
-static int screenshotCounter = 0; // Screenshots counter
-#endif
-
-#if defined(SUPPORT_GIF_RECORDING)
-static int gifFramesCounter = 0; // GIF frames counter
-static bool gifRecording = false; // GIF recording state
-static MsfGifState gifState = { 0 }; // MSGIF context state
-#endif
-//-----------------------------------------------------------------------------------
-
-//----------------------------------------------------------------------------------
-// Other Modules Functions Declaration (required by core)
-//----------------------------------------------------------------------------------
-#if defined(SUPPORT_DEFAULT_FONT)
-extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow()
-extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory
-#endif
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
-static void SetupFramebuffer(int width, int height); // Setup main framebuffer
-static void SetupViewport(int width, int height); // Set viewport for a provided width and height
-static void SwapBuffers(void); // Copy back buffer to front buffer
-
-static void InitTimer(void); // Initialize timer
-static void Wait(float ms); // Wait for some milliseconds (stop program execution)
-
-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 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
-#endif
-
-#if defined(PLATFORM_ANDROID)
-static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
-static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
-#endif
-
-#if defined(PLATFORM_WEB)
-static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
-static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
-#endif
-
-#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
-static void RestoreKeyboard(void); // Restore keyboard system
-#else
-static void InitTerminal(void); // Init terminal (block echo and signal short cuts)
-static void RestoreTerminal(void); // Restore terminal
-#endif
-
-static void InitEvdevInput(void); // Evdev inputs initialization
-static void 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
-
-#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 (kernel32 lib)
- void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
-#endif
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Window and OpenGL Context Functions
-//----------------------------------------------------------------------------------
-
-#if defined(PLATFORM_ANDROID)
-// To allow easier porting to android, we allow the user to define a
-// main function which we call from android_main, defined by ourselves
-extern int main(int argc, char *argv[]);
-
-void android_main(struct android_app *app)
-{
- char arg0[] = "raylib"; // NOTE: argv[] are mutable
- CORE.Android.app = app;
-
- // TODO: Should we maybe report != 0 return codes somewhere?
- (void)main(1, (char *[]) { arg0, NULL });
-}
-
-// TODO: Add this to header (if apps really need it)
-struct android_app *GetAndroidApp(void)
-{
- return CORE.Android.app;
-}
-#endif
-#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && !defined(SUPPORT_SSH_KEYBOARD_RPI)
-// Init terminal (block echo and signal short cuts)
-static void InitTerminal(void)
-{
- TRACELOG(LOG_INFO, "RPI: Reconfiguring terminal...");
-
- // Save terminal keyboard settings and reconfigure terminal with new settings
- struct termios keyboardNewSettings;
- tcgetattr(STDIN_FILENO, &CORE.Input.Keyboard.defaultSettings); // Get current keyboard settings
- keyboardNewSettings = CORE.Input.Keyboard.defaultSettings;
-
- // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo
- // NOTE: ISIG controls if ^C and ^Z generate break signals or not
- keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
- keyboardNewSettings.c_cc[VMIN] = 1;
- keyboardNewSettings.c_cc[VTIME] = 0;
-
- // Set new keyboard settings (change occurs immediately)
- tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
-
- // Save old keyboard mode to restore it at the end
- if (ioctl(STDIN_FILENO, KDGKBMODE, &CORE.Input.Keyboard.defaultMode) < 0)
- {
- // NOTE: It could mean we are using a remote keyboard through ssh or from the desktop
- TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode (not a local terminal)");
- }
- else ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
-
- // Register terminal restore when program finishes
- atexit(RestoreTerminal);
-}
-// Restore terminal
-static void RestoreTerminal(void)
-{
- TRACELOG(LOG_INFO, "RPI: Restoring terminal...");
-
- // Reset to default keyboard settings
- tcsetattr(STDIN_FILENO, TCSANOW, &CORE.Input.Keyboard.defaultSettings);
-
- // Reconfigure keyboard to default mode
- ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
-}
-#endif
-// Initialize window and OpenGL context
-// NOTE: data parameter could be used to pass any kind of required data to the initialization
-void InitWindow(int width, int height, const char *title)
-{
-#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);
-
- 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;
- CORE.Window.currentFbo.width = width;
- CORE.Window.currentFbo.height = height;
-
- // Input data is android app pointer
- CORE.Android.internalDataPath = CORE.Android.app->activity->internalDataPath;
-
- // Set desired windows flags before initializing anything
- ANativeActivity_setWindowFlags(CORE.Android.app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
-
- int orientation = AConfiguration_getOrientation(CORE.Android.app->config);
-
- if (orientation == ACONFIGURATION_ORIENTATION_PORT) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as portrait");
- else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TRACELOG(LOG_INFO, "ANDROID: Window orientation set as landscape");
-
- // TODO: Automatic orientation doesn't seem to work
- if (width <= height)
- {
- AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_PORT);
- TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to portrait");
- }
- else
- {
- AConfiguration_setOrientation(CORE.Android.app->config, ACONFIGURATION_ORIENTATION_LAND);
- TRACELOG(LOG_WARNING, "ANDROID: Window orientation changed to landscape");
- }
-
- //AConfiguration_getDensity(CORE.Android.app->config);
- //AConfiguration_getKeyboard(CORE.Android.app->config);
- //AConfiguration_getScreenSize(CORE.Android.app->config);
- //AConfiguration_getScreenLong(CORE.Android.app->config);
-
- CORE.Android.app->onAppCmd = AndroidCommandCallback;
- CORE.Android.app->onInputEvent = AndroidInputCallback;
-
- InitAssetManager(CORE.Android.app->activity->assetManager, CORE.Android.app->activity->internalDataPath);
-
- TRACELOG(LOG_INFO, "ANDROID: App initialized successfully");
-
- // Android ALooper_pollAll() variables
- int pollResult = 0;
- int pollEvents = 0;
-
- // Wait for window to be initialized (display and context)
- while (!CORE.Window.ready)
- {
- // Process events loop
- while ((pollResult = ALooper_pollAll(0, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
- {
- // Process this event
- if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
-
- // NOTE: Never close window, native activity is controlled by the system!
- //if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true;
- }
- }
-#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
- InitTimer();
-
-#if defined(SUPPORT_DEFAULT_FONT)
- // Load default font
- // NOTE: External functions (defined in module: text)
- LoadFontDefault();
- 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)
- 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) || defined(PLATFORM_DRM)
- // Init raw input system
- InitEvdevInput(); // Evdev inputs initialization
- InitGamepad(); // Gamepad init
-#if defined(SUPPORT_SSH_KEYBOARD_RPI)
- InitKeyboard(); // Keyboard init
-#else
- InitTerminal(); // Terminal init
-#endif
-#endif
-
-#if defined(PLATFORM_WEB)
- // Detect fullscreen change events
- //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);
- //emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
-
- // Support touch events
- emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
- emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
- emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
- emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
-
- // Support gamepad events (not provided by GLFW3 on emscripten)
- emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
- emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
-#endif
-
- CORE.Input.Mouse.position.x = (float)CORE.Window.screen.width/2.0f;
- CORE.Input.Mouse.position.y = (float)CORE.Window.screen.height/2.0f;
-#endif // PLATFORM_ANDROID
-}
-
-// Close window and unload OpenGL context
-void CloseWindow(void)
-{
-#if defined(SUPPORT_GIF_RECORDING)
- if (gifRecording)
- {
- MsfGifResult result = msf_gif_end(&gifState);
- msf_gif_free(result);
- gifRecording = false;
- }
-#endif
-
-#if defined(SUPPORT_DEFAULT_FONT)
- UnloadFontDefault();
-#endif
-
- rlglClose(); // De-init rlgl
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- glfwDestroyWindow(CORE.Window.handle);
- glfwTerminate();
-#endif
-
-#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_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);
- CORE.Window.surface = EGL_NO_SURFACE;
- }
-
- if (CORE.Window.context != EGL_NO_CONTEXT)
- {
- eglDestroyContext(CORE.Window.device, CORE.Window.context);
- CORE.Window.context = EGL_NO_CONTEXT;
- }
-
- eglTerminate(CORE.Window.device);
- CORE.Window.device = EGL_NO_DISPLAY;
- }
-#endif
-
-#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)
- {
- pthread_join(CORE.Input.eventWorker[i].threadId, NULL);
- }
- }
-
-
- if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL);
-#endif
-
- TRACELOG(LOG_INFO, "Window closed successfully");
-}
-
-// Check if KEY_ESCAPE pressed or Close icon pressed
-bool WindowShouldClose(void)
-{
-#if defined(PLATFORM_WEB)
- // Emterpreter-Async required to run sync code
- // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
- // By default, this function is never called on a web-ready raylib example because we encapsulate
- // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
- // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
- emscripten_sleep(16);
- return false;
-#endif
-
-#if defined(PLATFORM_DESKTOP)
- if (CORE.Window.ready)
- {
- // While window minimized, stop loop execution
- 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_DRM) || defined(PLATFORM_UWP)
- if (CORE.Window.ready) return CORE.Window.shouldClose;
- else return true;
-#endif
-}
-
-// 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.flags & FLAG_WINDOW_MINIMIZED) > 0);
-#else
- return false;
-#endif
-}
-
-// Check if window has been maximized (only PLATFORM_DESKTOP)
-bool IsWindowMaximized(void)
-{
-#if defined(PLATFORM_DESKTOP)
- return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0);
-#else
- return false;
-#endif
-}
-
-// Check if window has the focus
-bool IsWindowFocused(void)
-{
-#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 one specific window flag is enabled
-bool IsWindowState(unsigned int flag)
-{
- return ((CORE.Window.flags & flag) > 0);
-}
-
-// Toggle fullscreen mode (only PLATFORM_DESKTOP)
-void ToggleFullscreen(void)
-{
-#if defined(PLATFORM_DESKTOP)
- // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
- 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);
-
- 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");
-
- 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;
- }
-
- 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;
-
- 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)
- 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) || 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 == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
- {
- GLFWimage icon[1] = { 0 };
-
- icon[0].width = image.width;
- icon[0].height = image.height;
- icon[0].pixels = (unsigned char *)image.data;
-
- // NOTE 1: We only support one image icon
- // NOTE 2: The specified image data is copied before this function returns
- glfwSetWindowIcon(CORE.Window.handle, 1, icon);
- }
- else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format");
-#endif
-}
-
-// Set title for window (only PLATFORM_DESKTOP)
-void SetWindowTitle(const char *title)
-{
- CORE.Window.title = title;
-#if defined(PLATFORM_DESKTOP)
- glfwSetWindowTitle(CORE.Window.handle, title);
-#endif
-}
-
-// Set window position on screen (windowed mode)
-void SetWindowPosition(int x, int y)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetWindowPos(CORE.Window.handle, x, y);
-#endif
-}
-
-// Set monitor for the current window (fullscreen mode)
-void SetWindowMonitor(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount = 0;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
-
- const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
- glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate);
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
-}
-
-// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
-void SetWindowMinSize(int width, int height)
-{
-#if defined(PLATFORM_DESKTOP)
- const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
- glfwSetWindowSizeLimits(CORE.Window.handle, width, height, mode->width, mode->height);
-#endif
-}
-
-// Set window dimensions
-// TODO: Issues on HighDPI scaling
-void SetWindowSize(int width, int height)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetWindowSize(CORE.Window.handle, width, height);
-#endif
-#if defined(PLATFORM_WEB)
- //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
- //emscripten_set_canvas_element_size("canvas", width, height);
- //emscripten_set_element_css_size("canvas", width, height);
-#endif
-}
-
-// Get current screen width
-int GetScreenWidth(void)
-{
- return CORE.Window.currentFbo.width;
-}
-
-// Get current screen height
-int GetScreenHeight(void)
-{
- return CORE.Window.currentFbo.height;
-}
-
-// Get native window handle
-void *GetWindowHandle(void)
-{
-#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
- // NOTE: Returned handle is: void *HWND (windows.h)
- return glfwGetWin32Window(CORE.Window.handle);
-#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 *?
-#endif
-#if defined(__APPLE__)
- // NOTE: Returned handle is: (objc_object *)
- return NULL; // TODO: return (void *)glfwGetCocoaWindow(window);
-#endif
-
- return NULL;
-}
-
-// Get number of monitors
-int GetMonitorCount(void)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- glfwGetMonitors(&monitorCount);
- return monitorCount;
-#else
- return 1;
-#endif
-}
-
-// 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)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- 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 selected monitor width (max available by monitor)
-int GetMonitorHeight(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- 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 selected monitor physical width in millimetres
-int GetMonitorPhysicalWidth(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- int physicalWidth;
- glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
- return physicalWidth;
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
- return 0;
-}
-
-// Get primary monitor physical height in millimetres
-int GetMonitorPhysicalHeight(int monitor)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- int physicalHeight;
- glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight);
- return physicalHeight;
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
- 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)
-{
- int x = 0;
- int y = 0;
-#if defined(PLATFORM_DESKTOP)
- glfwGetWindowPos(CORE.Window.handle, &x, &y);
-#endif
- 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)
-{
-#if defined(PLATFORM_DESKTOP)
- int monitorCount;
- GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
-
- if ((monitor >= 0) && (monitor < monitorCount))
- {
- return glfwGetMonitorName(monitors[monitor]);
- }
- else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor");
-#endif
- return "";
-}
-
-// Get clipboard text content
-// NOTE: returned string is allocated and freed by GLFW
-const char *GetClipboardText(void)
-{
-#if defined(PLATFORM_DESKTOP)
- return glfwGetClipboardString(CORE.Window.handle);
-#else
- return NULL;
-#endif
-}
-
-// Set clipboard text content
-void SetClipboardText(const char *text)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetClipboardString(CORE.Window.handle, text);
-#endif
-}
-
-// Show mouse cursor
-void ShowCursor(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
-#endif
-#if defined(PLATFORM_UWP)
- UWPGetMouseShowFunc()();
-#endif
- CORE.Input.Mouse.cursorHidden = false;
-}
-
-// Hides mouse cursor
-void HideCursor(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
-#endif
-#if defined(PLATFORM_UWP)
- UWPGetMouseHideFunc()();
-#endif
- CORE.Input.Mouse.cursorHidden = true;
-}
-
-// Check if cursor is not visible
-bool IsCursorHidden(void)
-{
- return CORE.Input.Mouse.cursorHidden;
-}
-
-// Enables cursor (unlock cursor)
-void EnableCursor(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
-#endif
-#if defined(PLATFORM_WEB)
- emscripten_exit_pointerlock();
-#endif
-#if defined(PLATFORM_UWP)
- UWPGetMouseUnlockFunc()();
-#endif
- CORE.Input.Mouse.cursorHidden = false;
-}
-
-// Disables cursor (lock cursor)
-void DisableCursor(void)
-{
-#if defined(PLATFORM_DESKTOP)
- glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
-#endif
-#if defined(PLATFORM_WEB)
- emscripten_request_pointerlock("#canvas", 1);
-#endif
-#if defined(PLATFORM_UWP)
- 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)
-{
- rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
- rlClearScreenBuffers(); // Clear current framebuffers
-}
-
-// Setup canvas (framebuffer) to start drawing
-void BeginDrawing(void)
-{
- CORE.Time.current = GetTime(); // Number of elapsed seconds since InitTimer()
- CORE.Time.update = CORE.Time.current - CORE.Time.previous;
- CORE.Time.previous = CORE.Time.current;
-
- 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
- // NOTE: Not required with OpenGL 3.3+
-}
-
-// End canvas drawing and swap buffers (double buffering)
-void EndDrawing(void)
-{
-#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
- if (!CORE.Input.Mouse.cursorHidden)
- {
- DrawRectangle(CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y, 3, 3, MAROON);
- }
-#endif
-
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
-#if defined(SUPPORT_GIF_RECORDING)
- #define GIF_RECORD_FRAMERATE 10
-
- if (gifRecording)
- {
- gifFramesCounter++;
-
- // NOTE: We record one gif frame every 10 game frames
- if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0)
- {
- // Get image data for the current frame (from backbuffer)
- // NOTE: This process is quite slow... :(
- unsigned char *screenData = rlReadScreenPixels(CORE.Window.screen.width, CORE.Window.screen.height);
- msf_gif_frame(&gifState, screenData, 10, 16, CORE.Window.screen.width*4);
-
- RL_FREE(screenData); // Free image data
- }
-
- if (((gifFramesCounter/15)%2) == 1)
- {
- DrawCircle(30, CORE.Window.screen.height - 20, 10, RED);
- DrawText("RECORDING", 50, CORE.Window.screen.height - 25, 10, MAROON);
- }
-
- rlDrawRenderBatchActive(); // Update and draw internal render batch
- }
-#endif
-
- SwapBuffers(); // Copy back buffer to front buffer
-
- // Frame time control system
- CORE.Time.current = GetTime();
- CORE.Time.draw = CORE.Time.current - CORE.Time.previous;
- CORE.Time.previous = CORE.Time.current;
-
- CORE.Time.frame = CORE.Time.update + CORE.Time.draw;
-
- // Wait for some milliseconds...
- if (CORE.Time.frame < CORE.Time.target)
- {
- Wait((float)(CORE.Time.target - CORE.Time.frame)*1000.0f);
-
- CORE.Time.current = GetTime();
- double waitTime = CORE.Time.current - CORE.Time.previous;
- CORE.Time.previous = CORE.Time.current;
-
- CORE.Time.frame += waitTime; // Total frame time: update + draw + wait
- }
-
- PollInputEvents(); // Poll user events
-}
-
-// Initialize 2D mode with custom camera (2D)
-void BeginMode2D(Camera2D camera)
-{
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlLoadIdentity(); // Reset current matrix (modelview)
-
- // Apply 2d camera transformation to modelview
- rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
-
- // Apply screen scaling if required
- rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale));
-}
-
-// Ends 2D mode with custom camera
-void EndMode2D(void)
-{
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- 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)
-{
- 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)
-
- float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
-
- // NOTE: zNear and zFar values are important when computing depth buffer values
- if (camera.projection == CAMERA_PERSPECTIVE)
- {
- // Setup perspective projection
- double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD);
- double right = top*aspect;
-
- rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- }
- else if (camera.projection == CAMERA_ORTHOGRAPHIC)
- {
- // Setup orthographic projection
- double top = camera.fovy/2.0;
- double right = top*aspect;
-
- rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- }
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
- rlLoadIdentity(); // Reset current matrix (modelview)
-
- // Setup Camera view
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
- rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera)
-
- rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
-}
-
-// Ends 3D mode and returns to default 2D orthographic mode
-void EndMode3D(void)
-{
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
- rlPopMatrix(); // Restore previous matrix (projection) from matrix stack
-
- 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
-}
-
-// Initializes render texture for drawing
-void BeginTextureMode(RenderTexture2D target)
-{
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- 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)
-
- // Set orthographic projection to current framebuffer size
- // NOTE: Configured top-left corner as (0, 0)
- rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
- rlLoadIdentity(); // Reset current matrix (modelview)
-
- //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
-
- // Setup current width/height for proper aspect ratio
- // calculation when using BeginMode3D()
- CORE.Window.currentFbo.width = target.texture.width;
- CORE.Window.currentFbo.height = target.texture.height;
-}
-
-// Ends drawing to render texture
-void EndTextureMode(void)
-{
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlDisableFramebuffer(); // Disable render target (fbo)
-
- // Set viewport to default framebuffer size
- SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
-
- // 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)
-{
- rlDrawRenderBatchActive(); // Update and draw internal render batch
-
- rlEnableScissorTest();
- rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height);
-}
-
-// End scissor mode
-void EndScissorMode(void)
-{
- 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)
-{
- Ray ray;
-
- // Calculate normalized device coordinates
- // NOTE: y value is negative
- float x = (2.0f*mouse.x)/(float)GetScreenWidth() - 1.0f;
- float y = 1.0f - (2.0f*mouse.y)/(float)GetScreenHeight();
- float z = 1.0f;
-
- // Store values in a vector
- Vector3 deviceCoords = { x, y, z };
-
- // Calculate view matrix from camera look at
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
- Matrix matProj = MatrixIdentity();
-
- if (camera.projection == CAMERA_PERSPECTIVE)
- {
- // Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- }
- 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, 0.01, 1000.0);
- }
-
- // Unproject far/near points
- 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 = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
-
- // Calculate normalized direction vector
- Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
-
- 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;
-
- return ray;
-}
-
-// Get transform matrix for camera
-Matrix GetCameraMatrix(Camera camera)
-{
- return MatrixLookAt(camera.position, camera.target, camera.up);
-}
-
-// Returns camera 2d transform matrix
-Matrix GetCameraMatrix2D(Camera2D camera)
-{
- Matrix matTransform = { 0 };
- // The camera in world-space is set by
- // 1. Move it to target
- // 2. Rotate by -rotation and scale by (1/zoom)
- // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller),
- // not for the camera getting bigger, hence the invert. Same deal with rotation.
- // 3. Move it by (-offset);
- // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera)
- // we need to do it into opposite direction (inverse transform)
-
- // Having camera transform in world-space, inverse of it gives the modelview transform.
- // Since (A*B*C)' = C'*B'*A', the modelview is
- // 1. Move to offset
- // 2. Rotate and Scale
- // 3. Move by -target
- Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
- Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
- Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
- Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f);
-
- matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
-
- return matTransform;
-}
-
-// Returns the screen space position from a 3d world space position
-Vector2 GetWorldToScreen(Vector3 position, Camera camera)
-{
- Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
-
- return screenPosition;
-}
-
-// Returns size position for a 3d world space position (useful for texture drawing)
-Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
-{
- // Calculate projection matrix (from perspective instead of frustum
- Matrix matProj = MatrixIdentity();
-
- if (camera.projection == CAMERA_PERSPECTIVE)
- {
- // Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- }
- 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, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- }
-
- // Calculate view matrix from camera look at (and transpose it)
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
- // Convert world position vector to quaternion
- Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
-
- // Transform world position to view
- worldPos = QuaternionTransform(worldPos, matView);
-
- // Transform result to projection (clip space position)
- worldPos = QuaternionTransform(worldPos, matProj);
-
- // Calculate normalized device coordinates (inverted y)
- Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
-
- // Calculate 2d screen position vector
- Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)width, (ndcPos.y + 1.0f)/2.0f*(float)height };
-
- return screenPosition;
-}
-
-// Returns the screen space position for a 2d camera world space position
-Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
-{
- Matrix matCamera = GetCameraMatrix2D(camera);
- Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, matCamera);
-
- return (Vector2){ transform.x, transform.y };
-}
-
-// Returns the world space position for a 2d camera screen space position
-Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
-{
- Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
- Vector3 transform = Vector3Transform((Vector3){ position.x, position.y, 0 }, invMatCamera);
-
- return (Vector2){ transform.x, transform.y };
-}
-
-// Set target FPS (maximum)
-void SetTargetFPS(int fps)
-{
- if (fps < 1) CORE.Time.target = 0.0;
- else CORE.Time.target = 1.0/(double)fps;
-
- TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000);
-}
-
-// Returns current FPS
-// NOTE: We calculate an average framerate
-int GetFPS(void)
-{
- #define FPS_CAPTURE_FRAMES_COUNT 30 // 30 captures
- #define FPS_AVERAGE_TIME_SECONDS 0.5f // 500 millisecondes
- #define FPS_STEP (FPS_AVERAGE_TIME_SECONDS/FPS_CAPTURE_FRAMES_COUNT)
-
- static int index = 0;
- static float history[FPS_CAPTURE_FRAMES_COUNT] = { 0 };
- static float average = 0, last = 0;
- float fpsFrame = GetFrameTime();
-
- if (fpsFrame == 0) return 0;
-
- if ((GetTime() - last) > FPS_STEP)
- {
- last = (float)GetTime();
- index = (index + 1)%FPS_CAPTURE_FRAMES_COUNT;
- average -= history[index];
- history[index] = fpsFrame/FPS_CAPTURE_FRAMES_COUNT;
- average += history[index];
- }
-
- return (int)roundf(1.0f/average);
-}
-
-// Returns time in seconds for last frame drawn (delta time)
-float GetFrameTime(void)
-{
- return (float)CORE.Time.frame;
-}
-
-// Get elapsed time measure in seconds since InitTimer()
-// NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow()
-// NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit()
-double GetTime(void)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- return glfwGetTime(); // Elapsed time since glfwInit()
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || 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;
-
- return (double)(time - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
-#endif
-
-#if defined(PLATFORM_UWP)
- return UWPGetQueryTimeFunc()();
-#endif
-}
-
-// 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)
-{
- // 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]
-
-// Takes a screenshot of current screen (saved a .png)
-// NOTE: This function could work in any platform but some platforms: PLATFORM_ANDROID and PLATFORM_WEB
-// have their own internal file-systems, to dowload image to user file-system some additional mechanism is required
-void TakeScreenshot(const char *fileName)
-{
- unsigned char *imgData = rlReadScreenPixels(CORE.Window.render.width, CORE.Window.render.height);
- 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
-
- ExportImage(image, path);
- RL_FREE(imgData);
-
-#if defined(PLATFORM_WEB)
- // Download file from MEMFS (emscripten memory filesystem)
- // saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html
- emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path)));
-#endif
-
- // TODO: Verification required for log
- 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)
-{
- bool result = false;
-
-#if defined(_WIN32)
- if (_access(fileName, 0) != -1) result = true;
-#else
- if (access(fileName, F_OK) != -1) result = true;
-#endif
-
- return result;
-}
-
-// Check file extension
-// NOTE: Extensions checking is not case-sensitive
-bool IsFileExtension(const char *fileName, const char *ext)
-{
- bool result = false;
- const char *fileExt = GetFileExtension(fileName);
-
- if (fileExt != NULL)
- {
-#if defined(SUPPORT_TEXT_MANIPULATION)
- int extCount = 0;
- const char **checkExts = TextSplit(ext, ';', &extCount);
-
- char fileExtLower[16] = { 0 };
- strcpy(fileExtLower, TextToLower(fileExt));
-
- for (int i = 0; i < extCount; i++)
- {
- if (TextIsEqual(fileExtLower, TextToLower(checkExts[i])))
- {
- result = true;
- break;
- }
- }
-#else
- if (strcmp(fileExt, ext) == 0) result = true;
-#endif
- }
-
- return result;
-}
-
-// Check if a directory path exists
-bool DirectoryExists(const char *dirPath)
-{
- bool result = false;
- DIR *dir = opendir(dirPath);
-
- if (dir != NULL)
- {
- result = true;
- closedir(dir);
- }
-
- return result;
-}
-
-// Get pointer to extension for a filename string (includes the dot: .png)
-const char *GetFileExtension(const char *fileName)
-{
- const char *dot = strrchr(fileName, '.');
-
- if (!dot || dot == fileName) return NULL;
-
- return dot;
-}
-
-// String pointer reverse break: returns right-most occurrence of charset in s
-static const char *strprbrk(const char *s, const char *charset)
-{
- const char *latestMatch = NULL;
- for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { }
- return latestMatch;
-}
-
-// Get pointer to filename for a path string
-const char *GetFileName(const char *filePath)
-{
- const char *fileName = NULL;
- if (filePath != NULL) fileName = strprbrk(filePath, "\\/");
-
- if (!fileName) return filePath;
-
- return fileName + 1;
-}
-
-// Get filename string without extension (uses static string)
-const char *GetFileNameWithoutExt(const char *filePath)
-{
- #define MAX_FILENAMEWITHOUTEXT_LENGTH 128
-
- static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH];
- memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH);
-
- if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension
-
- int len = (int)strlen(fileName);
-
- for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
- {
- if (fileName[i] == '.')
- {
- // NOTE: We break on first '.' found
- fileName[i] = '\0';
- break;
- }
- }
-
- return fileName;
-}
-
-// Get directory for a given filePath
-const char *GetDirectoryPath(const char *filePath)
-{
-/*
- // NOTE: Directory separator is different in Windows and other platforms,
- // fortunately, Windows also support the '/' separator, that's the one should be used
- #if defined(_WIN32)
- char separator = '\\';
- #else
- char separator = '/';
- #endif
-*/
- const char *lastSlash = NULL;
- static char dirPath[MAX_FILEPATH_LENGTH];
- memset(dirPath, 0, MAX_FILEPATH_LENGTH);
-
- // 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] != ':' && filePath[0] != '\\' && filePath[0] != '/')
- {
- // For security, we set starting path to current directory,
- // obtained path will be concated to this
- dirPath[0] = '.';
- dirPath[1] = '/';
- }
-
- lastSlash = strprbrk(filePath, "\\/");
- if (lastSlash)
- {
- 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;
-}
-
-// Get previous directory path for a given path
-const char *GetPrevDirectoryPath(const char *dirPath)
-{
- static char prevDirPath[MAX_FILEPATH_LENGTH];
- memset(prevDirPath, 0, MAX_FILEPATH_LENGTH);
- int pathLen = (int)strlen(dirPath);
-
- if (pathLen <= 3) strcpy(prevDirPath, dirPath);
-
- for (int i = (pathLen - 1); (i >= 0) && (pathLen > 3); i--)
- {
- if ((dirPath[i] == '\\') || (dirPath[i] == '/'))
- {
- // Check for root: "C:\" or "/"
- if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++;
-
- strncpy(prevDirPath, dirPath, i);
- break;
- }
- }
-
- return prevDirPath;
-}
-
-// Get current working directory
-const char *GetWorkingDirectory(void)
-{
- static char currentDir[MAX_FILEPATH_LENGTH];
- memset(currentDir, 0, MAX_FILEPATH_LENGTH);
-
- char *ptr = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
-
- return ptr;
-}
-
-// Get filenames in a directory path (max 512 files)
-// NOTE: Files count is returned by parameters pointer
-char **GetDirectoryFiles(const char *dirPath, int *fileCount)
-{
- #define MAX_DIRECTORY_FILES 512
-
- ClearDirectoryFiles();
-
- // Memory allocation for MAX_DIRECTORY_FILES
- dirFilesPath = (char **)RL_MALLOC(sizeof(char *)*MAX_DIRECTORY_FILES);
- for (int i = 0; i < MAX_DIRECTORY_FILES; i++) dirFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
-
- int counter = 0;
- struct dirent *entity;
- DIR *dir = opendir(dirPath);
-
- if (dir != NULL) // It's a directory
- {
- // TODO: Reading could be done in two passes,
- // first one to count files and second one to read names
- // That way we can allocate required memory, instead of a limited pool
-
- while ((entity = readdir(dir)) != NULL)
- {
- strcpy(dirFilesPath[counter], entity->d_name);
- counter++;
- }
-
- closedir(dir);
- }
- else TRACELOG(LOG_WARNING, "FILEIO: Failed to open requested directory"); // Maybe it's a file...
-
- dirFilesCount = counter;
- *fileCount = dirFilesCount;
-
- return dirFilesPath;
-}
-
-// Clear directory files paths buffers
-void ClearDirectoryFiles(void)
-{
- if (dirFilesCount > 0)
- {
- for (int i = 0; i < MAX_DIRECTORY_FILES; i++) RL_FREE(dirFilesPath[i]);
-
- RL_FREE(dirFilesPath);
- }
-
- dirFilesCount = 0;
-}
-
-// Change working directory, returns true on success
-bool ChangeDirectory(const char *dir)
-{
- 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
-bool IsFileDropped(void)
-{
- if (CORE.Window.dropFilesCount > 0) return true;
- else return false;
-}
-
-// Get dropped files names
-char **GetDroppedFiles(int *count)
-{
- *count = CORE.Window.dropFilesCount;
- return CORE.Window.dropFilesPath;
-}
-
-// Clear dropped files paths buffer
-void ClearDroppedFiles(void)
-{
- if (CORE.Window.dropFilesCount > 0)
- {
- for (int i = 0; i < CORE.Window.dropFilesCount; i++) RL_FREE(CORE.Window.dropFilesPath[i]);
-
- RL_FREE(CORE.Window.dropFilesPath);
-
- CORE.Window.dropFilesCount = 0;
- }
-}
-
-// Get file modification time (last write time)
-long GetFileModTime(const char *fileName)
-{
- struct stat result = { 0 };
-
- if (stat(fileName, &result) == 0)
- {
- time_t mod = result.st_mtime;
-
- return (long)mod;
- }
-
- return 0;
-}
-
-// Compress data (DEFLATE algorythm)
-unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength)
-{
- #define COMPRESSION_QUALITY_DEFLATE 8
-
- unsigned char *compData = NULL;
-
-#if defined(SUPPORT_COMPRESSION_API)
- // 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;
-}
-
-// Decompress data (DEFLATE algorythm)
-unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength)
-{
- unsigned char *data = NULL;
-
-#if defined(SUPPORT_COMPRESSION_API)
- // 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 data;
-}
-
-// Save integer value to storage file (to defined position)
-// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
-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
-
- unsigned int dataSize = 0;
- unsigned int newDataSize = 0;
- unsigned char *fileData = LoadFileData(path, &dataSize);
- unsigned char *newFileData = NULL;
-
- if (fileData != NULL)
- {
- if (dataSize <= (position*sizeof(int)))
- {
- // Increase data size up to position and store value
- newDataSize = (position + 1)*sizeof(int);
- newFileData = (unsigned char *)RL_REALLOC(fileData, newDataSize);
-
- if (newFileData != NULL)
- {
- // RL_REALLOC succeded
- int *dataPtr = (int *)newFileData;
- 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));
-
- // We store the old size of the file
- newFileData = fileData;
- newDataSize = dataSize;
- }
- }
- else
- {
- // Store the old size of the file
- newFileData = fileData;
- newDataSize = dataSize;
-
- // Replace value on selected position
- int *dataPtr = (int *)newFileData;
- dataPtr[position] = value;
- }
-
- success = SaveFileData(path, newFileData, newDataSize);
- RL_FREE(newFileData);
- }
- else
- {
- TRACELOG(LOG_INFO, "FILEIO: [%s] File not found, creating it", path);
-
- dataSize = (position + 1)*sizeof(int);
- fileData = (unsigned char *)RL_MALLOC(dataSize);
- int *dataPtr = (int *)fileData;
- dataPtr[position] = value;
-
- success = SaveFileData(path, fileData, dataSize);
- UnloadFileData(fileData);
- }
-#endif
-
- return success;
-}
-
-// Load integer value from storage file (from defined position)
-// NOTE: If requested position could not be found, value 0 is returned
-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
-
- unsigned int dataSize = 0;
- unsigned char *fileData = LoadFileData(path, &dataSize);
-
- if (fileData != NULL)
- {
- if (dataSize < (position*4)) TRACELOG(LOG_WARNING, "SYSTEM: Failed to find storage position");
- else
- {
- int *dataPtr = (int *)fileData;
- value = dataPtr[position];
- }
-
- UnloadFileData(fileData);
- }
-#endif
- return value;
-}
-
-// Open URL with default system browser (if available)
-// NOTE: This function is only safe to use if you control the URL given.
-// A user could craft a malicious string performing another action.
-// Only call this function yourself not with user input or make sure to check the string yourself.
-// Ref: https://github.com/raysan5/raylib/issues/686
-void OpenURL(const char *url)
-{
- // Small security check trying to avoid (partially) malicious code...
- // sorry for the inconvenience when you hit this point...
- if (strchr(url, '\'') != NULL)
- {
- TRACELOG(LOG_WARNING, "SYSTEM: Provided URL is not valid");
- }
- else
- {
-#if defined(PLATFORM_DESKTOP)
- char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char));
- #if defined(_WIN32)
- sprintf(cmd, "explorer %s", url);
- #endif
- #if defined(__linux__) || defined(__FreeBSD__)
- sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
- #endif
- #if defined(__APPLE__)
- sprintf(cmd, "open '%s'", url);
- #endif
- system(cmd);
- RL_FREE(cmd);
-#endif
-#if defined(PLATFORM_WEB)
- emscripten_run_script(TextFormat("window.open('%s', '_blank')", url));
-#endif
- }
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
-//----------------------------------------------------------------------------------
-// Detect if a key has been pressed once
-bool IsKeyPressed(int key)
-{
- bool pressed = false;
-
- if ((CORE.Input.Keyboard.previousKeyState[key] == 0) && (CORE.Input.Keyboard.currentKeyState[key] == 1)) pressed = true;
- else pressed = false;
-
- return pressed;
-}
-
-// Detect if a key is being pressed (key held down)
-bool IsKeyDown(int key)
-{
- if (CORE.Input.Keyboard.currentKeyState[key] == 1) return true;
- else return false;
-}
-
-// Detect if a key has been released once
-bool IsKeyReleased(int key)
-{
- bool released = false;
-
- if ((CORE.Input.Keyboard.previousKeyState[key] == 1) && (CORE.Input.Keyboard.currentKeyState[key] == 0)) released = true;
- else released = false;
-
- return released;
-}
-
-// Detect if a key is NOT being pressed (key not held down)
-bool IsKeyUp(int key)
-{
- if (CORE.Input.Keyboard.currentKeyState[key] == 0) return true;
- else return false;
-}
-
-// Get the last key pressed
-int GetKeyPressed(void)
-{
- int value = 0;
-
- if (CORE.Input.Keyboard.keyPressedQueueCount > 0)
- {
- // Get character from the queue head
- 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];
-
- // Reset last character in the queue
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 0;
- CORE.Input.Keyboard.keyPressedQueueCount--;
- }
-
- 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)
-{
-#if !defined(PLATFORM_ANDROID)
- CORE.Input.Keyboard.exitKey = key;
-#endif
-}
-
-// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
-
-// Detect if a gamepad is available
-bool IsGamepadAvailable(int gamepad)
-{
- bool result = false;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true;
-
- return result;
-}
-
-// Check gamepad name (if available)
-bool IsGamepadName(int gamepad, const char *name)
-{
- bool result = false;
- const char *currentName = NULL;
-
- if (CORE.Input.Gamepad.ready[gamepad]) currentName = GetGamepadName(gamepad);
- if ((name != NULL) && (currentName != NULL)) result = (strcmp(name, currentName) == 0);
-
- return result;
-}
-
-// Return gamepad internal name id
-const char *GetGamepadName(int gamepad)
-{
-#if defined(PLATFORM_DESKTOP)
- if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad);
- else return NULL;
-#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;
-#endif
- return NULL;
-}
-
-// Return gamepad axis count
-int GetGamepadAxisCount(int gamepad)
-{
-#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;
-}
-
-// Return axis movement vector for a gamepad
-float GetGamepadAxisMovement(int gamepad, int axis)
-{
- float value = 0;
-
- 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;
-}
-
-// Detect if a gamepad button has been pressed once
-bool IsGamepadButtonPressed(int gamepad, int button)
-{
- bool pressed = false;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
- (CORE.Input.Gamepad.previousState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) pressed = true;
- else pressed = false;
-
- return pressed;
-}
-
-// Detect if a gamepad button is being pressed
-bool IsGamepadButtonDown(int gamepad, int button)
-{
- bool result = false;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
- (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) result = true;
-
- return result;
-}
-
-// Detect if a gamepad button has NOT been pressed once
-bool IsGamepadButtonReleased(int gamepad, int button)
-{
- bool released = false;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
- (CORE.Input.Gamepad.previousState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) released = true;
- else released = false;
-
- return released;
-}
-
-// Detect if a gamepad button is NOT being pressed
-bool IsGamepadButtonUp(int gamepad, int button)
-{
- bool result = false;
-
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
- (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) result = true;
-
- return result;
-}
-
-// Get the last gamepad button pressed
-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)
-{
- bool pressed = false;
-
- if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) pressed = true;
-
- // Map touches to mouse buttons checking
- if ((CORE.Input.Touch.currentTouchState[button] == 1) && (CORE.Input.Touch.previousTouchState[button] == 0)) pressed = true;
-
- return pressed;
-}
-
-// Detect if a mouse button is being pressed
-bool IsMouseButtonDown(int button)
-{
- bool down = false;
-
- if (CORE.Input.Mouse.currentButtonState[button] == 1) down = true;
-
- // Map touches to mouse buttons checking
- if (CORE.Input.Touch.currentTouchState[button] == 1) down = true;
-
- return down;
-}
-
-// Detect if a mouse button has been released once
-bool IsMouseButtonReleased(int button)
-{
- bool released = false;
-
- if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) released = true;
-
- // Map touches to mouse buttons checking
- if ((CORE.Input.Touch.currentTouchState[button] == 0) && (CORE.Input.Touch.previousTouchState[button] == 1)) released = true;
-
- return released;
-}
-
-// Detect if a mouse button is NOT being pressed
-bool IsMouseButtonUp(int button)
-{
- return !IsMouseButtonDown(button);
-}
-
-// Returns mouse position X
-int GetMouseX(void)
-{
-#if defined(PLATFORM_ANDROID)
- return (int)CORE.Input.Touch.position[0].x;
-#else
- return (int)((CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x);
-#endif
-}
-
-// Returns mouse position Y
-int GetMouseY(void)
-{
-#if defined(PLATFORM_ANDROID)
- return (int)CORE.Input.Touch.position[0].y;
-#else
- return (int)((CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y);
-#endif
-}
-
-// Returns mouse position XY
-Vector2 GetMousePosition(void)
-{
- Vector2 position = { 0 };
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
- position = GetTouchPosition(0);
-#else
- position.x = (CORE.Input.Mouse.position.x + CORE.Input.Mouse.offset.x)*CORE.Input.Mouse.scale.x;
- position.y = (CORE.Input.Mouse.position.y + CORE.Input.Mouse.offset.y)*CORE.Input.Mouse.scale.y;
-#endif
-
- return position;
-}
-
-// Set mouse position XY
-void SetMousePosition(int x, int y)
-{
- CORE.Input.Mouse.position = (Vector2){ (float)x, (float)y };
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- // NOTE: emscripten not implemented
- glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y);
-#endif
-#if defined(PLATFORM_UWP)
- UWPGetMouseSetPosFunc()(x, y);
-#endif
-}
-
-// Set mouse offset
-// NOTE: Useful when rendering to different size targets
-void SetMouseOffset(int offsetX, int offsetY)
-{
- CORE.Input.Mouse.offset = (Vector2){ (float)offsetX, (float)offsetY };
-}
-
-// Set mouse scaling
-// NOTE: Useful when rendering to different size targets
-void SetMouseScale(float scaleX, float scaleY)
-{
- CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
-}
-
-// Returns mouse wheel movement Y
-float GetMouseWheelMove(void)
-{
-#if defined(PLATFORM_ANDROID)
- 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) || defined(PLATFORM_UWP)
- return (int)CORE.Input.Touch.position[0].x;
-#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM
- return GetMouseX();
-#endif
-}
-
-// Returns touch position Y for touch point 0 (relative to screen size)
-int GetTouchY(void)
-{
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
- return (int)CORE.Input.Touch.position[0].y;
-#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM
- return GetMouseY();
-#endif
-}
-
-// Returns touch position XY for a touch point index (relative to screen size)
-// TODO: Touch position should be scaled depending on display size and render size
-Vector2 GetTouchPosition(int index)
-{
- Vector2 position = { -1.0f, -1.0f };
-
-#if defined(PLATFORM_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 ((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;
- position.y = position.y*((float)CORE.Window.screen.height/(float)(CORE.Window.display.height - CORE.Window.renderOffset.y)) - CORE.Window.renderOffset.y/2;
- }
- else
- {
- 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
-#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);
-
- // TODO: Touch position scaling required?
-#endif
-
- return position;
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-// Initialize display device and framebuffer
-// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
-// If width or height are 0, default display size will be used for framebuffer size
-// NOTE: returns false in case graphic device could not be created
-static bool InitGraphicsDevice(int width, int height)
-{
- 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...
- // ...in top-down or left-right to match display aspect ratio (no weird scalings)
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- glfwSetErrorCallback(ErrorCallback);
-
-#if defined(__APPLE__)
- glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
-#endif
-
- if (!glfwInit())
- {
- TRACELOG(LOG_WARNING, "GLFW: Failed to initialize GLFW");
- return false;
- }
-
- // NOTE: Getting video modes is not implemented in emscripten GLFW3 version
-#if defined(PLATFORM_DESKTOP)
- // Find monitor resolution
- GLFWmonitor *monitor = glfwGetPrimaryMonitor();
- if (!monitor)
- {
- TRACELOG(LOG_WARNING, "GLFW: Failed to get primary monitor");
- return false;
- }
- const GLFWvidmode *mode = glfwGetVideoMode(monitor);
-
- CORE.Window.display.width = mode->width;
- 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;
-#endif // PLATFORM_DESKTOP
-
-#if defined(PLATFORM_WEB)
- CORE.Window.display.width = CORE.Window.screen.width;
- CORE.Window.display.height = CORE.Window.screen.height;
-#endif // PLATFORM_WEB
-
- glfwDefaultWindowHints(); // Set default windows hints
- //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
- //glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
- //glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
- //glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
- //glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
- //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
- //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
- //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
-
- // Check window creation flags
- if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true;
-
- 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) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
- else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
-
- 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)
- {
- // 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.
- // For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible.
-
- // Check selection OpenGL version
- if (rlGetVersion() == OPENGL_21)
- {
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
- }
- else if (rlGetVersion() == OPENGL_33)
- {
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
- // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
-#if defined(__APPLE__)
- glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility
-#else
- glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
-#endif
- //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
- }
- else if (rlGetVersion() == OPENGL_ES_20) // Request OpenGL ES 2.0 context
- {
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
- glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
-#if defined(PLATFORM_DESKTOP)
- glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
-#else
- glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
-#endif
- }
-
-#if 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
- CORE.Window.position.x = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
- CORE.Window.position.y = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
-
- if (CORE.Window.position.x < 0) CORE.Window.position.x = 0;
- if (CORE.Window.position.y < 0) CORE.Window.position.y = 0;
-
- // Obtain recommended CORE.Window.display.width/CORE.Window.display.height from a valid videomode for the monitor
- int count = 0;
- const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
-
- // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height
- for (int i = 0; i < count; i++)
- {
- if ((unsigned int)modes[i].width >= CORE.Window.screen.width)
- {
- if ((unsigned int)modes[i].height >= CORE.Window.screen.height)
- {
- CORE.Window.display.width = modes[i].width;
- CORE.Window.display.height = modes[i].height;
- break;
- }
- }
- }
-
-#if defined(PLATFORM_DESKTOP)
- // If we are windowed fullscreen, ensures that window does not minimize when focus is lost
- if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
- {
- 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,
- // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
- // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
- // by the sides to fit all monitor space...
-
- // Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight
- // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
- // Modified global variables: CORE.Window.screen.width/CORE.Window.screen.height - CORE.Window.render.width/CORE.Window.render.height - CORE.Window.renderOffset.x/CORE.Window.renderOffset.y - CORE.Window.screenScale
- // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
- // HighDPI monitors are properly considered in a following similar function: SetupViewport()
- SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
-
- 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);
- }
- else
- {
- // No-fullscreen window creation
- 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)
- {
-#if defined(PLATFORM_DESKTOP)
- // Center window on screen
- int windowPosX = CORE.Window.display.width/2 - CORE.Window.screen.width/2;
- int windowPosY = CORE.Window.display.height/2 - CORE.Window.screen.height/2;
-
- if (windowPosX < 0) windowPosX = 0;
- if (windowPosY < 0) windowPosY = 0;
-
- glfwSetWindowPos(CORE.Window.handle, windowPosX, windowPosY);
-#endif
- CORE.Window.render.width = CORE.Window.screen.width;
- CORE.Window.render.height = CORE.Window.screen.height;
- }
- }
-
- if (!CORE.Window.handle)
- {
- glfwTerminate();
- TRACELOG(LOG_WARNING, "GLFW: Failed to initialize Window");
- return false;
- }
- else
- {
- TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
-#if defined(PLATFORM_DESKTOP)
- TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
-#endif
- 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);
- }
-
- // Set window callback events
- glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default!
-#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
- glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback);
- glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback);
-
- glfwMakeContextCurrent(CORE.Window.handle);
-
-#if !defined(PLATFORM_WEB)
- glfwSwapInterval(0); // No V-Sync by default
-#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)
- {
- // WARNING: It seems to hits a critical render path in Intel HD Graphics
- glfwSwapInterval(1);
- TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
- }
-#endif // PLATFORM_DESKTOP || PLATFORM_WEB
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
- CORE.Window.fullscreen = true;
- CORE.Window.flags &= FLAG_FULLSCREEN_MODE;
-
-#if defined(PLATFORM_RPI)
- bcm_host_init();
-
- DISPMANX_ELEMENT_HANDLE_T dispmanElement;
- DISPMANX_DISPLAY_HANDLE_T dispmanDisplay;
- DISPMANX_UPDATE_HANDLE_T dispmanUpdate;
-
- VC_RECT_T dstRect;
- VC_RECT_T srcRect;
-#endif
-
-#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)
- {
- samples = 4;
- sampleBuffer = 1;
- TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
- }
-
- const EGLint framebufferAttribs[] =
- {
- EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
-#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)
-#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
- EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
- EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
- EGL_NONE
- };
-
- const EGLint contextAttribs[] =
- {
- EGL_CONTEXT_CLIENT_VERSION, 2,
- EGL_NONE
- };
-
-#if defined(PLATFORM_UWP)
- const EGLint surfaceAttributes[] =
- {
- // EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above).
- // If you have compilation issues with it then please update your Visual Studio templates.
- EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
- EGL_NONE
- };
-
- const EGLint defaultDisplayAttributes[] =
- {
- // These are the default display attributes, used to request ANGLE's D3D11 renderer.
- // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
- EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
-
- // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
- // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
- EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
-
- // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
- // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
- // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
- EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
- EGL_NONE,
- };
-
- const EGLint fl9_3DisplayAttributes[] =
- {
- // These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
- // These attributes are used if the call to eglInitialize fails with the default display attributes.
- EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
- EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
- EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
- EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
- EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
- EGL_NONE,
- };
-
- const EGLint warpDisplayAttributes[] =
- {
- // These attributes can be used to request D3D11 WARP.
- // They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
- EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
- EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
- EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
- EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
- EGL_NONE,
- };
-
- // eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
- PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)(eglGetProcAddress("eglGetPlatformDisplayEXT"));
- if (!eglGetPlatformDisplayEXT)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to get function pointer: eglGetPlatformDisplayEXT()");
- return false;
- }
-
- //
- // To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
- // parameters passed to eglGetPlatformDisplayEXT:
- // 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
- // 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
- // using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
- // 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
- // using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
- //
-
- // This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
- CORE.Window.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
- if (CORE.Window.device == EGL_NO_DISPLAY)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
- return false;
- }
-
- if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
- {
- // This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile devices).
- CORE.Window.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
- if (CORE.Window.device == EGL_NO_DISPLAY)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
- return false;
- }
-
- if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
- {
- // This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU.
- CORE.Window.device = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
- if (CORE.Window.device == EGL_NO_DISPLAY)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
- return false;
- }
-
- if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
- {
- // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
- return false;
- }
- }
- }
-
- EGLint numConfigs = 0;
- if ((eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose first EGL configuration");
- return false;
- }
-
- // Create a PropertySet and initialize with the EGLNativeWindowType.
- //PropertySet^ surfaceCreationProperties = ref new PropertySet();
- //surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), window); // CoreWindow^ window
-
- // You can configure the surface to render at a lower resolution and be scaled up to
- // the full window size. The scaling is often free on mobile hardware.
- //
- // One way to configure the SwapChainPanel is to specify precisely which resolution it should render at.
- // Size customRenderSurfaceSize = Size(800, 600);
- // surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(customRenderSurfaceSize));
- //
- // Another way is to tell the SwapChainPanel to render at a certain scale factor compared to its size.
- // e.g. if the SwapChainPanel is 1920x1280 then setting a factor of 0.5f will make the app render at 960x640
- // float customResolutionScale = 0.5f;
- // surfaceCreationProperties->Insert(ref new String(EGLRenderResolutionScaleProperty), PropertyValue::CreateSingle(customResolutionScale));
-
-
- // eglCreateWindowSurface() requires a EGLNativeWindowType parameter,
- // In Windows platform: typedef HWND EGLNativeWindowType;
-
-
- // Property: EGLNativeWindowTypeProperty
- // Type: IInspectable
- // Description: Set this property to specify the window type to use for creating a surface.
- // If this property is missing, surface creation will fail.
- //
- //const wchar_t EGLNativeWindowTypeProperty[] = L"EGLNativeWindowTypeProperty";
-
- //https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
-
- //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, (EGLNativeWindowType) UWPGetCoreWindowPtr(), surfaceAttributes);
- if (CORE.Window.surface == EGL_NO_SURFACE)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL fullscreen surface");
- return false;
- }
-
- CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
- if (CORE.Window.context == EGL_NO_CONTEXT)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
- return false;
- }
-
- // Get EGL device window size
- 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);
-
- // 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");
- return false;
- }
-
- // Initialize the EGL device connection
- if (eglInitialize(CORE.Window.device, NULL, NULL) == EGL_FALSE)
- {
- // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
- 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);
-
- // Create an EGL rendering context
- CORE.Window.context = eglCreateContext(CORE.Window.device, CORE.Window.config, EGL_NO_CONTEXT, contextAttribs);
- if (CORE.Window.context == EGL_NO_CONTEXT)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
- return false;
- }
-#endif
-
- // Create an EGL window surface
- //---------------------------------------------------------------------------------
-#if defined(PLATFORM_ANDROID)
- 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
- // -> 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);
- //ANativeWindow_setBuffersGeometry(CORE.Android.app->window, 0, 0, displayFormat); // Force use of native display size
-
- CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, CORE.Android.app->window, NULL);
-#endif // PLATFORM_ANDROID
-
-#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
- // -> CORE.Window.render.width/CORE.Window.render.height
- // -> CORE.Window.screenScale
- SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
-
- dstRect.x = 0;
- dstRect.y = 0;
- dstRect.width = CORE.Window.display.width;
- dstRect.height = CORE.Window.display.height;
-
- srcRect.x = 0;
- srcRect.y = 0;
- srcRect.width = CORE.Window.render.width << 16;
- srcRect.height = CORE.Window.render.height << 16;
-
- // 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;
- alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
- //alpha.flags = DISPMANX_FLAGS_ALPHA_FROM_SOURCE; // TODO: Allow transparent framebuffer! -> FLAG_WINDOW_TRANSPARENT
- alpha.opacity = 255; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE
- alpha.mask = 0;
-
- dispmanDisplay = vc_dispmanx_display_open(0); // LCD
- dispmanUpdate = vc_dispmanx_update_start(0);
-
- dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
- &srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
-
- CORE.Window.handle.element = dispmanElement;
- CORE.Window.handle.width = CORE.Window.render.width;
- CORE.Window.handle.height = CORE.Window.render.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);
-
- if (eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context) == EGL_FALSE)
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
- return false;
- }
- else
- {
- 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 || 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
- rlglInit(CORE.Window.screen.width, CORE.Window.screen.height);
-
- int fbWidth = CORE.Window.render.width;
- int fbHeight = CORE.Window.render.height;
-
-#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);
-
- // Mouse input scaling for the new screen size
- SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight);
- #endif
- }
-#endif
-
- // Setup default viewport
- SetupViewport(fbWidth, fbHeight);
-
- CORE.Window.currentFbo.width = CORE.Window.screen.width;
- CORE.Window.currentFbo.height = CORE.Window.screen.height;
-
- ClearBackground(RAYWHITE); // Default background color for raylib games :P
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_UWP)
- CORE.Window.ready = true;
-#endif
-
- if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
-
- return true;
-}
-
-// Set viewport for a provided width and height
-static void SetupViewport(int width, int height)
-{
- CORE.Window.render.width = width;
- CORE.Window.render.height = height;
-
- // Set viewport width and height
- // 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)
-
- // 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)
-}
-
-// Compute framebuffer size relative to screen size and display size
-// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
-static void SetupFramebuffer(int width, int height)
-{
- // Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var)
- if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
- {
- TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
-
- // Downscaling to fit display with border-bars
- float widthRatio = (float)CORE.Window.display.width/(float)CORE.Window.screen.width;
- float heightRatio = (float)CORE.Window.display.height/(float)CORE.Window.screen.height;
-
- if (widthRatio <= heightRatio)
- {
- CORE.Window.render.width = CORE.Window.display.width;
- CORE.Window.render.height = (int)round((float)CORE.Window.screen.height*widthRatio);
- CORE.Window.renderOffset.x = 0;
- CORE.Window.renderOffset.y = (CORE.Window.display.height - CORE.Window.render.height);
- }
- else
- {
- CORE.Window.render.width = (int)round((float)CORE.Window.screen.width*heightRatio);
- CORE.Window.render.height = CORE.Window.display.height;
- CORE.Window.renderOffset.x = (CORE.Window.display.width - CORE.Window.render.width);
- CORE.Window.renderOffset.y = 0;
- }
-
- // Screen scaling required
- float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
- CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
-
- // NOTE: We render to full display resolution!
- // We just need to calculate above parameters for downscale matrix and offsets
- CORE.Window.render.width = CORE.Window.display.width;
- CORE.Window.render.height = CORE.Window.display.height;
-
- TRACELOG(LOG_WARNING, "DISPLAY: Downscale matrix generated, content will be rendered at (%ix%i)", CORE.Window.render.width, CORE.Window.render.height);
- }
- else if ((CORE.Window.screen.width < CORE.Window.display.width) || (CORE.Window.screen.height < CORE.Window.display.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;
-
- if (displayRatio <= screenRatio)
- {
- CORE.Window.render.width = CORE.Window.screen.width;
- CORE.Window.render.height = (int)round((float)CORE.Window.screen.width/displayRatio);
- CORE.Window.renderOffset.x = 0;
- CORE.Window.renderOffset.y = (CORE.Window.render.height - CORE.Window.screen.height);
- }
- else
- {
- CORE.Window.render.width = (int)round((float)CORE.Window.screen.height*displayRatio);
- CORE.Window.render.height = CORE.Window.screen.height;
- CORE.Window.renderOffset.x = (CORE.Window.render.width - CORE.Window.screen.width);
- CORE.Window.renderOffset.y = 0;
- }
- }
- else
- {
- CORE.Window.render.width = CORE.Window.screen.width;
- CORE.Window.render.height = CORE.Window.screen.height;
- CORE.Window.renderOffset.x = 0;
- CORE.Window.renderOffset.y = 0;
- }
-}
-
-// Initialize hi-resolution timer
-static void InitTimer(void)
-{
- srand((unsigned int)time(NULL)); // Initialize random seed
-
-// 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) || defined(PLATFORM_DRM)
- struct timespec now = { 0 };
-
- if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
- {
- CORE.Time.base = (unsigned long long int)now.tv_sec*1000000000LLU + (unsigned long long int)now.tv_nsec;
- }
- else TRACELOG(LOG_WARNING, "TIMER: Hi-resolution timer not available");
-#endif
-
- CORE.Time.previous = GetTime(); // Get time as double
-}
-
-// Wait for some milliseconds (stop program execution)
-// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
-// take longer than expected... for that reason we use the busy wait loop
-// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
-// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
-static void Wait(float ms)
-{
-#if defined(PLATFORM_UWP)
- UWPGetSleepFunc()(ms/1000);
- return;
-#endif
-
-#if defined(SUPPORT_BUSY_WAIT_LOOP)
- double prevTime = GetTime();
- double nextTime = 0.0;
-
- // Busy wait loop
- while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
-#else
- #if defined(SUPPORT_HALFBUSY_WAIT_LOOP)
- #define MAX_HALFBUSY_WAIT_TIME 4
- double destTime = GetTime() + ms/1000;
- if (ms > MAX_HALFBUSY_WAIT_TIME) ms -= MAX_HALFBUSY_WAIT_TIME;
- #endif
-
- #if defined(_WIN32)
- Sleep((unsigned int)ms);
- #endif
- #if defined(__linux__) || defined(__FreeBSD__) || defined(__EMSCRIPTEN__)
- struct timespec req = { 0 };
- time_t sec = (int)(ms/1000.0f);
- ms -= (sec*1000);
- req.tv_sec = sec;
- req.tv_nsec = ms*1000000L;
-
- // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
- while (nanosleep(&req, &req) == -1) continue;
- #endif
- #if defined(__APPLE__)
- usleep(ms*1000.0f);
- #endif
-
- #if defined(SUPPORT_HALFBUSY_WAIT_LOOP)
- while (GetTime() < destTime) { }
- #endif
-#endif
-}
-
-// Poll (store) all input events
-static void PollInputEvents(void)
-{
-#if defined(SUPPORT_GESTURES_SYSTEM)
- // NOTE: Gestures update must be called every frame to reset gestures correctly
- // because ProcessGestureEvent() is just called on an event, not every frame
- UpdateGestures();
-#endif
-
- // Reset keys/chars pressed registered
- CORE.Input.Keyboard.keyPressedQueueCount = 0;
- CORE.Input.Keyboard.charPressedQueueCount = 0;
-
-#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) || defined(PLATFORM_DRM)
- // Register previous keys states
- for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
-
- PollKeyboardEvents();
-
- // Register previous mouse states
- CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
- 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)
- // Register previous keys states
- for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
-
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- if (CORE.Input.Gamepad.ready[i])
- {
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
- }
- }
-
- // Register previous mouse states
- CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
- CORE.Input.Mouse.currentWheelMove = 0.0f;
-
- for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
-#endif // PLATFORM_UWP
-
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- // Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
-
- // Register previous keys states
- for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
-
- // Register previous mouse states
- for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i];
-
- // Register previous mouse wheel state
- CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove;
- CORE.Input.Mouse.currentWheelMove = 0.0f;
-#endif
-
- // Register previous touch states
- for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
-
-#if defined(PLATFORM_DESKTOP)
- // Check if gamepads are ready
- // NOTE: We do it here in case of disconnection
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- if (glfwJoystickPresent(i)) CORE.Input.Gamepad.ready[i] = true;
- else CORE.Input.Gamepad.ready[i] = false;
- }
-
- // 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];
-
- // Get current gamepad state
- // NOTE: There is no callback available, so we get it manually
- // Get remapped buttons
- 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++)
- {
- GamepadButton button = -1;
-
- switch (k)
- {
- 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;
- }
- }
-
- // Get current axis state
- const float *axes = state.axes;
-
- for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
- {
- 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 + 1;
- }
- }
-
- CORE.Window.resizedLastFrame = false;
-
-#if defined(SUPPORT_EVENTS_WAITING)
- glfwWaitEvents();
-#else
- glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
-#endif
-#endif // PLATFORM_DESKTOP
-
-// Gamepad support using emscripten API
-// NOTE: GLFW3 joystick functionality not available in web
-#if defined(PLATFORM_WEB)
- // Get number of gamepads connected
- int numGamepads = 0;
- if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
-
- for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
- {
- // Register previous gamepad button states
- for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k];
-
- EmscriptenGamepadEvent gamepadState;
-
- int result = emscripten_get_gamepad_status(i, &gamepadState);
-
- if (result == EMSCRIPTEN_RESULT_SUCCESS)
- {
- // Register buttons data for every connected gamepad
- for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
- {
- GamepadButton button = -1;
-
- // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
- switch (j)
- {
- 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;
- }
-
- //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
- }
-
- // Register axis data for every connected gamepad
- for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
- {
- CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
- }
-
- CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
- }
- }
-#endif
-
-#if defined(PLATFORM_ANDROID)
- // Register previous keys states
- // NOTE: Android supports up to 260 keys
- for (int i = 0; i < 260; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
-
- // Android ALooper_pollAll() variables
- int pollResult = 0;
- int pollEvents = 0;
-
- // Poll Events (registered events)
- // NOTE: Activity is paused if not enabled (CORE.Android.appEnabled)
- while ((pollResult = ALooper_pollAll(CORE.Android.appEnabled? 0 : -1, NULL, &pollEvents, (void**)&CORE.Android.source)) >= 0)
- {
- // Process this event
- if (CORE.Android.source != NULL) CORE.Android.source->process(CORE.Android.app, CORE.Android.source);
-
- // NOTE: Never close window, native activity is controlled by the system!
- if (CORE.Android.app->destroyRequested != 0)
- {
- //CORE.Window.shouldClose = true;
- //ANativeActivity_finish(CORE.Android.app->activity);
- }
- }
-#endif
-
-#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();
-
- // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
- // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
-#endif
-}
-
-// Copy back buffer to front buffers
-static void SwapBuffers(void)
-{
-#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
- glfwSwapBuffers(CORE.Window.handle);
-#endif
-
-#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP)
- eglSwapBuffers(CORE.Window.device, CORE.Window.surface);
-
-#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)
-// GLFW3 Error Callback, runs on GLFW3 error
-static void ErrorCallback(int error, const char *description)
-{
- TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description);
-}
-
-
-// GLFW3 WindowSize Callback, runs when window is resizedLastFrame
-// 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
- 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)
- if (mods == GLFW_MOD_CONTROL)
- {
- if (gifRecording)
- {
- 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
- 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
- {
- 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
- {
- // 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++;
- }
-}
-
-// GLFW3 Mouse Button Callback, runs on mouse button pressed
-static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
-{
- // WARNING: GLFW could only return GLFW_PRESS (1) or GLFW_RELEASE (0) for now,
- // but future releases may add more actions (i.e. GLFW_REPEAT)
- CORE.Input.Mouse.currentButtonState[button] = action;
-
-#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
- // Process mouse events as touches to be able to use mouse-gestures
- GestureEvent gestureEvent = { 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
-}
-
-// GLFW3 Cursor Position Callback, runs on mouse move
-static void MouseCursorPosCallback(GLFWwindow *window, 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.Touch.position[0];
-
- // 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
-}
-
-// GLFW3 Srolling Callback, runs on mouse wheel
-static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
-{
- CORE.Input.Mouse.currentWheelMove = (float)yoffset;
-}
-
-// GLFW3 CursorEnter Callback, when cursor enters the window
-static void CursorEnterCallback(GLFWwindow *window, int enter)
-{
- if (enter == true) CORE.Input.Mouse.cursorOnScreen = true;
- else CORE.Input.Mouse.cursorOnScreen = false;
-}
-
-// GLFW3 Window Drop Callback, runs when drop files into window
-// NOTE: Paths are stored in dynamic memory for further retrieval
-// Everytime new files are dropped, old ones are discarded
-static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
-{
- ClearDroppedFiles();
-
- CORE.Window.dropFilesPath = (char **)RL_MALLOC(sizeof(char *)*count);
-
- for (int i = 0; i < count; i++)
- {
- CORE.Window.dropFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
- strcpy(CORE.Window.dropFilesPath[i], paths[i]);
- }
-
- CORE.Window.dropFilesCount = count;
-}
-#endif
-
-#if defined(PLATFORM_ANDROID)
-// ANDROID: Process activity lifecycle commands
-static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
-{
- switch (cmd)
- {
- case APP_CMD_START:
- {
- //rendering = true;
- } break;
- case APP_CMD_RESUME: break;
- case APP_CMD_INIT_WINDOW:
- {
- if (app->window != NULL)
- {
- if (CORE.Android.contextRebindRequired)
- {
- // Reset screen scaling to full display size
- EGLint displayFormat;
- eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
- ANativeWindow_setBuffersGeometry(app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
-
- // Recreate display surface and re-attach OpenGL context
- CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, app->window, NULL);
- eglMakeCurrent(CORE.Window.device, CORE.Window.surface, CORE.Window.surface, CORE.Window.context);
-
- CORE.Android.contextRebindRequired = false;
- }
- else
- {
- CORE.Window.display.width = ANativeWindow_getWidth(CORE.Android.app->window);
- CORE.Window.display.height = ANativeWindow_getHeight(CORE.Android.app->window);
-
- // Init graphics device (display device and OpenGL context)
- InitGraphicsDevice(CORE.Window.screen.width, CORE.Window.screen.height);
-
- // Init hi-res timer
- InitTimer();
-
- #if defined(SUPPORT_DEFAULT_FONT)
- // Load default font
- // NOTE: External function (defined in module: text)
- LoadFontDefault();
- 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 });
- #endif
-
- // TODO: GPU assets reload in case of lost focus (lost context)
- // NOTE: This problem has been solved just unbinding and rebinding context from display
- /*
- if (assetsReloadRequired)
- {
- for (int i = 0; i < assetsCount; i++)
- {
- // TODO: Unload old asset if required
-
- // Load texture again to pointed texture
- (*textureAsset + i) = LoadTexture(assetPath[i]);
- }
- }
- */
- }
- }
- } break;
- case APP_CMD_GAINED_FOCUS:
- {
- CORE.Android.appEnabled = true;
- //ResumeMusicStream();
- } break;
- case APP_CMD_PAUSE: break;
- case APP_CMD_LOST_FOCUS:
- {
- CORE.Android.appEnabled = false;
- //PauseMusicStream();
- } break;
- case APP_CMD_TERM_WINDOW:
- {
- // Dettach OpenGL context and destroy display surface
- // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
- // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
- eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
- eglDestroySurface(CORE.Window.device, CORE.Window.surface);
-
- CORE.Android.contextRebindRequired = true;
- } break;
- case APP_CMD_SAVE_STATE: break;
- case APP_CMD_STOP: break;
- case APP_CMD_DESTROY:
- {
- // TODO: Finish activity?
- //ANativeActivity_finish(CORE.Android.app->activity);
- } break;
- case APP_CMD_CONFIG_CHANGED:
- {
- //AConfiguration_fromAssetManager(CORE.Android.app->config, CORE.Android.app->activity->assetManager);
- //print_cur_config(CORE.Android.app);
-
- // Check screen orientation here!
- } break;
- default: break;
- }
-}
-
-// ANDROID: Get input events
-static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
-{
- // If additional inputs are required check:
- // https://developer.android.com/ndk/reference/group/input
- // https://developer.android.com/training/game-controllers/controller-input
-
- int type = AInputEvent_getType(event);
- int source = AInputEvent_getSource(event);
-
- if (type == AINPUT_EVENT_TYPE_MOTION)
- {
- 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);
- CORE.Input.Touch.position[0].y = AMotionEvent_getY(event, 0);
-
- // Get second touch position
- CORE.Input.Touch.position[1].x = AMotionEvent_getX(event, 1);
- CORE.Input.Touch.position[1].y = AMotionEvent_getY(event, 1);
-
- int32_t keycode = AKeyEvent_getKeyCode(event);
- if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
- {
- CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
-
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
- else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
-
- // Stop processing gamepad buttons
- return 1;
- }
- }
- else if (type == AINPUT_EVENT_TYPE_KEY)
- {
- int32_t keycode = AKeyEvent_getKeyCode(event);
- //int32_t AKeyEvent_getMetaState(event);
-
- // Save current button and its state
- // NOTE: Android key action is 0 for down and 1 for up
- if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
- {
- CORE.Input.Keyboard.currentKeyState[keycode] = 1; // Key down
-
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode;
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
- else CORE.Input.Keyboard.currentKeyState[keycode] = 0; // Key up
-
- if (keycode == AKEYCODE_POWER)
- {
- // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
- // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
- // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
- // NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
- // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
- return 0;
- }
- else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
- {
- // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
- return 1;
- }
- else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
- {
- // Set default OS behaviour
- return 0;
- }
-
- return 0;
- }
-
- CORE.Input.Touch.position[0].x = AMotionEvent_getX(event, 0);
- CORE.Input.Touch.position[0].y = AMotionEvent_getY(event, 0);
-
- int32_t action = AMotionEvent_getAction(event);
- unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
-
- if (flags == AMOTION_EVENT_ACTION_DOWN || flags == AMOTION_EVENT_ACTION_MOVE)
- {
- CORE.Input.Touch.currentTouchState[MOUSE_LEFT_BUTTON] = 1;
- }
- else if (flags == AMOTION_EVENT_ACTION_UP)
- {
- CORE.Input.Touch.currentTouchState[MOUSE_LEFT_BUTTON] = 0;
- }
-
-#if defined(SUPPORT_GESTURES_SYSTEM)
-
- GestureEvent gestureEvent;
-
- // Register touch actions
- if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
- else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
- else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
-
- // Register touch points count
- // NOTE: Documentation says pointerCount is Always >= 1,
- // but in practice it can be 0 or over a million
- gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
-
- // Only enable gestures for 1-3 touch points
- if ((gestureEvent.pointCount > 0) && (gestureEvent.pointCount < 4))
- {
- // Register touch points id
- // NOTE: Only two points registered
- gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
- gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
-
- // Register touch points position
- gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
- gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
-
- // Normalize gestureEvent.position[x] for screenWidth and screenHeight
- gestureEvent.position[0].x /= (float)GetScreenWidth();
- gestureEvent.position[0].y /= (float)GetScreenHeight();
-
- gestureEvent.position[1].x /= (float)GetScreenWidth();
- gestureEvent.position[1].y /= (float)GetScreenHeight();
-
- // Gesture data is sent to gestures system for processing
- ProcessGestureEvent(gestureEvent);
- }
-#endif
-
- return 0;
-}
-#endif
-
-#if defined(PLATFORM_WEB)
-// Register touch input events
-static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
-{
- for (int i = 0; i < touchEvent->numTouches; i++)
- {
- if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) CORE.Input.Touch.currentTouchState[i] = 1;
- else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
- }
-
-#if defined(SUPPORT_GESTURES_SYSTEM)
- GestureEvent gestureEvent = { 0 };
-
- // Register touch actions
- if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
- else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
- else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
-
- // Register touch points count
- gestureEvent.pointCount = touchEvent->numTouches;
-
- // Register touch points id
- gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
- gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
-
- // Register touch points position
- // NOTE: Only two points registered
- gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
- gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
-
- double canvasWidth, canvasHeight;
- // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
- // we are looking for actual CSS size: canvas.style.width and canvas.style.height
- //EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
- emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
-
- // Normalize gestureEvent.position[x] for CORE.Window.screen.width and CORE.Window.screen.height
- gestureEvent.position[0].x *= ((float)GetScreenWidth()/(float)canvasWidth);
- gestureEvent.position[0].y *= ((float)GetScreenHeight()/(float)canvasHeight);
- gestureEvent.position[1].x *= ((float)GetScreenWidth()/(float)canvasWidth);
- gestureEvent.position[1].y *= ((float)GetScreenHeight()/(float)canvasHeight);
-
- CORE.Input.Touch.position[0] = gestureEvent.position[0];
- CORE.Input.Touch.position[1] = gestureEvent.position[1];
-
- // Gesture data is sent to gestures system for processing
- ProcessGestureEvent(gestureEvent);
-#else
- // Support only simple touch position
- if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
- {
- // Get first touch position
- CORE.Input.Touch.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
-
- double canvasWidth, canvasHeight;
- //EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
- emscripten_get_element_css_size("#canvas", &canvasWidth, &canvasHeight);
-
- // Normalize gestureEvent.position[x] for screenWidth and screenHeight
- CORE.Input.Touch.position[0].x *= ((float)GetScreenWidth()/(float)canvasWidth);
- CORE.Input.Touch.position[0].y *= ((float)GetScreenHeight()/(float)canvasHeight);
- }
-#endif
-
- return 1;
-}
-
-// Register connected/disconnected gamepads events
-static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
-{
- /*
- TRACELOGD("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
- eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
- gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
-
- for (int i = 0; i < gamepadEvent->numAxes; ++i) TRACELOGD("Axis %d: %g", i, gamepadEvent->axis[i]);
- for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
- */
-
- if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
- else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
-
- // TODO: Test gamepadEvent->index
-
- return 0;
-}
-#endif
-
-#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
-
-#if defined(SUPPORT_SSH_KEYBOARD_RPI)
-// Initialize Keyboard system (using standard input)
-static void InitKeyboard(void)
-{
- // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
-
- // Make stdin non-blocking (not enough, need to configure to non-canonical mode)
- int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
- fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
-
- // Save terminal keyboard settings and reconfigure terminal with new settings
- struct termios keyboardNewSettings;
- tcgetattr(STDIN_FILENO, &CORE.Input.Keyboard.defaultSettings); // Get current keyboard settings
- keyboardNewSettings = CORE.Input.Keyboard.defaultSettings;
-
- // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
- // NOTE: ISIG controls if ^C and ^Z generate break signals or not
- keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
- //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
- keyboardNewSettings.c_cc[VMIN] = 1;
- keyboardNewSettings.c_cc[VTIME] = 0;
-
- // Set new keyboard settings (change occurs immediately)
- tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
-
- // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE
-
- // Save old keyboard mode to restore it at the end
- if (ioctl(STDIN_FILENO, KDGKBMODE, &CORE.Input.Keyboard.defaultMode) < 0)
- {
- // NOTE: It could mean we are using a remote keyboard through ssh!
- TRACELOG(LOG_WARNING, "RPI: Failed to change keyboard mode (SSH keyboard?)");
- }
- else
- {
- // We reconfigure keyboard mode to get:
- // - scancodes (K_RAW)
- // - keycodes (K_MEDIUMRAW)
- // - ASCII chars (K_XLATE)
- // - UNICODE chars (K_UNICODE)
- ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
- }
-
- // Register keyboard restore when program finishes
- atexit(RestoreKeyboard);
-}
-
-// Process keyboard inputs
-// TODO: Most probably input reading and processing should be in a separate thread
-static void ProcessKeyboard(void)
-{
- #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
-
- // Keyboard input polling (fill keys[256] array with status)
- int bufferByteCount = 0; // Bytes available on the buffer
- char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time
-
- // Read availables keycodes from stdin
- bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
-
- // Reset pressed keys array (it will be filled below)
- 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];
-
- // Fill all read bytes (looking for keys)
- for (int i = 0; i < bufferByteCount; i++)
- {
- // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
- // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
- if (keysBuffer[i] == 0x1b)
- {
- // Detect ESC to stop program
- if (bufferByteCount == 1) CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] = 1;
- else
- {
- if (keysBuffer[i + 1] == 0x5b) // Special function key
- {
- if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
- {
- // Process special function keys (F1 - F12)
- switch (keysBuffer[i + 3])
- {
- case 0x41: CORE.Input.Keyboard.currentKeyState[290] = 1; break; // raylib KEY_F1
- case 0x42: CORE.Input.Keyboard.currentKeyState[291] = 1; break; // raylib KEY_F2
- case 0x43: CORE.Input.Keyboard.currentKeyState[292] = 1; break; // raylib KEY_F3
- case 0x44: CORE.Input.Keyboard.currentKeyState[293] = 1; break; // raylib KEY_F4
- case 0x45: CORE.Input.Keyboard.currentKeyState[294] = 1; break; // raylib KEY_F5
- case 0x37: CORE.Input.Keyboard.currentKeyState[295] = 1; break; // raylib KEY_F6
- case 0x38: CORE.Input.Keyboard.currentKeyState[296] = 1; break; // raylib KEY_F7
- case 0x39: CORE.Input.Keyboard.currentKeyState[297] = 1; break; // raylib KEY_F8
- case 0x30: CORE.Input.Keyboard.currentKeyState[298] = 1; break; // raylib KEY_F9
- case 0x31: CORE.Input.Keyboard.currentKeyState[299] = 1; break; // raylib KEY_F10
- case 0x33: CORE.Input.Keyboard.currentKeyState[300] = 1; break; // raylib KEY_F11
- case 0x34: CORE.Input.Keyboard.currentKeyState[301] = 1; break; // raylib KEY_F12
- default: break;
- }
-
- if (keysBuffer[i + 2] == 0x5b) i += 4;
- else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
- }
- else
- {
- switch (keysBuffer[i + 2])
- {
- case 0x41: CORE.Input.Keyboard.currentKeyState[265] = 1; break; // raylib KEY_UP
- case 0x42: CORE.Input.Keyboard.currentKeyState[264] = 1; break; // raylib KEY_DOWN
- case 0x43: CORE.Input.Keyboard.currentKeyState[262] = 1; break; // raylib KEY_RIGHT
- case 0x44: CORE.Input.Keyboard.currentKeyState[263] = 1; break; // raylib KEY_LEFT
- default: break;
- }
-
- i += 3; // Jump to next key
- }
-
- // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
- }
- }
- }
- else if (keysBuffer[i] == 0x0a) // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
- {
- CORE.Input.Keyboard.currentKeyState[257] = 1;
-
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
- else if (keysBuffer[i] == 0x7f) // raylib KEY_BACKSPACE
- {
- CORE.Input.Keyboard.currentKeyState[259] = 1;
-
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 257; // Add keys pressed into queue
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
- else
- {
- // Translate lowercase a-z letters to A-Z
- if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
- {
- CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i] - 32] = 1;
- }
- else CORE.Input.Keyboard.currentKeyState[(int)keysBuffer[i]] = 1;
-
- CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keysBuffer[i]; // Add keys pressed into queue
- CORE.Input.Keyboard.keyPressedQueueCount++;
- }
- }
-
- // Check exit key (same functionality as GLFW3 KeyCallback())
- if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true;
-
-#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
-}
-
-// Restore default keyboard input
-static void RestoreKeyboard(void)
-{
- // Reset to default keyboard settings
- tcsetattr(STDIN_FILENO, TCSANOW, &CORE.Input.Keyboard.defaultSettings);
-
- // Reconfigure keyboard to default mode
- ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode);
-}
-#endif // SUPPORT_SSH_KEYBOARD_RPI
-
-// Initialise user input from evdev(/dev/input/event<N>) this means mouse, keyboard or gamepad devices
-static void InitEvdevInput(void)
-{
- char path[MAX_FILEPATH_LENGTH];
- DIR *directory;
- struct dirent *entity;
-
- // Initialise keyboard file descriptor
- CORE.Input.Keyboard.fd = -1;
-
- // Reset variables
- for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
- {
- CORE.Input.Touch.position[i].x = -1;
- CORE.Input.Touch.position[i].y = -1;
- }
-
- // Reset keyboard key state
- for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0;
-
- // Open the linux directory of "/dev/input"
- directory = opendir(DEFAULT_EVDEV_PATH);
-
- if (directory)
- {
- while ((entity = readdir(directory)) != NULL)
- {
- if (strncmp("event", entity->d_name, strlen("event")) == 0) // Search for devices named "event*"
- {
- sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
- ConfigureEvdevDevice(path); // Configure the device if appropriate
- }
- }
-
- closedir(directory);
- }
- else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH);
-}
-
-// Identifies a input device and configures it for use if appropriate
-static void ConfigureEvdevDevice(char *device)
-{
- #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))
- #define LONG(x) ((x)/BITS_PER_LONG)
- #define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
-
- struct input_absinfo absinfo;
- unsigned long evBits[NBITS(EV_MAX)];
- unsigned long absBits[NBITS(ABS_MAX)];
- unsigned long relBits[NBITS(REL_MAX)];
- unsigned long keyBits[NBITS(KEY_MAX)];
- bool hasAbs = false;
- bool hasRel = false;
- bool hasAbsMulti = false;
- int freeWorkerId = -1;
- int fd = -1;
-
- InputEventWorker *worker;
-
- // Open the device and allocate worker
- //-------------------------------------------------------------------------------------------------------
- // Find a free spot in the workers array
- for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
- {
- if (CORE.Input.eventWorker[i].threadId == 0)
- {
- freeWorkerId = i;
- break;
- }
- }
-
- // Select the free worker from array
- if (freeWorkerId >= 0)
- {
- worker = &(CORE.Input.eventWorker[freeWorkerId]); // Grab a pointer to the worker
- memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker
- }
- else
- {
- TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread for %s, out of worker slots", device);
- return;
- }
-
- // Open the device
- fd = open(device, O_RDONLY | O_NONBLOCK);
- if (fd < 0)
- {
- TRACELOG(LOG_WARNING, "RPI: Failed to open input device %s", device);
- return;
- }
- worker->fd = fd;
-
- // Grab number on the end of the devices name "event<N>"
- int devNum = 0;
- char *ptrDevName = strrchr(device, 't');
- worker->eventNum = -1;
-
- if (ptrDevName != NULL)
- {
- if (sscanf(ptrDevName, "t%d", &devNum) == 1)
- worker->eventNum = devNum;
- }
-
- // At this point we have a connection to the device, but we don't yet know what the device is.
- // It could be many things, even as simple as a power button...
- //-------------------------------------------------------------------------------------------------------
-
- // Identify the device
- //-------------------------------------------------------------------------------------------------------
- ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the available device properties
-
- // Check for absolute input devices
- if (TEST_BIT(evBits, EV_ABS))
- {
- ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
-
- // Check for absolute movement support (usualy touchscreens, but also joysticks)
- if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
- {
- hasAbs = true;
-
- // Get the scaling values
- ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
- worker->absRange.x = absinfo.minimum;
- worker->absRange.width = absinfo.maximum - absinfo.minimum;
- ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
- worker->absRange.y = absinfo.minimum;
- worker->absRange.height = absinfo.maximum - absinfo.minimum;
- }
-
- // Check for multiple absolute movement support (usualy multitouch touchscreens)
- if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
- {
- hasAbsMulti = true;
-
- // Get the scaling values
- ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
- worker->absRange.x = absinfo.minimum;
- worker->absRange.width = absinfo.maximum - absinfo.minimum;
- ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
- worker->absRange.y = absinfo.minimum;
- worker->absRange.height = absinfo.maximum - absinfo.minimum;
- }
- }
-
- // Check for relative movement support (usualy mouse)
- if (TEST_BIT(evBits, EV_REL))
- {
- ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
-
- if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
- }
-
- // Check for button support to determine the device type(usualy on all input devices)
- if (TEST_BIT(evBits, EV_KEY))
- {
- ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
-
- if (hasAbs || hasAbsMulti)
- {
- if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen
- if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet
- if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet
- if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet
- if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device
- }
-
- if (hasRel)
- {
- if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse
- if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse
- }
-
- if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad
- if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad
- if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad
- if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
- if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
-
- if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard
- }
- //-------------------------------------------------------------------------------------------------------
-
- // Decide what to do with the device
- //-------------------------------------------------------------------------------------------------------
- if (worker->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)", device,
- worker->isMouse? "mouse " : "",
- worker->isMultitouch? "multitouch " : "",
- worker->isTouch? "touchscreen " : "",
- worker->isGamepad? "gamepad " : "");
-
- // Create a thread for this device
- int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
- if (error != 0)
- {
- TRACELOG(LOG_WARNING, "RPI: Failed to create input device thread: %s (error: %d)", device, error);
- worker->threadId = 0;
- close(fd);
- }
-
-#if defined(USE_LAST_TOUCH_DEVICE)
- // Find touchscreen with the highest index
- int maxTouchNumber = -1;
-
- for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i)
- {
- if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum;
- }
-
- // 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))
- {
- if (CORE.Input.eventWorker[i].threadId != 0)
- {
- TRACELOG(LOG_WARNING, "RPI: Found duplicate touchscreen, killing touchscreen on event: %d", i);
- pthread_cancel(CORE.Input.eventWorker[i].threadId);
- close(CORE.Input.eventWorker[i].fd);
- }
- }
- }
-#endif
- }
- else close(fd); // We are not interested in this device
- //-------------------------------------------------------------------------------------------------------
-}
-
-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:
- // Currently non US keyboards will have the wrong mapping for some keys
- static const int keymap_US[] =
- { 0,256,49,50,51,52,53,54,55,56,57,48,45,61,259,258,81,87,69,82,84,
- 89,85,73,79,80,91,93,257,341,65,83,68,70,71,72,74,75,76,59,39,96,
- 340,92,90,88,67,86,66,78,77,44,46,47,344,332,342,32,280,290,291,
- 292,293,294,295,296,297,298,299,282,281,327,328,329,333,324,325,
- 326,334,321,322,323,320,330,0,85,86,300,301,89,90,91,92,93,94,95,
- 335,345,331,283,346,101,268,265,266,263,262,269,264,267,260,261,
- 112,113,114,115,116,117,118,119,120,121,122,123,124,125,347,127,
- 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
- 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,
- 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,
- 176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,
- 192,193,194,0,0,0,0,0,200,201,202,203,204,205,206,207,208,209,210,
- 211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,
- 227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,
- 243,244,245,246,247,248,0,0,0,0,0,0,0, };
-
- 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;
-
- while (!CORE.Window.shouldClose)
- {
- // Try to read data from the device and only continue if successful
- while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
- {
- // Relative movement parsing
- if (event.type == EV_REL)
- {
- if (event.code == REL_X)
- {
- CORE.Input.Mouse.position.x += event.value;
- CORE.Input.Touch.position[0].x = CORE.Input.Mouse.position.x;
-
- #if defined(SUPPORT_GESTURES_SYSTEM)
- touchAction = TOUCH_MOVE;
- gestureUpdate = true;
- #endif
- }
-
- if (event.code == REL_Y)
- {
- CORE.Input.Mouse.position.y += event.value;
- CORE.Input.Touch.position[0].y = CORE.Input.Mouse.position.y;
-
- #if defined(SUPPORT_GESTURES_SYSTEM)
- touchAction = TOUCH_MOVE;
- gestureUpdate = true;
- #endif
- }
-
- if (event.code == REL_WHEEL) CORE.Input.Mouse.currentWheelMove += event.value;
- }
-
- // Absolute movement parsing
- if (event.type == EV_ABS)
- {
- // 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.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;
- gestureUpdate = true;
- #endif
- }
-
- 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.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;
- gestureUpdate = true;
- #endif
- }
-
- // Multitouch movement
- 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)
- {
- if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange
- }
-
- if (event.code == ABS_MT_POSITION_Y)
- {
- if (worker->touchSlot < MAX_TOUCH_POINTS) CORE.Input.Touch.position[worker->touchSlot].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange
- }
-
- if (event.code == ABS_MT_TRACKING_ID)
- {
- if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS))
- {
- // Touch has ended for this point
- CORE.Input.Touch.position[worker->touchSlot].x = -1;
- 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
- if (event.type == EV_KEY)
- {
- // Mouse button parsing
- if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
- {
- CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = event.value;
-
- #if defined(SUPPORT_GESTURES_SYSTEM)
- if (event.value > 0) touchAction = TOUCH_DOWN;
- else touchAction = TOUCH_UP;
- gestureUpdate = true;
- #endif
- }
-
- if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_RIGHT_BUTTON] = event.value;
- if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_MIDDLE_BUTTON] = event.value;
- }
-
- // Screen confinement
- 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;
- }
-
- // Gesture update
- if (gestureUpdate)
- {
- #if defined(SUPPORT_GESTURES_SYSTEM)
- GestureEvent gestureEvent = { 0 };
-
- gestureEvent.pointCount = 0;
- gestureEvent.touchAction = touchAction;
-
- if (CORE.Input.Touch.position[0].x >= 0) gestureEvent.pointCount++;
- if (CORE.Input.Touch.position[1].x >= 0) gestureEvent.pointCount++;
- if (CORE.Input.Touch.position[2].x >= 0) gestureEvent.pointCount++;
- if (CORE.Input.Touch.position[3].x >= 0) gestureEvent.pointCount++;
-
- gestureEvent.pointerId[0] = 0;
- gestureEvent.pointerId[1] = 1;
- gestureEvent.pointerId[2] = 2;
- gestureEvent.pointerId[3] = 3;
-
- gestureEvent.position[0] = CORE.Input.Touch.position[0];
- gestureEvent.position[1] = CORE.Input.Touch.position[1];
- gestureEvent.position[2] = CORE.Input.Touch.position[2];
- gestureEvent.position[3] = CORE.Input.Touch.position[3];
-
- ProcessGestureEvent(gestureEvent);
- #endif
- }
- }
- Wait(5); // Sleep for 5ms to avoid hogging CPU time
- }
-
- close(worker->fd);
-
- return NULL;
-}
-
-// Init gamepad system
-static void InitGamepad(void)
-{
- char gamepadDev[128] = "";
-
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
-
- if ((CORE.Input.Gamepad.streamId[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
- {
- // NOTE: Only show message for first gamepad
- if (i == 0) TRACELOG(LOG_WARNING, "RPI: Failed to open Gamepad device, no gamepad available");
- }
- else
- {
- CORE.Input.Gamepad.ready[i] = true;
-
- // NOTE: Only create one thread
- if (i == 0)
- {
- int error = pthread_create(&CORE.Input.Gamepad.threadId, NULL, &GamepadThread, NULL);
-
- if (error != 0) TRACELOG(LOG_WARNING, "RPI: Failed to create gamepad input event thread");
- else TRACELOG(LOG_INFO, "RPI: Gamepad device initialized successfully");
- }
- }
- }
-}
-
-// Process Gamepad (/dev/input/js0)
-static void *GamepadThread(void *arg)
-{
- #define JS_EVENT_BUTTON 0x01 // Button pressed/released
- #define JS_EVENT_AXIS 0x02 // Joystick axis moved
- #define JS_EVENT_INIT 0x80 // Initial state of device
-
- struct js_event {
- unsigned int time; // event timestamp in milliseconds
- short value; // event value
- unsigned char type; // event type
- unsigned char number; // event axis/button number
- };
-
- // Read gamepad event
- struct js_event gamepadEvent;
-
- while (!CORE.Window.shouldClose)
- {
- for (int i = 0; i < MAX_GAMEPADS; i++)
- {
- if (read(CORE.Input.Gamepad.streamId[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
- {
- gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
-
- // Process gamepad events by type
- if (gamepadEvent.type == JS_EVENT_BUTTON)
- {
- //TRACELOG(LOG_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
-
- if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
- {
- // 1 - button pressed, 0 - button released
- CORE.Input.Gamepad.currentState[i][gamepadEvent.number] = (int)gamepadEvent.value;
-
- if ((int)gamepadEvent.value == 1) CORE.Input.Gamepad.lastButtonPressed = gamepadEvent.number;
- else CORE.Input.Gamepad.lastButtonPressed = -1;
- }
- }
- else if (gamepadEvent.type == JS_EVENT_AXIS)
- {
- //TRACELOG(LOG_WARNING, "RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
-
- if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
- {
- // NOTE: Scaling of gamepadEvent.value to get values between -1..1
- CORE.Input.Gamepad.axisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
- }
- }
- }
- 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
- {
- 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;
- }
-}
-
-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;
- }
-}
-
-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