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Diffstat (limited to 'libs/raylib/src/core.c')
-rw-r--r-- | libs/raylib/src/core.c | 5236 |
1 files changed, 0 insertions, 5236 deletions
diff --git a/libs/raylib/src/core.c b/libs/raylib/src/core.c deleted file mode 100644 index b3010ce..0000000 --- a/libs/raylib/src/core.c +++ /dev/null @@ -1,5236 +0,0 @@ -/********************************************************************************************** -* -* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms -* -* PLATFORMS SUPPORTED: -* - PLATFORM_DESKTOP: Windows (Win32, Win64) -* - PLATFORM_DESKTOP: Linux (X11 desktop mode) -* - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop) -* - PLATFORM_DESKTOP: OSX/macOS -* - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64) -* - PLATFORM_RPI: Raspberry Pi 0,1,2,3,4 (Raspbian) -* - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox) -* - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One -* -* CONFIGURATION: -* -* #define PLATFORM_DESKTOP -* Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly -* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it -* -* #define PLATFORM_ANDROID -* Windowing and input system configured for Android device, app activity managed internally in this module. -* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL -* -* #define PLATFORM_RPI -* Windowing and input system configured for Raspberry Pi i native mode (no X.org required, tested on Raspbian), -* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/ -* -* #define PLATFORM_WEB -* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js -* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code. -* -* #define PLATFORM_UWP -* Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms, -* including Windows 10 App, Windows Phone and Xbox One platforms. -* -* #define SUPPORT_DEFAULT_FONT (default) -* Default font is loaded on window initialization to be available for the user to render simple text. -* NOTE: If enabled, uses external module functions to load default raylib font (module: text) -* -* #define SUPPORT_CAMERA_SYSTEM -* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital -* -* #define SUPPORT_GESTURES_SYSTEM -* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag -* -* #define SUPPORT_MOUSE_GESTURES -* Mouse gestures are directly mapped like touches and processed by gestures system. -* -* #define SUPPORT_TOUCH_AS_MOUSE -* Touch input and mouse input are shared. Mouse functions also return touch information. -* -* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only) -* Reconfigure standard input to receive key inputs, works with SSH connection. -* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or -* blocking the device is not restored properly. Use with care. -* -* #define SUPPORT_MOUSE_CURSOR_RPI (Raspberry Pi only) -* Draw a mouse reference on screen (square cursor box) -* -* #define SUPPORT_BUSY_WAIT_LOOP -* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used -* -* #define SUPPORT_HALFBUSY_WAIT_LOOP -* Use a half-busy wait loop, in this case frame sleeps for some time and runs a busy-wait-loop at the end -* -* #define SUPPORT_EVENTS_WAITING -* Wait for events passively (sleeping while no events) instead of polling them actively every frame -* -* #define SUPPORT_SCREEN_CAPTURE -* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback() -* -* #define SUPPORT_GIF_RECORDING -* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback() -* -* #define SUPPORT_HIGH_DPI -* Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP) -* NOTE: This flag is forced on macOS, since most displays are high-DPI -* -* #define SUPPORT_COMPRESSION_API -* Support CompressData() and DecompressData() functions, those functions use zlib implementation -* provided by stb_image and stb_image_write libraries, so, those libraries must be enabled on textures module -* for linkage -* -* #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) 2013-2020 Ramon Santamaria (@raysan5) -* -* This software is provided "as-is", without any express or implied warranty. In no event -* will the authors be held liable for any damages arising from the use of this software. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#include "raylib.h" // Declares module functions - -// Check if config flags have been externally provided on compilation line -#if !defined(EXTERNAL_CONFIG_FLAGS) - #include "config.h" // Defines module configuration flags -#else - #define RAYLIB_VERSION "3.0" -#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 RGIF_MALLOC RL_MALLOC - #define RGIF_FREE RL_FREE - - #define RGIF_IMPLEMENTATION - #include "external/rgif.h" // Support GIF recording -#endif - -#if defined(__APPLE__) - #define SUPPORT_HIGH_DPI // Force HighDPI support on macOS -#endif - -#include <stdlib.h> // Required for: srand(), rand(), atexit() -#include <stdio.h> // Required for: sprintf() [Used in OpenURL()] -#include <string.h> // Required for: strrchr(), strcmp(), strlen() -#include <time.h> // Required for: time() [Used in InitTimer()] -#include <math.h> // Required for: tan() [Used in BeginMode3D()] - -#include <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_BUSY_WAIT_LOOP) - // NOTE: Those functions require linking with winmm library - unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod); - unsigned int __stdcall timeEndPeriod(unsigned int uPeriod); - #endif - - #elif defined(__linux__) - #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX - - //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type - //#define GLFW_EXPOSE_NATIVE_WAYLAND - //#define GLFW_EXPOSE_NATIVE_MIR - #include <GLFW/glfw3native.h> // Required for: glfwGetX11Window() - #elif defined(__APPLE__) - #include <unistd.h> // Required for: usleep() - - //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition - #include <GLFW/glfw3native.h> // Required for: glfwGetCocoaWindow() - #endif -#endif - -#if defined(__linux__) - #define MAX_FILEPATH_LENGTH 4096 // Use Linux PATH_MAX value -#else - #define MAX_FILEPATH_LENGTH 512 // Use common value -#endif - -#if defined(PLATFORM_ANDROID) - //#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...) - #include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others - #include <android_native_app_glue.h> // Defines basic app state struct and manages activity - - #include <EGL/egl.h> // Khronos EGL library - Native platform display device control functions - #include <GLES2/gl2.h> // Khronos OpenGL ES 2.0 library -#endif - -#if defined(PLATFORM_RPI) - #include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl() - #include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO - #include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr() - #include <pthread.h> // POSIX threads management (inputs reading) - #include <dirent.h> // POSIX directory browsing - - #include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl() - #include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition - #include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...) - #include <linux/joystick.h> // Linux: Joystick support library - - #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions - - #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions - #include "EGL/eglext.h" // Khronos EGL library - Extensions - #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library -#endif - -#if defined(PLATFORM_UWP) - #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions - #include "EGL/eglext.h" // Khronos EGL library - Extensions - #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library -#endif - -#if defined(PLATFORM_WEB) - #define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL) - #include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management - #include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX - - #include <emscripten/emscripten.h> // Emscripten library - LLVM to JavaScript compiler - #include <emscripten/html5.h> // Emscripten HTML5 library -#endif - -#if defined(SUPPORT_COMPRESSION_API) - // NOTE: Those declarations require stb_image and stb_image_write definitions, included in textures module - unsigned char *stbi_zlib_compress(unsigned char *data, int data_len, int *out_len, int quality); - char *stbi_zlib_decode_malloc(char const *buffer, int len, int *outlen); -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_RPI) - #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number - - // Old device inputs system - #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input - #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) - #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events - - // New device input events (evdev) (must be detected) - //#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN" - //#define DEFAULT_MOUSE_DEV "/dev/input/eventN" - //#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN" - - #define MOUSE_SENSITIVITY 0.8f -#endif - -#define MAX_GAMEPADS 4 // Max number of gamepads supported -#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) -#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) - -#define MAX_CHARS_QUEUE 16 // Max number of characters in the input queue - -#if defined(SUPPORT_DATA_STORAGE) - #define STORAGE_DATA_FILE "storage.data" -#endif - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -#if defined(PLATFORM_RPI) -typedef struct { - pthread_t threadId; // Event reading thread id - int fd; // File descriptor to the device it is assigned to - int eventNum; // Number of 'event<N>' device - Rectangle absRange; // Range of values for absolute pointing devices (touchscreens) - int touchSlot; // Hold the touch slot number of the currently being sent multitouch block - bool isMouse; // True if device supports relative X Y movements - bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH - bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH - bool isKeyboard; // True if device has letter keycodes - bool isGamepad; // True if device has gamepad buttons -} InputEventWorker; - -typedef struct { - int contents[8]; // Key events FIFO contents (8 positions) - char head; // Key events FIFO head position - char tail; // Key events FIFO tail position -} KeyEventFifo; -#endif - -typedef struct { int x; int y; } Point; -typedef struct { unsigned int width; unsigned int height; } Size; - -#if defined(PLATFORM_UWP) -extern EGLNativeWindowType handle; // Native window handler for UWP (external, defined in UWP App) -#endif - -// Core global state context data -typedef struct CoreData { - struct { -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - GLFWwindow *handle; // Native window handle (graphic device) -#endif -#if defined(PLATFORM_RPI) - // NOTE: RPI4 does not support Dispmanx anymore, system should be redesigned - EGL_DISPMANX_WINDOW_T handle; // Native window handle (graphic device) -#endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) - EGLDisplay device; // Native display device (physical screen connection) - EGLSurface surface; // Surface to draw on, framebuffers (connected to context) - EGLContext context; // Graphic context, mode in which drawing can be done - EGLConfig config; // Graphic config -#endif - unsigned int flags; // Configuration flags (bit based) - const char *title; // Window text title const pointer - bool ready; // Flag to check if window has been initialized successfully - bool minimized; // Flag to check if window has been minimized - bool resized; // Flag to check if window has been resized - bool fullscreen; // Flag to check if fullscreen mode required - bool alwaysRun; // Flag to keep window update/draw running on minimized - bool shouldClose; // Flag to set window for closing - - 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 - struct { -#if defined(PLATFORM_RPI) - 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_CHARS_QUEUE]; // Input characters queue - int keyPressedQueueCount; // Input characters queue count -#if defined(PLATFORM_RPI) - int defaultMode; // Default keyboard mode - struct termios defaultSettings; // Default keyboard settings - KeyEventFifo lastKeyPressed; // Buffer for holding keydown events as they arrive (Needed due to multitreading of event workers) -#endif - } Keyboard; - struct { - Vector2 position; // Mouse position on screen - Vector2 offset; // Mouse offset - Vector2 scale; // Mouse scaling - - bool cursorHidden; // Track if cursor is hidden - bool cursorOnScreen; // Tracks if cursor is inside client area -#if defined(PLATFORM_WEB) - bool cursorLockRequired; // Ask for cursor pointer lock on next click -#endif - char currentButtonState[3]; // Registers current mouse button state - char previousButtonState[3]; // Registers previous mouse button state - int currentWheelMove; // Registers current mouse wheel variation - int previousWheelMove; // Registers previous mouse wheel variation -#if defined(PLATFORM_RPI) - 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 -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) - bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready - float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state - char currentState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state - char previousState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state -#endif -#if defined(PLATFORM_RPI) - 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_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 -#endif -//----------------------------------------------------------------------------------- - -//---------------------------------------------------------------------------------- -// Other Modules Functions Declaration (required by core) -//---------------------------------------------------------------------------------- -#if defined(SUPPORT_DEFAULT_FONT) -extern void LoadFontDefault(void); // [Module: text] Loads default font on InitWindow() -extern void UnloadFontDefault(void); // [Module: text] Unloads default font from GPU memory -#endif - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static bool InitGraphicsDevice(int width, int height); // Initialize graphics device -static void SetupFramebuffer(int width, int height); // Setup main framebuffer -static void SetupViewport(int width, int height); // Set viewport for a provided width and height -static void SwapBuffers(void); // Copy back buffer to front buffers - -static void InitTimer(void); // Initialize timer -static void Wait(float ms); // Wait for some milliseconds (stop program execution) - -static int GetGamepadButton(int button); // Get gamepad button generic to all platforms -static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms -static void PollInputEvents(void); // Register user events - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) -static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error -static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed -static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed -static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move -static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) -static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel -static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area -static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized -static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored -static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window -#endif - -#if defined(PLATFORM_ANDROID) -static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands -static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs -#endif - -#if defined(PLATFORM_WEB) -static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData); -static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData); -static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData); -static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); -static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData); -#endif - -#if defined(PLATFORM_RPI) -#if defined(SUPPORT_SSH_KEYBOARD_RPI) -static void InitKeyboard(void); // Init raw keyboard system (standard input reading) -static void ProcessKeyboard(void); // Process keyboard events -static void RestoreKeyboard(void); // Restore keyboard system -#else -static void InitTerminal(void); // Init terminal (block echo and signal short cuts) -static void RestoreTerminal(void); // Restore terminal -#endif - -static void InitEvdevInput(void); // Evdev inputs initialization -static void EventThreadSpawn(char *device); // Identifies a input device and spawns a thread to handle it if needed -static void *EventThread(void *arg); // Input device events reading thread - -static void InitGamepad(void); // Init raw gamepad input -static void *GamepadThread(void *arg); // Mouse reading thread -#endif // PLATFORM_RPI - -#if defined(_WIN32) - // NOTE: We include Sleep() function signature here to avoid windows.h inclusion - void __stdcall Sleep(unsigned long msTimeout); // Required for Wait() -#endif - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Window and OpenGL Context Functions -//---------------------------------------------------------------------------------- - -#if defined(PLATFORM_ANDROID) -// To allow easier porting to android, we allow the user to define a -// main function which we call from android_main, defined by ourselves -extern int main(int argc, char *argv[]); - -void android_main(struct android_app *app) -{ - char arg0[] = "raylib"; // NOTE: argv[] are mutable - 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(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) -{ - TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION); - - 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.Gamepad.lastButtonPressed = -1; - -#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; - } - } -#else - // 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 }); -#endif -#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI) - // Set default font texture filter for HighDPI (blurry) - SetTextureFilter(GetFontDefault().texture, FILTER_BILINEAR); -#endif - -#if defined(PLATFORM_RPI) - // Init raw input system - InitEvdevInput(); // Evdev inputs initialization - InitGamepad(); // Gamepad init -#if defined(SUPPORT_SSH_KEYBOARD_RPI) - InitKeyboard(); // Keyboard init -#else - InitTerminal(); // Terminal init -#endif -#endif - -#if defined(PLATFORM_WEB) - // Detect fullscreen change events - emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback); - - // Support keyboard events - emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); - - // Support mouse events - emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback); - - // Support touch events - emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback); - - // Support gamepad events (not provided by GLFW3 on emscripten) - emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback); - emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback); -#endif - - 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) - { - GifEnd(); - 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(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) - timeEndPeriod(1); // Restore time period -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) - // Close surface, context and display - if (CORE.Window.device != EGL_NO_DISPLAY) - { - eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); - - 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) - // 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 - - 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 window has been initialized successfully -bool IsWindowReady(void) -{ - return CORE.Window.ready; -} - -// 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 (!CORE.Window.alwaysRun && CORE.Window.minimized) glfwWaitEvents(); - - CORE.Window.shouldClose = glfwWindowShouldClose(CORE.Window.handle); - - return CORE.Window.shouldClose; - } - else return true; -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) - if (CORE.Window.ready) return CORE.Window.shouldClose; - else return true; -#endif -} - -// Check if window has been minimized (or lost focus) -bool IsWindowMinimized(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) - return CORE.Window.minimized; -#else - return false; -#endif -} - -// Check if window has been resized -bool IsWindowResized(void) -{ -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) - return CORE.Window.resized; -#else - return false; -#endif -} - -// Check if window is currently hidden -bool IsWindowHidden(void) -{ -#if defined(PLATFORM_DESKTOP) - return (glfwGetWindowAttrib(CORE.Window.handle, GLFW_VISIBLE) == GL_FALSE); -#endif - return false; -} - -// Check if window is currently fullscreen -bool IsWindowFullscreen(void) -{ - return CORE.Window.fullscreen; -} - -// Toggle fullscreen mode (only PLATFORM_DESKTOP) -void ToggleFullscreen(void) -{ - CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag - -#if defined(PLATFORM_DESKTOP) - // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs) - if (CORE.Window.fullscreen) - { - // Store previous window position (in case we exit fullscreen) - glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y); - - GLFWmonitor *monitor = glfwGetPrimaryMonitor(); - if (!monitor) - { - TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor"); - glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); - return; - } - - const GLFWvidmode *mode = glfwGetVideoMode(monitor); - glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, mode->refreshRate); - - // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) - // NOTE: V-Sync can be enabled by graphic driver configuration - if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1); - } - else glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); -#endif -#if defined(PLATFORM_WEB) - if (CORE.Window.fullscreen) EM_ASM(Module.requestFullscreen(false, false);); - else EM_ASM(document.exitFullscreen();); -#endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode"); -#endif -} - -// Set icon for window (only PLATFORM_DESKTOP) -// NOTE: Image must be in RGBA format, 8bit per channel -void SetWindowIcon(Image image) -{ -#if defined(PLATFORM_DESKTOP) - if (image.format == UNCOMPRESSED_R8G8B8A8) - { - GLFWimage icon[1] = { 0 }; - - icon[0].width = image.width; - icon[0].height = image.height; - icon[0].pixels = (unsigned char *)image.data; - - // NOTE 1: We only support one image icon - // NOTE 2: The specified image data is copied before this function returns - glfwSetWindowIcon(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 -} - -// Show the window -void UnhideWindow(void) -{ -#if defined(PLATFORM_DESKTOP) - glfwShowWindow(CORE.Window.handle); -#endif -} - -// Hide the window -void HideWindow(void) -{ -#if defined(PLATFORM_DESKTOP) - glfwHideWindow(CORE.Window.handle); -#endif -} - -// Get current screen width -int GetScreenWidth(void) -{ - return CORE.Window.screen.width; -} - -// Get current screen height -int GetScreenHeight(void) -{ - return CORE.Window.screen.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); -#elif defined(__linux__) - // NOTE: Returned handle is: unsigned long Window (X.h) - // typedef unsigned long XID; - // typedef XID Window; - //unsigned long id = (unsigned long)glfwGetX11Window(window); - return NULL; // TODO: Find a way to return value... cast to void *? -#elif defined(__APPLE__) - // NOTE: Returned handle is: (objc_object *) - return NULL; // TODO: return (void *)glfwGetCocoaWindow(window); -#else - return NULL; -#endif -} - -// Get number of monitors -int GetMonitorCount(void) -{ -#if defined(PLATFORM_DESKTOP) - int monitorCount; - glfwGetMonitors(&monitorCount); - return monitorCount; -#else - return 1; -#endif -} - -// Get primary monitor width -int GetMonitorWidth(int monitor) -{ -#if defined(PLATFORM_DESKTOP) - int monitorCount; - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); - - if ((monitor >= 0) && (monitor < monitorCount)) - { - const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); - return mode->width; - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); -#endif - return 0; -} - -// Get primary monitor width -int GetMonitorHeight(int monitor) -{ -#if defined(PLATFORM_DESKTOP) - int monitorCount; - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); - - if ((monitor >= 0) && (monitor < monitorCount)) - { - const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); - return mode->height; - } - else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); -#endif - return 0; -} - -// Get primary montior physical width in millimetres -int GetMonitorPhysicalWidth(int monitor) -{ -#if defined(PLATFORM_DESKTOP) - int monitorCount; - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); - - if ((monitor >= 0) && (monitor < monitorCount)) - { - int physicalWidth; - glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL); - return physicalWidth; - } - else TRACELOG(LOG_WARNING, "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; -} - -// 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 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) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_SHOW_MOUSE; - SendMessageToUWP(msg); -#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) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_HIDE_MOUSE; - SendMessageToUWP(msg); -#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) - CORE.Input.Mouse.cursorLockRequired = true; -#endif -#if defined(PLATFORM_UWP) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_LOCK_MOUSE; - SendMessageToUWP(msg); -#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) - CORE.Input.Mouse.cursorLockRequired = true; -#endif -#if defined(PLATFORM_UWP) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_UNLOCK_MOUSE; - SendMessageToUWP(msg); -#endif - CORE.Input.Mouse.cursorHidden = true; -} - -// Set background color (framebuffer clear color) -void ClearBackground(Color color) -{ - rlClearColor(color.r, color.g, color.b, color.a); // Set clear color - rlClearScreenBuffers(); // Clear current framebuffers -} - -// Setup canvas (framebuffer) to start drawing -void BeginDrawing(void) -{ - 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(SUPPORT_MOUSE_CURSOR_RPI) - // On RPI native mode we have no system mouse cursor, so, - // we draw a small rectangle for user reference - DrawRectangle(CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y, 3, 3, MAROON); -#endif - - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - -#if defined(SUPPORT_GIF_RECORDING) - #define GIF_RECORD_FRAMERATE 10 - - if (gifRecording) - { - gifFramesCounter++; - - // NOTE: We record one gif frame every 10 game frames - if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0) - { - // Get image data for the current frame (from backbuffer) - // NOTE: This process is very slow... :( - unsigned char *screenData = rlReadScreenPixels(CORE.Window.screen.width, CORE.Window.screen.height); - GifWriteFrame(screenData, CORE.Window.screen.width, CORE.Window.screen.height, 10, 8, false); - - 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); - } - - rlglDraw(); // Draw RECORDING message - } -#endif - - SwapBuffers(); // Copy back buffer to front buffer - PollInputEvents(); // Poll user events - - // 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 - - //SetWindowTitle(FormatText("Update: %f, Draw: %f, Req.Wait: %f, Real.Wait: %f, Total: %f, Target: %f\n", - // (float)CORE.Time.update, (float)CORE.Time.draw, (float)(CORE.Time.target - (CORE.Time.update + CORE.Time.draw)), - // (float)waitTime, (float)CORE.Time.frame, (float)CORE.Time.target)); - } -} - -// Initialize 2D mode with custom camera (2D) -void BeginMode2D(Camera2D camera) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - // Apply 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) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required -} - -// Initializes 3D mode with custom camera (3D) -void BeginMode3D(Camera3D camera) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - rlMatrixMode(RL_PROJECTION); // Switch to projection matrix - rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection - rlLoadIdentity(); // Reset current matrix (PROJECTION) - - float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height; - - if (camera.type == CAMERA_PERSPECTIVE) - { - // Setup perspective projection - double top = 0.01*tan(camera.fovy*0.5*DEG2RAD); - double right = top*aspect; - - rlFrustum(-right, right, -top, top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); - } - else if (camera.type == CAMERA_ORTHOGRAPHIC) - { - // Setup orthographic projection - double top = camera.fovy/2.0; - double right = top*aspect; - - rlOrtho(-right, right, -top,top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); - } - - // NOTE: zNear and zFar values are important when computing depth buffer values - - rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - // Setup Camera view - Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera) - - rlEnableDepthTest(); // Enable DEPTH_TEST for 3D -} - -// Ends 3D mode and returns to default 2D orthographic mode -void EndMode3D(void) -{ - rlglDraw(); // Process internal buffers (update + draw) - - rlMatrixMode(RL_PROJECTION); // Switch to projection matrix - rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack - - rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required - - rlDisableDepthTest(); // Disable DEPTH_TEST for 2D -} - -// Initializes render texture for drawing -void BeginTextureMode(RenderTexture2D target) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - rlEnableRenderTexture(target.id); // Enable render target - - // Set viewport to framebuffer size - rlViewport(0, 0, target.texture.width, target.texture.height); - - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) - - // Set orthographic projection to current framebuffer size - // NOTE: Configured top-left corner as (0, 0) - rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f); - - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?) - - // Setup current width/height for proper aspect ratio - // calculation when using BeginMode3D() - CORE.Window.currentFbo.width = target.texture.width; - CORE.Window.currentFbo.height = target.texture.height; -} - -// Ends drawing to render texture -void EndTextureMode(void) -{ - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - rlDisableRenderTexture(); // Disable render target - - // Set viewport to default framebuffer size - SetupViewport(CORE.Window.render.width, CORE.Window.render.height); - - // Reset current screen size - CORE.Window.currentFbo.width = GetScreenWidth(); - CORE.Window.currentFbo.height = GetScreenHeight(); -} - -// Begin scissor mode (define screen area for following drawing) -// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left -void BeginScissorMode(int x, int y, int width, int height) -{ - rlglDraw(); // Force drawing elements - - rlEnableScissorTest(); - rlScissor(x, GetScreenHeight() - (y + height), width, height); -} - -// End scissor mode -void EndScissorMode(void) -{ - rlglDraw(); // Force drawing elements - rlDisableScissorTest(); -} - -// Returns a ray trace from mouse position -Ray GetMouseRay(Vector2 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.type == CAMERA_PERSPECTIVE) - { - // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); - } - else if (camera.type == 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 = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); - Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); - - // Unproject the mouse cursor in the near plane. - // We need this as the source position because orthographic projects, compared to perspect doesn't have a - // convergence point, meaning that the "eye" of the camera is more like a plane than a point. - Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); - - // Calculate normalized direction vector - Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint)); - - if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position; - else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos; - - // Apply calculated vectors to ray - ray.direction = direction; - - return ray; -} - -// Get transform matrix for camera -Matrix GetCameraMatrix(Camera camera) -{ - return MatrixLookAt(camera.position, camera.target, camera.up); -} - -// Returns camera 2d transform matrix -Matrix GetCameraMatrix2D(Camera2D camera) -{ - Matrix matTransform = { 0 }; - // The camera in world-space is set by - // 1. Move it to target - // 2. Rotate by -rotation and scale by (1/zoom) - // When setting higher scale, it's more intuitive for the world to become bigger (= camera become smaller), - // not for the camera getting bigger, hence the invert. Same deal with rotation. - // 3. Move it by (-offset); - // Offset defines target transform relative to screen, but since we're effectively "moving" screen (camera) - // we need to do it into opposite direction (inverse transform) - - // Having camera transform in world-space, inverse of it gives the modelview transform. - // Since (A*B*C)' = C'*B'*A', the modelview is - // 1. Move to offset - // 2. Rotate and Scale - // 3. Move by -target - Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); - Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); - Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); - Matrix matTranslation = MatrixTranslate(camera.offset.x, camera.offset.y, 0.0f); - - matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); - - return matTransform; -} - -// Returns the screen space position from a 3d world space position -Vector2 GetWorldToScreen(Vector3 position, Camera camera) -{ - 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.type == CAMERA_PERSPECTIVE) - { - // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy * DEG2RAD, ((double)width/(double)height), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); - } - else if (camera.type == CAMERA_ORTHOGRAPHIC) - { - float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height; - double top = camera.fovy/2.0; - double right = top*aspect; - - // Calculate projection matrix from orthographic - matProj = MatrixOrtho(-right, right, -top, top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); - } - - // 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 = 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 -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) - 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) - // Updated through messages - return CORE.Time.current; -#endif -} - -// Returns hexadecimal value for a Color -int ColorToInt(Color color) -{ - return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a); -} - -// Returns color normalized as float [0..1] -Vector4 ColorNormalize(Color color) -{ - Vector4 result; - - result.x = (float)color.r/255.0f; - result.y = (float)color.g/255.0f; - result.z = (float)color.b/255.0f; - result.w = (float)color.a/255.0f; - - return result; -} - -// Returns color from normalized values [0..1] -Color ColorFromNormalized(Vector4 normalized) -{ - Color result; - - result.r = normalized.x*255.0f; - result.g = normalized.y*255.0f; - result.b = normalized.z*255.0f; - result.a = normalized.w*255.0f; - - return result; -} - -// Returns HSV values for a Color -// NOTE: Hue is returned as degrees [0..360] -Vector3 ColorToHSV(Color color) -{ - Vector3 hsv = { 0 }; - Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; - float min, max, delta; - - min = rgb.x < rgb.y? rgb.x : rgb.y; - min = min < rgb.z? min : rgb.z; - - max = rgb.x > rgb.y? rgb.x : rgb.y; - max = max > rgb.z? max : rgb.z; - - hsv.z = max; // Value - delta = max - min; - - if (delta < 0.00001f) - { - hsv.y = 0.0f; - hsv.x = 0.0f; // Undefined, maybe NAN? - return hsv; - } - - if (max > 0.0f) - { - // NOTE: If max is 0, this divide would cause a crash - hsv.y = (delta/max); // Saturation - } - else - { - // NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined - hsv.y = 0.0f; - hsv.x = NAN; // Undefined - return hsv; - } - - // NOTE: Comparing float values could not work properly - if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta; // Between yellow & magenta - else - { - if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta; // Between cyan & yellow - else hsv.x = 4.0f + (rgb.x - rgb.y)/delta; // Between magenta & cyan - } - - hsv.x *= 60.0f; // Convert to degrees - - if (hsv.x < 0.0f) hsv.x += 360.0f; - - return hsv; -} - -// Returns a Color from HSV values -// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion -// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors -Color ColorFromHSV(Vector3 hsv) -{ - Color color = { 0, 0, 0, 255 }; - float h = hsv.x, s = hsv.y, v = hsv.z; - - // Red channel - float k = fmod((5.0f + h/60.0f), 6); - float t = 4.0f - k; - k = (t < k)? t : k; - k = (k < 1)? k : 1; - k = (k > 0)? k : 0; - color.r = (v - v*s*k)*255; - - // Green channel - k = fmod((3.0f + h/60.0f), 6); - t = 4.0f - k; - k = (t < k)? t : k; - k = (k < 1)? k : 1; - k = (k > 0)? k : 0; - color.g = (v - v*s*k)*255; - - // Blue channel - k = fmod((1.0f + h/60.0f), 6); - t = 4.0f - k; - k = (t < k)? t : k; - k = (k < 1)? k : 1; - k = (k > 0)? k : 0; - color.b = (v - v*s*k)*255; - - return color; -} - -// Returns a Color struct from hexadecimal value -Color GetColor(int hexValue) -{ - Color color; - - color.r = (unsigned char)(hexValue >> 24) & 0xFF; - color.g = (unsigned char)(hexValue >> 16) & 0xFF; - color.b = (unsigned char)(hexValue >> 8) & 0xFF; - color.a = (unsigned char)hexValue & 0xFF; - - return color; -} - -// Returns a random value between min and max (both included) -int GetRandomValue(int min, int max) -{ - if (min > max) - { - int tmp = max; - max = min; - min = tmp; - } - - return (rand()%(abs(max - min) + 1) + min); -} - -// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -Color Fade(Color color, float alpha) -{ - if (alpha < 0.0f) alpha = 0.0f; - else if (alpha > 1.0f) alpha = 1.0f; - - return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)}; -} - -// Setup window configuration flags (view FLAGS) -void SetConfigFlags(unsigned int flags) -{ - CORE.Window.flags = flags; - - if (CORE.Window.flags & FLAG_FULLSCREEN_MODE) CORE.Window.fullscreen = true; - if (CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) CORE.Window.alwaysRun = true; -} - -// 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, UNCOMPRESSED_R8G8B8A8 }; - - char path[512] = { 0 }; -#if defined(PLATFORM_ANDROID) - strcpy(path, CORE.Android.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); -} - -// Check if the file exists -bool FileExists(const char *fileName) -{ - bool result = false; - -#if defined(_WIN32) - if (_access(fileName, 0) != -1) result = true; -#else - if (access(fileName, F_OK) != -1) result = true; -#endif - - return result; -} - -// Check file extension -// NOTE: Extensions checking is not case-sensitive -bool IsFileExtension(const char *fileName, const char *ext) -{ - bool result = false; - const char *fileExt = GetExtension(fileName); - - if (fileExt != NULL) - { - int extCount = 0; - const char **checkExts = TextSplit(ext, ';', &extCount); - - char fileExtLower[16] = { 0 }; - strcpy(fileExtLower, TextToLower(fileExt)); - - for (int i = 0; i < extCount; i++) - { - if (TextIsEqual(fileExtLower, TextToLower(checkExts[i] + 1))) - { - result = true; - break; - } - } - } - - return result; -} - -// Check if a directory path exists -bool DirectoryExists(const char *dirPath) -{ - bool result = false; - DIR *dir = opendir(dirPath); - - if (dir != NULL) - { - result = true; - closedir(dir); - } - - return result; -} - -// Get pointer to extension for a filename string -const char *GetExtension(const char *fileName) -{ - const char *dot = strrchr(fileName, '.'); - - if (!dot || dot == fileName) return NULL; - - return (dot + 1); -} - -// String pointer reverse break: returns right-most occurrence of charset in s -static const char *strprbrk(const char *s, const char *charset) -{ - const char *latestMatch = NULL; - for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { } - return latestMatch; -} - -// Get pointer to filename for a path string -const char *GetFileName(const char *filePath) -{ - const char *fileName = NULL; - if (filePath != NULL) fileName = strprbrk(filePath, "\\/"); - - if (!fileName || (fileName == filePath)) return filePath; - - return fileName + 1; -} - -// Get filename string without extension (uses static string) -const char *GetFileNameWithoutExt(const char *filePath) -{ - #define MAX_FILENAMEWITHOUTEXT_LENGTH 128 - - static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH]; - memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH); - - if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension - - int len = strlen(fileName); - - for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++) - { - if (fileName[i] == '.') - { - // NOTE: We break on first '.' found - fileName[i] = '\0'; - break; - } - } - - return fileName; -} - -// Get directory for a given filePath -const char *GetDirectoryPath(const char *filePath) -{ -/* - // 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 contains a root drive letter (C:\, D:\), - // we add the current directory path to dirPath - if (filePath[1] != ':') - { - // 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) - { - // NOTE: Be careful, strncpy() is not safe, it does not care about '\0' - strncpy(dirPath + ((filePath[1] != ':')? 2 : 0), filePath, strlen(filePath) - (strlen(lastSlash) - 1)); - dirPath[strlen(filePath) - strlen(lastSlash) + ((filePath[1] != ':')? 2 : 0)] = '\0'; // Add '\0' manually - } - - return dirPath; -} - -// Get previous directory path for a given path -const char *GetPrevDirectoryPath(const char *dirPath) -{ - static char prevDirPath[MAX_FILEPATH_LENGTH]; - memset(prevDirPath, 0, MAX_FILEPATH_LENGTH); - int pathLen = strlen(dirPath); - - if (pathLen <= 3) strcpy(prevDirPath, dirPath); - - for (int i = (pathLen - 1); (i > 0) && (pathLen > 3); i--) - { - if ((dirPath[i] == '\\') || (dirPath[i] == '/')) - { - if (i == 2) i++; // Check for root: "C:\" - strncpy(prevDirPath, dirPath, i); - break; - } - } - - return prevDirPath; -} - -// Get current working directory -const char *GetWorkingDirectory(void) -{ - static char currentDir[MAX_FILEPATH_LENGTH]; - memset(currentDir, 0, MAX_FILEPATH_LENGTH); - - GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1); - - return currentDir; -} - -// Get filenames in a directory path (max 512 files) -// NOTE: Files count is returned by parameters pointer -char **GetDirectoryFiles(const char *dirPath, int *fileCount) -{ - #define MAX_DIRECTORY_FILES 512 - - ClearDirectoryFiles(); - - // Memory allocation for MAX_DIRECTORY_FILES - dirFilesPath = (char **)RL_MALLOC(sizeof(char *)*MAX_DIRECTORY_FILES); - for (int i = 0; i < MAX_DIRECTORY_FILES; i++) dirFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH); - - int counter = 0; - struct dirent *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 if success -bool ChangeDirectory(const char *dir) -{ - return (CHDIR(dir) == 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) - compData = stbi_zlib_compress(data, dataLength, compDataLength, COMPRESSION_QUALITY_DEFLATE); -#endif - - return compData; -} - -// Decompress data (DEFLATE algorythm) -unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength) -{ - char *data = NULL; - -#if defined(SUPPORT_COMPRESSION_API) - data = stbi_zlib_decode_malloc((char *)compData, compDataLength, dataLength); -#endif - - return (unsigned char *)data; -} - -// Save integer value to storage file (to defined position) -// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer) -void SaveStorageValue(unsigned int position, int value) -{ -#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); -#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; - } - - 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; - - SaveFileData(path, fileData, dataSize); - RL_FREE(fileData); - } -#endif -} - -// 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); -#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]; - } - - RL_FREE(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. -// CHECK: https://github.com/raysan5/raylib/issues/686 -void OpenURL(const char *url) -{ - // Small security check trying to avoid (partially) malicious code... - // sorry for the inconvenience when you hit this point... - if (strchr(url, '\'') != NULL) - { - TRACELOG(LOG_WARNING, "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); - #elif defined(__linux__) - sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser - #elif defined(__APPLE__) - sprintf(cmd, "open '%s'", url); - #endif - system(cmd); - RL_FREE(cmd); -#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; -} - -// 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 !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true; -#endif - - return result; -} - -// Check gamepad name (if available) -bool IsGamepadName(int gamepad, const char *name) -{ - bool result = false; - -#if !defined(PLATFORM_ANDROID) - const char *currentName = NULL; - - if (CORE.Input.Gamepad.ready[gamepad]) currentName = GetGamepadName(gamepad); - if ((name != NULL) && (currentName != NULL)) result = (strcmp(name, currentName) == 0); -#endif - - 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; -#elif defined(PLATFORM_RPI) - if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name); - - return CORE.Input.Gamepad.name; -#else - return NULL; -#endif -} - -// Return gamepad axis count -int GetGamepadAxisCount(int gamepad) -{ -#if defined(PLATFORM_RPI) - 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 !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; -#endif - - return value; -} - -// Detect if a gamepad button has been pressed once -bool IsGamepadButtonPressed(int gamepad, int button) -{ - bool pressed = false; - -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.currentState[gamepad][button] != CORE.Input.Gamepad.previousState[gamepad][button]) && - (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) pressed = true; -#endif - - return pressed; -} - -// Detect if a gamepad button is being pressed -bool IsGamepadButtonDown(int gamepad, int button) -{ - bool result = false; - -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) result = true; -#endif - - return result; -} - -// Detect if a gamepad button has NOT been pressed once -bool IsGamepadButtonReleased(int gamepad, int button) -{ - bool released = false; - -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.currentState[gamepad][button] != CORE.Input.Gamepad.previousState[gamepad][button]) && - (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) released = true; -#endif - - return released; -} - -// Detect if a mouse button is NOT being pressed -bool IsGamepadButtonUp(int gamepad, int button) -{ - bool result = false; - -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) result = true; -#endif - - return result; -} - -// Get the last gamepad button pressed -int GetGamepadButtonPressed(void) -{ - return CORE.Input.Gamepad.lastButtonPressed; -} - -// 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) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_SET_MOUSE_LOCATION; - msg->paramVector0.x = CORE.Input.Mouse.position.x; - msg->paramVector0.y = CORE.Input.Mouse.position.y; - SendMessageToUWP(msg); -#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 -int GetMouseWheelMove(void) -{ -#if defined(PLATFORM_ANDROID) - return 0; -#elif defined(PLATFORM_WEB) - return CORE.Input.Mouse.previousWheelMove/100; -#else - return CORE.Input.Mouse.previousWheelMove; -#endif -} - -// Returns touch position X for touch point 0 (relative to screen size) -int GetTouchX(void) -{ -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) - return (int)CORE.Input.Touch.position[0].x; -#else // PLATFORM_DESKTOP, PLATFORM_RPI - return GetMouseX(); -#endif -} - -// Returns touch position Y for touch point 0 (relative to screen size) -int GetTouchY(void) -{ -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) - return (int)CORE.Input.Touch.position[0].y; -#else // PLATFORM_DESKTOP, PLATFORM_RPI - return GetMouseY(); -#endif -} - -// Returns touch position XY for a touch point index (relative to screen size) -// TODO: Touch position should be scaled depending on display size and render size -Vector2 GetTouchPosition(int index) -{ - Vector2 position = { -1.0f, -1.0f }; - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) - if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index]; - else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); - - #if defined(PLATFORM_ANDROID) - if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height)) - { - position.x = position.x*((float)CORE.Window.screen.width/(float)(CORE.Window.display.width - CORE.Window.renderOffset.x)) - CORE.Window.renderOffset.x/2; - 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 - -#elif defined(PLATFORM_DESKTOP) - // TODO: GLFW is not supporting multi-touch input just yet - // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch - // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages - if (index == 0) position = GetMousePosition(); -#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 -#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI) - // Resize window content area based on the monitor content scale. - // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. - // On platforms like macOS the resolution of the framebuffer is changed independently of the window size. - glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on -#endif - - // Check some Window creation flags - if (CORE.Window.flags & FLAG_WINDOW_HIDDEN) glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // Visible window - else glfwWindowHint(GLFW_VISIBLE, GL_TRUE); // Window initially hidden - - if (CORE.Window.flags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window - else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable - - if (CORE.Window.flags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window - else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window - // FLAG_WINDOW_TRANSPARENT not supported on HTML5 and not included in any released GLFW version yet -#if defined(GLFW_TRANSPARENT_FRAMEBUFFER) - if (CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer - else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer -#endif - - if (CORE.Window.flags & FLAG_MSAA_4X_HINT) glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0 - - // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version - // with forward compatibility to older OpenGL versions. - // For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible. - - // Check selection OpenGL version - if (rlGetVersion() == OPENGL_21) - { - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint) - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint) - } - else if (rlGetVersion() == OPENGL_33) - { - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint) - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! - // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE -#if defined(__APPLE__) - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility -#else - glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! -#endif - //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context - } - else if (rlGetVersion() == OPENGL_ES_20) // Request OpenGL ES 2.0 context - { - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); - glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); -#if defined(PLATFORM_DESKTOP) - glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); -#else - glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); -#endif - } - - if (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 (modes[i].width >= CORE.Window.screen.width) - { - if (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, 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, 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); - } - - glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default! - glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback); - glfwSetKeyCallback(CORE.Window.handle, KeyCallback); - glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback); - glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes - glfwSetCharCallback(CORE.Window.handle, CharCallback); - glfwSetScrollCallback(CORE.Window.handle, ScrollCallback); - glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback); - glfwSetDropCallback(CORE.Window.handle, WindowDropCallback); - - glfwMakeContextCurrent(CORE.Window.handle); - -#if !defined(PLATFORM_WEB) - glfwSwapInterval(0); // No V-Sync by default -#endif - -#if defined(PLATFORM_DESKTOP) - // Load OpenGL 3.3 extensions - // NOTE: GLFW loader function is passed as parameter - rlLoadExtensions(glfwGetProcAddress); -#endif - - // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) - // NOTE: V-Sync can be enabled by graphic driver configuration - if (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_UWP) - CORE.Window.fullscreen = true; - - // Screen size security check - if (CORE.Window.screen.width <= 0) CORE.Window.screen.width = CORE.Window.display.width; - if (CORE.Window.screen.height <= 0) CORE.Window.screen.height = CORE.Window.display.height; - -#if defined(PLATFORM_RPI) - bcm_host_init(); - - DISPMANX_ELEMENT_HANDLE_T dispmanElement; - DISPMANX_DISPLAY_HANDLE_T dispmanDisplay; - DISPMANX_UPDATE_HANDLE_T dispmanUpdate; - - VC_RECT_T dstRect; - VC_RECT_T srcRect; -#endif - - EGLint samples = 0; - EGLint sampleBuffer = 0; - if (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? - //EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! - EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) - EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) - EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) - //EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) - //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI) - EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!) - //EGL_STENCIL_SIZE, 8, // Stencil buffer size - EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA - EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs) - EGL_NONE - }; - - const EGLint contextAttribs[] = - { - EGL_CONTEXT_CLIENT_VERSION, 2, - EGL_NONE - }; - -#if defined(PLATFORM_UWP) - const EGLint surfaceAttributes[] = - { - // EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above). - // If you have compilation issues with it then please update your Visual Studio templates. - EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE, - EGL_NONE - }; - - const EGLint defaultDisplayAttributes[] = - { - // These are the default display attributes, used to request ANGLE's D3D11 renderer. - // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+. - EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, - - // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices. - // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it. - EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, - - // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call - // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended. - // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement. - EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, - EGL_NONE, - }; - - const EGLint fl9_3DisplayAttributes[] = - { - // These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3. - // These attributes are used if the call to eglInitialize fails with the default display attributes. - EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, - EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9, - EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3, - EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, - EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, - EGL_NONE, - }; - - const EGLint warpDisplayAttributes[] = - { - // These attributes can be used to request D3D11 WARP. - // They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes. - EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, - EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE, - EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, - EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, - EGL_NONE, - }; - - // 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 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, handle, 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); - -#else // PLATFORM_ANDROID, PLATFORM_RPI - EGLint numConfigs; - - // Get an EGL device connection - CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY); - 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; - } - - // Get an appropriate EGL framebuffer configuration - eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs); - - // 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; - - // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() - // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID - eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat); - - // At this point we need to manage render size vs screen size - // NOTE: This function use and modify global module variables: CORE.Window.screen.width/CORE.Window.screen.height and CORE.Window.render.width/CORE.Window.render.height and CORE.Window.screenScale - 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); - - // At this point we need to manage render size vs screen size - // NOTE: This function use and modify global module variables: CORE.Window.screen.width/CORE.Window.screen.height and CORE.Window.render.width/CORE.Window.render.height and CORE.Window.screenScale - 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 srcRec scaling to dstRec by hardware (no cost) - // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio - - VC_DISPMANX_ALPHA_T alpha; - alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS; - //alpha.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); - //--------------------------------------------------------------------------------- -#endif // PLATFORM_RPI - - // 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 - { - // Grab the width and height of the surface - //eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.render.width); - //eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.render.height); - - TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); - TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); - TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); - TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); - TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); - } -#endif // PLATFORM_ANDROID || PLATFORM_RPI - - // 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) && defined(SUPPORT_HIGH_DPI) - 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); -#if !defined(__APPLE__) - SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight); -#endif -#endif // PLATFORM_DESKTOP && SUPPORT_HIGH_DPI - - // 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) - CORE.Window.ready = true; -#endif - 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 and offset in case black bars are required and - // render area does not match full display area (this situation is only applicable on fullscreen mode) - rlViewport(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); - - 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); - - // 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 - -#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) - timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) -#endif - -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - struct timespec now; - - if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success - { - 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(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP) - double prevTime = GetTime(); - double nextTime = 0.0; - - // Busy wait loop - while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime(); -#else - #if defined(SUPPORT_HALFBUSY_WAIT_LOOP) - #define MAX_HALFBUSY_WAIT_TIME 4 - double destTime = GetTime() + ms/1000; - if (ms > MAX_HALFBUSY_WAIT_TIME) ms -= MAX_HALFBUSY_WAIT_TIME; - #endif - - #if defined(_WIN32) - Sleep((unsigned int)ms); - #elif defined(__linux__) || defined(PLATFORM_WEB) - struct timespec req = { 0 }; - time_t sec = (int)(ms/1000.0f); - ms -= (sec*1000); - req.tv_sec = sec; - req.tv_nsec = ms*1000000L; - - // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. - while (nanosleep(&req, &req) == -1) continue; - #elif defined(__APPLE__) - usleep(ms*1000.0f); - #endif - - #if defined(SUPPORT_HALFBUSY_WAIT_LOOP) - while (GetTime() < destTime) { } - #endif -#endif -} - -// Get gamepad button generic to all platforms -static int GetGamepadButton(int button) -{ - int btn = GAMEPAD_BUTTON_UNKNOWN; -#if defined(PLATFORM_DESKTOP) - switch (button) - { - case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; - case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; - case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; - case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; - - case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; - case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; - - case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break; - case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break; - case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; - - case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break; - case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; - case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; - case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; - - case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break; - case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break; - } -#endif - -#if defined(PLATFORM_UWP) - btn = button; // UWP will provide the correct button -#endif - -#if defined(PLATFORM_WEB) - // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface - switch (button) - { - case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; - case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; - case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; - case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; - case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; - case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; - case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; - case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; - case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break; - case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; - case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break; - case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break; - case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break; - case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; - case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; - case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; - } -#endif - - return btn; -} - -// Get gamepad axis generic to all platforms -static int GetGamepadAxis(int axis) -{ - int axs = GAMEPAD_AXIS_UNKNOWN; -#if defined(PLATFORM_DESKTOP) - switch (axis) - { - case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break; - case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break; - case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break; - case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break; - case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break; - case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break; - } -#endif - -#if defined(PLATFORM_UWP) - axs = axis; // UWP will provide the correct axis -#endif - -#if defined(PLATFORM_WEB) - // Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface - switch (axis) - { - case 0: axs = GAMEPAD_AXIS_LEFT_X; - case 1: axs = GAMEPAD_AXIS_LEFT_Y; - case 2: axs = GAMEPAD_AXIS_RIGHT_X; - case 3: axs = GAMEPAD_AXIS_RIGHT_X; - } -#endif - - return axs; -} - -// Poll (store) all input events -static void PollInputEvents(void) -{ -#if defined(SUPPORT_GESTURES_SYSTEM) - // NOTE: Gestures update must be called every frame to reset gestures correctly - // because ProcessGestureEvent() is just called on an event, not every frame - UpdateGestures(); -#endif - - // Reset key pressed registered - CORE.Input.Keyboard.keyPressedQueueCount = 0; - -#if !defined(PLATFORM_RPI) - // Reset last gamepad button/axis registered state - CORE.Input.Gamepad.lastButtonPressed = -1; - CORE.Input.Gamepad.axisCount = 0; -#endif - -#if defined(PLATFORM_RPI) - // Register previous keys states - for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; - - // Grab a keypress from the evdev fifo if avalable - if (CORE.Input.Keyboard.lastKeyPressed.head != CORE.Input.Keyboard.lastKeyPressed.tail) - { - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = CORE.Input.Keyboard.lastKeyPressed.contents[CORE.Input.Keyboard.lastKeyPressed.tail]; // Read the key from the buffer - CORE.Input.Keyboard.keyPressedQueueCount++; - - CORE.Input.Keyboard.lastKeyPressed.tail = (CORE.Input.Keyboard.lastKeyPressed.tail + 1) & 0x07; // Increment the tail pointer forwards and binary wraparound after 7 (fifo is 8 elements long) - } - - // Register previous mouse states - CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; - CORE.Input.Mouse.currentWheelMove = 0; - 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]; - } -#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; - - for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; - - // Loop over pending messages - while (HasMessageFromUWP()) - { - UWPMessage *msg = GetMessageFromUWP(); - - switch (msg->type) - { - case UWP_MSG_REGISTER_KEY: - { - // Convert from virtualKey - int actualKey = -1; - - switch (msg->paramInt0) - { - case 0x08: actualKey = KEY_BACKSPACE; break; - case 0x20: actualKey = KEY_SPACE; break; - case 0x1B: actualKey = KEY_ESCAPE; break; - case 0x0D: actualKey = KEY_ENTER; break; - case 0x2E: actualKey = KEY_DELETE; break; - case 0x27: actualKey = KEY_RIGHT; break; - case 0x25: actualKey = KEY_LEFT; break; - case 0x28: actualKey = KEY_DOWN; break; - case 0x26: actualKey = KEY_UP; break; - case 0x70: actualKey = KEY_F1; break; - case 0x71: actualKey = KEY_F2; break; - case 0x72: actualKey = KEY_F3; break; - case 0x73: actualKey = KEY_F4; break; - case 0x74: actualKey = KEY_F5; break; - case 0x75: actualKey = KEY_F6; break; - case 0x76: actualKey = KEY_F7; break; - case 0x77: actualKey = KEY_F8; break; - case 0x78: actualKey = KEY_F9; break; - case 0x79: actualKey = KEY_F10; break; - case 0x7A: actualKey = KEY_F11; break; - case 0x7B: actualKey = KEY_F12; break; - case 0xA0: actualKey = KEY_LEFT_SHIFT; break; - case 0xA2: actualKey = KEY_LEFT_CONTROL; break; - case 0xA4: actualKey = KEY_LEFT_ALT; break; - case 0xA1: actualKey = KEY_RIGHT_SHIFT; break; - case 0xA3: actualKey = KEY_RIGHT_CONTROL; break; - case 0xA5: actualKey = KEY_RIGHT_ALT; break; - case 0x30: actualKey = KEY_ZERO; break; - case 0x31: actualKey = KEY_ONE; break; - case 0x32: actualKey = KEY_TWO; break; - case 0x33: actualKey = KEY_THREE; break; - case 0x34: actualKey = KEY_FOUR; break; - case 0x35: actualKey = KEY_FIVE; break; - case 0x36: actualKey = KEY_SIX; break; - case 0x37: actualKey = KEY_SEVEN; break; - case 0x38: actualKey = KEY_EIGHT; break; - case 0x39: actualKey = KEY_NINE; break; - case 0x41: actualKey = KEY_A; break; - case 0x42: actualKey = KEY_B; break; - case 0x43: actualKey = KEY_C; break; - case 0x44: actualKey = KEY_D; break; - case 0x45: actualKey = KEY_E; break; - case 0x46: actualKey = KEY_F; break; - case 0x47: actualKey = KEY_G; break; - case 0x48: actualKey = KEY_H; break; - case 0x49: actualKey = KEY_I; break; - case 0x4A: actualKey = KEY_J; break; - case 0x4B: actualKey = KEY_K; break; - case 0x4C: actualKey = KEY_L; break; - case 0x4D: actualKey = KEY_M; break; - case 0x4E: actualKey = KEY_N; break; - case 0x4F: actualKey = KEY_O; break; - case 0x50: actualKey = KEY_P; break; - case 0x51: actualKey = KEY_Q; break; - case 0x52: actualKey = KEY_R; break; - case 0x53: actualKey = KEY_S; break; - case 0x54: actualKey = KEY_T; break; - case 0x55: actualKey = KEY_U; break; - case 0x56: actualKey = KEY_V; break; - case 0x57: actualKey = KEY_W; break; - case 0x58: actualKey = KEY_X; break; - case 0x59: actualKey = KEY_Y; break; - case 0x5A: actualKey = KEY_Z; break; - default: break; - } - - if (actualKey > -1) CORE.Input.Keyboard.currentKeyState[actualKey] = msg->paramChar0; - - } break; - case UWP_MSG_REGISTER_CLICK: CORE.Input.Mouse.currentButtonState[msg->paramInt0] = msg->paramChar0; break; - case UWP_MSG_SCROLL_WHEEL_UPDATE: CORE.Input.Mouse.currentWheelMove += msg->paramInt0; break; - case UWP_MSG_UPDATE_MOUSE_LOCATION: CORE.Input.Mouse.position = msg->paramVector0; break; - case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) CORE.Input.Gamepad.ready[msg->paramInt0] = msg->paramBool0; break; - case UWP_MSG_SET_GAMEPAD_BUTTON: - { - if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) CORE.Input.Gamepad.currentState[msg->paramInt0][msg->paramInt1] = msg->paramChar0; - } break; - case UWP_MSG_SET_GAMEPAD_AXIS: - { - if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) CORE.Input.Gamepad.axisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0; - - // Register buttons for 2nd triggers - CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); - CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); - } break; - case UWP_MSG_SET_DISPLAY_DIMS: - { - CORE.Window.display.width = msg->paramVector0.x; - CORE.Window.display.height = msg->paramVector0.y; - } break; - case UWP_MSG_HANDLE_RESIZE: - { - eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width); - eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height); - - // If window is resized, viewport and projection matrix needs to be re-calculated - rlViewport(0, 0, CORE.Window.screen.width, CORE.Window.screen.height); // Set viewport width and height - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) - rlOrtho(0, CORE.Window.screen.width, CORE.Window.screen.height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0) - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - rlClearScreenBuffers(); // Clear screen buffers (color and depth) - - // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D()) - // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor, - // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported) - CORE.Window.currentFbo.width = CORE.Window.screen.width; - CORE.Window.currentFbo.height = CORE.Window.screen.height; - - // NOTE: Postprocessing texture is not scaled to new size - - CORE.Window.resized = true; - - } break; - case UWP_MSG_SET_GAME_TIME: CORE.Time.current = msg->paramDouble0; break; - default: break; - } - - DeleteUWPMessage(msg); //Delete, we are done - } -#endif // PLATFORM_UWP - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) - // 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; -#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; - glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller - const unsigned char *buttons = state.buttons; - - for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) - { - const GamepadButton button = GetGamepadButton(k); - - if (buttons[k] == GLFW_PRESS) - { - 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++) - { - const int axis = GetGamepadAxis(k); - CORE.Input.Gamepad.axisState[i][axis] = axes[k]; - } - - // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) - CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); - CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); - - CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST; - } - } - - CORE.Window.resized = false; - -#if defined(SUPPORT_EVENTS_WAITING) - glfwWaitEvents(); -#else - glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events! -#endif -#endif //defined(PLATFORM_DESKTOP) - -// Gamepad support using emscripten API -// NOTE: GLFW3 joystick functionality not available in web -#if defined(PLATFORM_WEB) - // Get number of gamepads connected - int numGamepads = 0; - if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads(); - - for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++) - { - // Register previous gamepad button states - for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) 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++) - { - const GamepadButton button = GetGamepadButton(j); - 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++) - { - const int axis = GetGamepadAxis(j); - CORE.Input.Gamepad.axisState[i][axis] = 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(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_UWP) - eglSwapBuffers(CORE.Window.device, CORE.Window.surface); -#endif -} - -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) -// GLFW3 Error Callback, runs on GLFW3 error -static void ErrorCallback(int error, const char *description) -{ - TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description); -} - -// GLFW3 Srolling Callback, runs on mouse wheel -static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset) -{ - CORE.Input.Mouse.currentWheelMove = (int)yoffset; -} - -// GLFW3 Keyboard Callback, runs on key pressed -static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) -{ - if (key == CORE.Input.Keyboard.exitKey && action == GLFW_PRESS) - { - glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE); - - // NOTE: Before closing window, while loop must be left! - } - else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) - { -#if defined(SUPPORT_GIF_RECORDING) - if (mods == GLFW_MOD_CONTROL) - { - if (gifRecording) - { - GifEnd(); - gifRecording = false; - - #if defined(PLATFORM_WEB) - // Download file from MEMFS (emscripten memory filesystem) - // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html - emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1))); - #endif - - TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording"); - } - else - { - gifRecording = true; - gifFramesCounter = 0; - - char path[512] = { 0 }; - #if defined(PLATFORM_ANDROID) - strcpy(path, CORE.Android.internalDataPath); - strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter)); - #else - strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter)); - #endif - - // NOTE: delay represents the time between frames in the gif, if we capture a gif frame every - // 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10. - GifBegin(path, CORE.Window.screen.width, CORE.Window.screen.height, (int)(GetFrameTime()*10.0f), 8, false); - screenshotCounter++; - - TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter)); - } - } - else -#endif // SUPPORT_GIF_RECORDING -#if defined(SUPPORT_SCREEN_CAPTURE) - { - TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); - screenshotCounter++; - } -#endif // SUPPORT_SCREEN_CAPTURE - } - else - { - // 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; - } -} - -// 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 Char Key Callback, runs on key down (get unicode char value) -static void CharCallback(GLFWwindow *window, unsigned int key) -{ - // NOTE: Registers any key down considering OS keyboard layout but - // do not detects action events, those should be managed by user... - // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907 - // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char - - // Check if there is space available in the queue - if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_CHARS_QUEUE) - { - // Add character to the queue - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; - CORE.Input.Keyboard.keyPressedQueueCount++; - } -} - -// 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 WindowSize Callback, runs when window is resized -// NOTE: Window resizing not allowed by default -static void WindowSizeCallback(GLFWwindow *window, int width, int height) -{ - SetupViewport(width, height); // Reset viewport and projection matrix for new size - - // Set current screen size - CORE.Window.screen.width = width; - CORE.Window.screen.height = height; - CORE.Window.currentFbo.width = width; - CORE.Window.currentFbo.height = height; - - // NOTE: Postprocessing texture is not scaled to new size - - CORE.Window.resized = true; -} - -// GLFW3 WindowIconify Callback, runs when window is minimized/restored -static void WindowIconifyCallback(GLFWwindow *window, int iconified) -{ - if (iconified) CORE.Window.minimized = true; // The window was iconified - else CORE.Window.minimized = false; // The window was restored -} - -// GLFW3 Window Drop Callback, runs when drop files into window -// NOTE: Paths are stored in dynamic memory for further retrieval -// Everytime new files are dropped, old ones are discarded -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 fullscreen change events -static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData) -{ - //isFullscreen: int event->isFullscreen - //fullscreenEnabled: int event->fullscreenEnabled - //fs element nodeName: (char *) event->nodeName - //fs element id: (char *) event->id - //Current element size: (int) event->elementWidth, (int) event->elementHeight - //Screen size:(int) event->screenWidth, (int) event->screenHeight - - if (event->isFullscreen) - { - CORE.Window.fullscreen = true; - TRACELOG(LOG_INFO, "WEB: Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", event->elementWidth, event->elementHeight, event->screenWidth, event->screenHeight); - } - else - { - CORE.Window.fullscreen = false; - TRACELOG(LOG_INFO, "WEB: Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", event->elementWidth, event->elementHeight, event->screenWidth, event->screenHeight); - } - - // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input - - return 0; -} - -// Register keyboard input events -static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData) -{ - if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0)) - { - emscripten_exit_pointerlock(); - } - - return 0; -} - -// Register mouse input events -static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) -{ - // Lock mouse pointer when click on screen - if ((eventType == EMSCRIPTEN_EVENT_CLICK) && CORE.Input.Mouse.cursorLockRequired) - { - EmscriptenPointerlockChangeEvent plce; - emscripten_get_pointerlock_status(&plce); - - if (!plce.isActive) emscripten_request_pointerlock(0, 1); - else - { - emscripten_exit_pointerlock(); - emscripten_get_pointerlock_status(&plce); - //if (plce.isActive) TRACELOG(LOG_WARNING, "Pointer lock exit did not work!"); - } - - CORE.Input.Mouse.cursorLockRequired = false; - } - - return 0; -} - -// Register touch input events -static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) -{ - 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) - -#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) - 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(FormatText("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; - - // 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 keypress buffer - CORE.Input.Keyboard.lastKeyPressed.head = 0; - CORE.Input.Keyboard.lastKeyPressed.tail = 0; - - // Reset keyboard key state - for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0; - - // Open the linux directory of "/dev/input" - directory = opendir(DEFAULT_EVDEV_PATH); - - if (directory) - { - while ((entity = readdir(directory)) != NULL) - { - if (strncmp("event", entity->d_name, strlen("event")) == 0) // Search for devices named "event*" - { - sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name); - EventThreadSpawn(path); // Identify the device and spawn a thread for it - } - } - - closedir(directory); - } - else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH); -} - -// Identifies a input device and spawns a thread to handle it if needed -static void EventThreadSpawn(char *device) -{ - #define BITS_PER_LONG (sizeof(long)*8) - #define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1) - #define OFF(x) ((x)%BITS_PER_LONG) - #define BIT(x) (1UL<<OFF(x)) - #define LONG(x) ((x)/BITS_PER_LONG) - #define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1) - - struct input_absinfo absinfo; - unsigned long evBits[NBITS(EV_MAX)]; - unsigned long absBits[NBITS(ABS_MAX)]; - unsigned long relBits[NBITS(REL_MAX)]; - unsigned long keyBits[NBITS(KEY_MAX)]; - bool hasAbs = false; - bool hasRel = false; - bool hasAbsMulti = false; - int freeWorkerId = -1; - int fd = -1; - - InputEventWorker *worker; - - // Open the device and allocate worker - //------------------------------------------------------------------------------------------------------- - // Find a free spot in the workers array - for (int i = 0; i < sizeof(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 (error: %d)", device, worker->fd); - return; - } - worker->fd = fd; - - // Grab number on the end of the devices name "event<N>" - int devNum = 0; - char *ptrDevName = strrchr(device, 't'); - worker->eventNum = -1; - - if (ptrDevName != NULL) - { - if (sscanf(ptrDevName, "t%d", &devNum) == 1) - worker->eventNum = devNum; - } - - // At this point we have a connection to the device, but we don't yet know what the device is. - // It could be many things, even as simple as a power button... - //------------------------------------------------------------------------------------------------------- - - // Identify the device - //------------------------------------------------------------------------------------------------------- - ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the avalable device properties - - // Check for absolute input devices - if (TEST_BIT(evBits, EV_ABS)) - { - ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits); - - // Check for absolute movement support (usualy touchscreens, but also joysticks) - if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y)) - { - hasAbs = true; - - // Get the scaling values - ioctl(fd, EVIOCGABS(ABS_X), &absinfo); - worker->absRange.x = absinfo.minimum; - worker->absRange.width = absinfo.maximum - absinfo.minimum; - ioctl(fd, EVIOCGABS(ABS_Y), &absinfo); - worker->absRange.y = absinfo.minimum; - worker->absRange.height = absinfo.maximum - absinfo.minimum; - } - - // Check for multiple absolute movement support (usualy multitouch touchscreens) - if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y)) - { - hasAbsMulti = true; - - // Get the scaling values - ioctl(fd, EVIOCGABS(ABS_X), &absinfo); - worker->absRange.x = absinfo.minimum; - worker->absRange.width = absinfo.maximum - absinfo.minimum; - ioctl(fd, EVIOCGABS(ABS_Y), &absinfo); - worker->absRange.y = absinfo.minimum; - worker->absRange.height = absinfo.maximum - absinfo.minimum; - } - } - - // Check for relative movement support (usualy mouse) - if (TEST_BIT(evBits, EV_REL)) - { - ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits); - - if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true; - } - - // Check for button support to determine the device type(usualy on all input devices) - if (TEST_BIT(evBits, EV_KEY)) - { - ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits); - - if (hasAbs || hasAbsMulti) - { - if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen - if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet - if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet - if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet - if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device - } - - if (hasRel) - { - if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse - if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse - } - - if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad - if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad - if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad - if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad - if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad - - if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard - } - //------------------------------------------------------------------------------------------------------- - - // Decide what to do with the device - //------------------------------------------------------------------------------------------------------- - if (worker->isTouch || worker->isMouse || worker->isKeyboard) - { - // Looks like an interesting device - TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s%s)", device, - worker->isMouse? "mouse " : "", - worker->isMultitouch? "multitouch " : "", - worker->isTouch? "touchscreen " : "", - worker->isGamepad? "gamepad " : "", - worker->isKeyboard? "keyboard " : ""); - - // Create a thread for this device - int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker); - if (error != 0) - { - TRACELOG(LOG_WARNING, "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 toucnscreens 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 - //------------------------------------------------------------------------------------------------------- -} - -// Input device events reading thread -static void *EventThread(void *arg) -{ - // Scancode to keycode mapping for US keyboards - // TODO: Probably replace this with a keymap from the X11 to get the correct regional map for the keyboard: - // Currently non US keyboards will have the wrong mapping for some keys - static const int keymap_US[] = - { 0,256,49,50,51,52,53,54,55,56,57,48,45,61,259,258,81,87,69,82,84, - 89,85,73,79,80,91,93,257,341,65,83,68,70,71,72,74,75,76,59,39,96, - 340,92,90,88,67,86,66,78,77,44,46,47,344,332,342,32,280,290,291, - 292,293,294,295,296,297,298,299,282,281,327,328,329,333,324,325, - 326,334,321,322,323,320,330,0,85,86,300,301,89,90,91,92,93,94,95, - 335,345,331,283,346,101,268,265,266,263,262,269,264,267,260,261, - 112,113,114,115,116,117,118,119,120,121,122,123,124,125,347,127, - 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, - 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, - 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, - 176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191, - 192,193,194,0,0,0,0,0,200,201,202,203,204,205,206,207,208,209,210, - 211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226, - 227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242, - 243,244,245,246,247,248,0,0,0,0,0,0,0, }; - - struct input_event event; - InputEventWorker *worker = (InputEventWorker *)arg; - - int touchAction = -1; - bool gestureUpdate = false; - int keycode; - - while (!CORE.Window.shouldClose) - { - // Try to read data from the device and only continue if successful - if (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event)) - { - // 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 - - #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 - - #if defined(SUPPORT_GESTURES_SYSTEM) - touchAction = TOUCH_MOVE; - gestureUpdate = true; - #endif - } - - // Multitouch movement - if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remeber the slot number for the folowing events - - if (event.code == ABS_MT_POSITION_X) - { - if (worker->touchSlot < MAX_TOUCH_POINTS) 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; - } - } - } - - // 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; - - // Keyboard button parsing - if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255 - { - keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode - - // Make sure we got a valid keycode - if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState))) - { - /* Disabled buffer !! - // Store the key information for raylib to later use - CORE.Input.Keyboard.currentKeyState[keycode] = event.value; - if (event.value > 0) - { - // Add the key int the fifo - CORE.Input.Keyboard.lastKeyPressed.contents[CORE.Input.Keyboard.lastKeyPressed.head] = keycode; // Put the data at the front of the fifo snake - CORE.Input.Keyboard.lastKeyPressed.head = (CORE.Input.Keyboard.lastKeyPressed.head + 1) & 0x07; // Increment the head pointer forwards and binary wraparound after 7 (fifo is 8 elements long) - // TODO: This fifo is not fully threadsafe with multiple writers, so multiple keyboards hitting a key at the exact same time could miss a key (double write to head before it was incremented) - } - */ - - CORE.Input.Keyboard.currentKeyState[keycode] = event.value; - if (event.value == 1) - { - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed - CORE.Input.Keyboard.keyPressedQueueCount++; - } - - #if defined(SUPPORT_SCREEN_CAPTURE) - // Check screen capture key (raylib key: KEY_F12) - if (CORE.Input.Keyboard.currentKeyState[301] == 1) - { - TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); - screenshotCounter++; - } - #endif - - if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true; - - TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP":"DOWN", event.code, keycode); - } - } - } - - // Screen confinement - if (CORE.Input.Mouse.position.x < 0) CORE.Input.Mouse.position.x = 0; - if (CORE.Input.Mouse.position.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.position.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x; - - if (CORE.Input.Mouse.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 - } - } - else - { - usleep(5000); // Sleep for 5ms to avoid hogging CPU time - } - } - - close(worker->fd); - - return NULL; -} - -// Init gamepad system -static void InitGamepad(void) -{ - char gamepadDev[128] = ""; - - for (int i = 0; i < MAX_GAMEPADS; i++) - { - sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i); - - if ((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) - { - TRACELOGD("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) - { - TRACELOGD("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 - { - usleep(1000); //Sleep for 1ms to avoid hogging CPU time - } - } - } - - return NULL; -} -#endif // PLATFORM_RPI |