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-/**********************************************************************************************
-*
-* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
-*
-* PLATFORMS SUPPORTED:
-* - PLATFORM_DESKTOP: Windows (Win32, Win64)
-* - PLATFORM_DESKTOP: Linux (X11 desktop mode)
-* - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
-* - PLATFORM_DESKTOP: OSX/macOS
-* - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64)
-* - PLATFORM_RPI: Raspberry Pi 0,1,2,3,4 (Raspbian)
-* - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox)
-* - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One
-*
-* CONFIGURATION:
-*
-* #define PLATFORM_DESKTOP
-* Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly
-* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it
-*
-* #define PLATFORM_ANDROID
-* Windowing and input system configured for Android device, app activity managed internally in this module.
-* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL
-*
-* #define PLATFORM_RPI
-* Windowing and input system configured for Raspberry Pi i native mode (no X.org required, tested on Raspbian),
-* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/
-*
-* #define PLATFORM_WEB
-* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
-* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
-*
-* #define PLATFORM_UWP
-* Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms,
-* including Windows 10 App, Windows Phone and Xbox One platforms.
-*
-* #define SUPPORT_DEFAULT_FONT (default)
-* Default font is loaded on window initialization to be available for the user to render simple text.
-* NOTE: If enabled, uses external module functions to load default raylib font (module: text)
-*
-* #define SUPPORT_CAMERA_SYSTEM
-* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
-*
-* #define SUPPORT_GESTURES_SYSTEM
-* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag
-*
-* #define SUPPORT_MOUSE_GESTURES
-* Mouse gestures are directly mapped like touches and processed by gestures system.
-*
-* #define SUPPORT_TOUCH_AS_MOUSE
-* Touch input and mouse input are shared. Mouse functions also return touch information.
-*
-* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only)
-* Reconfigure standard input to receive key inputs, works with SSH connection.
-* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or
-* blocking the device is not restored properly. Use with care.
-*
-* #define SUPPORT_MOUSE_CURSOR_RPI (Raspberry Pi only)
-* Draw a mouse reference on screen (square cursor box)
-*
-* #define SUPPORT_BUSY_WAIT_LOOP
-* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used
-*
-* #define SUPPORT_HALFBUSY_WAIT_LOOP
-* Use a half-busy wait loop, in this case frame sleeps for some time and runs a busy-wait-loop at the end
-*
-* #define SUPPORT_EVENTS_WAITING
-* Wait for events passively (sleeping while no events) instead of polling them actively every frame
-*
-* #define SUPPORT_SCREEN_CAPTURE
-* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
-*
-* #define SUPPORT_GIF_RECORDING
-* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
-*
-* #define SUPPORT_HIGH_DPI
-* Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP)
-* NOTE: This flag is forced on macOS, since most displays are high-DPI
-*
-* #define SUPPORT_COMPRESSION_API
-* Support CompressData() and DecompressData() functions, those functions use zlib implementation
-* provided by stb_image and stb_image_write libraries, so, those libraries must be enabled on textures module
-* for linkage
-*
-* #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