From 3a1d97f556bc4c5384799ac121640984b590c05c Mon Sep 17 00:00:00 2001 From: Thomas Date: Sun, 15 Aug 2021 10:03:09 +0200 Subject: Updated to raylib 3.7 --- libs/raylib/src/core.c | 3644 +++++++++++++++++++++++++++++++++--------------- 1 file changed, 2508 insertions(+), 1136 deletions(-) (limited to 'libs/raylib/src/core.c') diff --git a/libs/raylib/src/core.c b/libs/raylib/src/core.c index b3010ce..f4bd6ac 100644 --- a/libs/raylib/src/core.c +++ b/libs/raylib/src/core.c @@ -9,6 +9,7 @@ * - PLATFORM_DESKTOP: OSX/macOS * - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64) * - PLATFORM_RPI: Raspberry Pi 0,1,2,3,4 (Raspbian) +* - PLATFORM_DRM: Linux native mode, including Raspberry Pi 4 with V3D fkms driver * - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox) * - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One * @@ -55,8 +56,8 @@ * WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or * blocking the device is not restored properly. Use with care. * -* #define SUPPORT_MOUSE_CURSOR_RPI (Raspberry Pi only) -* Draw a mouse reference on screen (square cursor box) +* #define SUPPORT_MOUSE_CURSOR_NATIVE (Raspberry Pi and DRM only) +* Draw a mouse pointer on screen * * #define SUPPORT_BUSY_WAIT_LOOP * Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used @@ -73,17 +74,14 @@ * #define SUPPORT_GIF_RECORDING * Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback() * -* #define SUPPORT_HIGH_DPI -* Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP) -* NOTE: This flag is forced on macOS, since most displays are high-DPI -* * #define SUPPORT_COMPRESSION_API * Support CompressData() and DecompressData() functions, those functions use zlib implementation * provided by stb_image and stb_image_write libraries, so, those libraries must be enabled on textures module * for linkage * * #define SUPPORT_DATA_STORAGE -* Support saving binary data automatically to a generated storage.data file. This file is managed internally. +* Support saving binary data automatically to a generated storage.data file. This file is managed internally +* * * DEPENDENCIES: * rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly) @@ -94,7 +92,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -113,57 +111,61 @@ * **********************************************************************************************/ -#include "raylib.h" // Declares module functions +#include "raylib.h" // Declares module functions // Check if config flags have been externally provided on compilation line #if !defined(EXTERNAL_CONFIG_FLAGS) - #include "config.h" // Defines module configuration flags + #include "config.h" // Defines module configuration flags #else - #define RAYLIB_VERSION "3.0" + #define RAYLIB_VERSION "3.7" #endif -#include "utils.h" // Required for: TRACELOG macros +#include "utils.h" // Required for: TRACELOG macros #if (defined(__linux__) || defined(PLATFORM_WEB)) && _POSIX_C_SOURCE < 199309L #undef _POSIX_C_SOURCE #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext. #endif -#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here -#include "raymath.h" // Required for: Vector3 and Matrix functions +#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here +#include "raymath.h" // Required for: Vector3 and Matrix functions #define RLGL_IMPLEMENTATION -#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 +#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 #if defined(SUPPORT_GESTURES_SYSTEM) #define GESTURES_IMPLEMENTATION - #include "gestures.h" // Gestures detection functionality + #include "gestures.h" // Gestures detection functionality #endif #if defined(SUPPORT_CAMERA_SYSTEM) #define CAMERA_IMPLEMENTATION - #include "camera.h" // Camera system functionality + #include "camera.h" // Camera system functionality #endif #if defined(SUPPORT_GIF_RECORDING) - #define RGIF_MALLOC RL_MALLOC - #define RGIF_FREE RL_FREE + //#define MSF_GIF_MALLOC RL_MALLOC + //#define MSF_GIF_FREE RL_FREE - #define RGIF_IMPLEMENTATION - #include "external/rgif.h" // Support GIF recording + #define MSF_GIF_IMPL + #include "external/msf_gif.h" // Support GIF recording #endif -#if defined(__APPLE__) - #define SUPPORT_HIGH_DPI // Force HighDPI support on macOS +#if defined(SUPPORT_COMPRESSION_API) + #define SINFL_IMPLEMENTATION + #include "external/sinfl.h" + + #define SDEFL_IMPLEMENTATION + #include "external/sdefl.h" #endif -#include // Required for: srand(), rand(), atexit() -#include // Required for: sprintf() [Used in OpenURL()] -#include // Required for: strrchr(), strcmp(), strlen() -#include // Required for: time() [Used in InitTimer()] -#include // Required for: tan() [Used in BeginMode3D()] +#include // Required for: srand(), rand(), atexit() +#include // Required for: sprintf() [Used in OpenURL()] +#include // Required for: strrchr(), strcmp(), strlen() +#include // Required for: time() [Used in InitTimer()] +#include // Required for: tan() [Used in BeginMode3D()], atan2f() [Used in LoadVrStereoConfig()] -#include // Required for: stat() [Used in GetFileModTime()] +#include // Required for: stat() [Used in GetFileModTime()] #if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__)) #define DIRENT_MALLOC RL_MALLOC @@ -188,39 +190,34 @@ #if defined(PLATFORM_DESKTOP) #define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 // NOTE: Already provided by rlgl implementation (on glad.h) - #include // GLFW3 library: Windows, OpenGL context and Input management + #include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management // NOTE: GLFW3 already includes gl.h (OpenGL) headers // Support retrieving native window handlers #if defined(_WIN32) #define GLFW_EXPOSE_NATIVE_WIN32 - #include // WARNING: It requires customization to avoid windows.h inclusion! + #include "GLFW/glfw3native.h" // WARNING: It requires customization to avoid windows.h inclusion! - #if !defined(SUPPORT_BUSY_WAIT_LOOP) + #if defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) // NOTE: Those functions require linking with winmm library unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod); unsigned int __stdcall timeEndPeriod(unsigned int uPeriod); #endif + #endif + #if defined(__linux__) || defined(__FreeBSD__) + #include // Required for: timespec, nanosleep(), select() - POSIX - #elif defined(__linux__) - #include // Required for: timespec, nanosleep(), select() - POSIX - - //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type + //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type //#define GLFW_EXPOSE_NATIVE_WAYLAND //#define GLFW_EXPOSE_NATIVE_MIR - #include // Required for: glfwGetX11Window() - #elif defined(__APPLE__) - #include // Required for: usleep() - - //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition - #include // Required for: glfwGetCocoaWindow() + #include "GLFW/glfw3native.h" // Required for: glfwGetX11Window() #endif -#endif + #if defined(__APPLE__) + #include // Required for: usleep() -#if defined(__linux__) - #define MAX_FILEPATH_LENGTH 4096 // Use Linux PATH_MAX value -#else - #define MAX_FILEPATH_LENGTH 512 // Use common value + //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition + #include "GLFW/glfw3native.h" // Required for: glfwGetCocoaWindow() + #endif #endif #if defined(PLATFORM_ANDROID) @@ -228,39 +225,48 @@ #include // Defines AWINDOW_FLAG_FULLSCREEN and others #include // Defines basic app state struct and manages activity - #include // Khronos EGL library - Native platform display device control functions - #include // Khronos OpenGL ES 2.0 library + #include // EGL library - Native platform display device control functions + #include // OpenGL ES 2.0 library #endif -#if defined(PLATFORM_RPI) - #include // POSIX file control definitions - open(), creat(), fcntl() - #include // POSIX standard function definitions - read(), close(), STDIN_FILENO - #include // POSIX terminal control definitions - tcgetattr(), tcsetattr() - #include // POSIX threads management (inputs reading) - #include // POSIX directory browsing +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) + #include // POSIX file control definitions - open(), creat(), fcntl() + #include // POSIX standard function definitions - read(), close(), STDIN_FILENO + #include // POSIX terminal control definitions - tcgetattr(), tcsetattr() + #include // POSIX threads management (inputs reading) + #include // POSIX directory browsing + + #include // UNIX System call for device-specific input/output operations - ioctl() + #include // Linux: KDSKBMODE, K_MEDIUMRAM constants definition + #include // Linux: Keycodes constants definition (KEY_A, ...) + #include // Linux: Joystick support library - #include // UNIX System call for device-specific input/output operations - ioctl() - #include // Linux: KDSKBMODE, K_MEDIUMRAM constants definition - #include // Linux: Keycodes constants definition (KEY_A, ...) - #include // Linux: Joystick support library +#if defined(PLATFORM_RPI) + #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions +#endif - #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions +#if defined(PLATFORM_DRM) + #include // Generic Buffer Management + #include // Direct Rendering Manager user-level library interface + #include // Direct Rendering Manager modesetting interface +#endif - #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions - #include "EGL/eglext.h" // Khronos EGL library - Extensions - #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library + #include "EGL/egl.h" // EGL library - Native platform display device control functions + #include "EGL/eglext.h" // EGL library - Extensions + #include "GLES2/gl2.h" // OpenGL ES 2.0 library #endif #if defined(PLATFORM_UWP) - #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions - #include "EGL/eglext.h" // Khronos EGL library - Extensions - #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library + #include "EGL/egl.h" // EGL library - Native platform display device control functions + #include "EGL/eglext.h" // EGL library - Extensions + #include "GLES2/gl2.h" // OpenGL ES 2.0 library + #include "uwp_events.h" // UWP bootstrapping functions #endif #if defined(PLATFORM_WEB) - #define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL) - #include // GLFW3 library: Windows, OpenGL context and Input management - #include // Required for: timespec, nanosleep(), select() - POSIX + #define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL) + #include "GLFW/glfw3.h" // GLFW3 library: Windows, OpenGL context and Input management + #include // Required for: timespec, nanosleep(), select() - POSIX #include // Emscripten library - LLVM to JavaScript compiler #include // Emscripten HTML5 library @@ -275,36 +281,60 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#if defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event number - // Old device inputs system - #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input - #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) - #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events - - // New device input events (evdev) (must be detected) - //#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN" - //#define DEFAULT_MOUSE_DEV "/dev/input/eventN" - //#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN" - - #define MOUSE_SENSITIVITY 0.8f + #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) + #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events #endif -#define MAX_GAMEPADS 4 // Max number of gamepads supported -#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) -#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) +#ifndef MAX_FILEPATH_LENGTH + #if defined(__linux__) + #define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value) + #else + #define MAX_FILEPATH_LENGTH 512 // Maximum length supported for filepaths + #endif +#endif -#define MAX_CHARS_QUEUE 16 // Max number of characters in the input queue +#ifndef MAX_GAMEPADS + #define MAX_GAMEPADS 4 // Max number of gamepads supported +#endif +#ifndef MAX_GAMEPAD_AXIS + #define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) +#endif +#ifndef MAX_GAMEPAD_BUTTONS + #define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) +#endif +#ifndef MAX_TOUCH_POINTS + #define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported +#endif +#ifndef MAX_KEY_PRESSED_QUEUE + #define MAX_KEY_PRESSED_QUEUE 16 // Max number of keys in the key input queue +#endif +#ifndef MAX_CHAR_PRESSED_QUEUE + #define MAX_CHAR_PRESSED_QUEUE 16 // Max number of characters in the char input queue +#endif #if defined(SUPPORT_DATA_STORAGE) - #define STORAGE_DATA_FILE "storage.data" + #ifndef STORAGE_DATA_FILE + #define STORAGE_DATA_FILE "storage.data" // Automatic storage filename + #endif +#endif + +#ifndef MAX_DECOMPRESSION_SIZE + #define MAX_DECOMPRESSION_SIZE 64 // Max size allocated for decompression in MB #endif +// Flags operation macros +#define FLAG_SET(n, f) ((n) |= (f)) +#define FLAG_CLEAR(n, f) ((n) &= ~(f)) +#define FLAG_TOGGLE(n, f) ((n) ^= (f)) +#define FLAG_CHECK(n, f) ((n) & (f)) + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -#if defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) typedef struct { pthread_t threadId; // Event reading thread id int fd; // File descriptor to the device it is assigned to @@ -317,21 +347,11 @@ typedef struct { bool isKeyboard; // True if device has letter keycodes bool isGamepad; // True if device has gamepad buttons } InputEventWorker; - -typedef struct { - int contents[8]; // Key events FIFO contents (8 positions) - char head; // Key events FIFO head position - char tail; // Key events FIFO tail position -} KeyEventFifo; #endif typedef struct { int x; int y; } Point; typedef struct { unsigned int width; unsigned int height; } Size; -#if defined(PLATFORM_UWP) -extern EGLNativeWindowType handle; // Native window handler for UWP (external, defined in UWP App) -#endif - // Core global state context data typedef struct CoreData { struct { @@ -339,23 +359,30 @@ typedef struct CoreData { GLFWwindow *handle; // Native window handle (graphic device) #endif #if defined(PLATFORM_RPI) - // NOTE: RPI4 does not support Dispmanx anymore, system should be redesigned EGL_DISPMANX_WINDOW_T handle; // Native window handle (graphic device) #endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP) +#if defined(PLATFORM_DRM) + int fd; // /dev/dri/... file descriptor + drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector + int modeIndex; // index of the used mode of connector->modes + drmModeCrtc *crtc; // crt controller + struct gbm_device *gbmDevice; // device of Generic Buffer Management (GBM, native platform for EGL on DRM) + struct gbm_surface *gbmSurface; // surface of GBM + struct gbm_bo *prevBO; // previous used GBM buffer object (during frame swapping) + uint32_t prevFB; // previous used GBM framebufer (during frame swapping) +#endif EGLDisplay device; // Native display device (physical screen connection) EGLSurface surface; // Surface to draw on, framebuffers (connected to context) EGLContext context; // Graphic context, mode in which drawing can be done EGLConfig config; // Graphic config #endif - unsigned int flags; // Configuration flags (bit based) const char *title; // Window text title const pointer - bool ready; // Flag to check if window has been initialized successfully - bool minimized; // Flag to check if window has been minimized - bool resized; // Flag to check if window has been resized - bool fullscreen; // Flag to check if fullscreen mode required - bool alwaysRun; // Flag to keep window update/draw running on minimized - bool shouldClose; // Flag to set window for closing + unsigned int flags; // Configuration flags (bit based), keeps window state + bool ready; // Check if window has been initialized successfully + bool fullscreen; // Check if fullscreen mode is enabled + bool shouldClose; // Check if window set for closing + bool resizedLastFrame; // Check if window has been resized last frame Point position; // Window position on screen (required on fullscreen toggle) Size display; // Display width and height (monitor, device-screen, LCD, ...) @@ -378,8 +405,13 @@ typedef struct CoreData { bool contextRebindRequired; // Used to know context rebind required } Android; #endif +#if defined(PLATFORM_UWP) struct { -#if defined(PLATFORM_RPI) + const char *internalDataPath; // UWP App data path + } UWP; +#endif + struct { +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) InputEventWorker eventWorker[10]; // List of worker threads for every monitored "/dev/input/event" #endif struct { @@ -387,12 +419,16 @@ typedef struct CoreData { char currentKeyState[512]; // Registers current frame key state char previousKeyState[512]; // Registers previous frame key state - int keyPressedQueue[MAX_CHARS_QUEUE]; // Input characters queue - int keyPressedQueueCount; // Input characters queue count -#if defined(PLATFORM_RPI) + int keyPressedQueue[MAX_KEY_PRESSED_QUEUE]; // Input keys queue + int keyPressedQueueCount; // Input keys queue count + + int charPressedQueue[MAX_CHAR_PRESSED_QUEUE]; // Input characters queue + int charPressedQueueCount; // Input characters queue count + +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) int defaultMode; // Default keyboard mode struct termios defaultSettings; // Default keyboard settings - KeyEventFifo lastKeyPressed; // Buffer for holding keydown events as they arrive (Needed due to multitreading of event workers) + int fd; // File descriptor for the evdev keyboard #endif } Keyboard; struct { @@ -400,16 +436,15 @@ typedef struct CoreData { Vector2 offset; // Mouse offset Vector2 scale; // Mouse scaling + int cursor; // Tracks current mouse cursor bool cursorHidden; // Track if cursor is hidden bool cursorOnScreen; // Tracks if cursor is inside client area -#if defined(PLATFORM_WEB) - bool cursorLockRequired; // Ask for cursor pointer lock on next click -#endif + char currentButtonState[3]; // Registers current mouse button state char previousButtonState[3]; // Registers previous mouse button state - int currentWheelMove; // Registers current mouse wheel variation - int previousWheelMove; // Registers previous mouse wheel variation -#if defined(PLATFORM_RPI) + float currentWheelMove; // Registers current mouse wheel variation + float previousWheelMove; // Registers previous mouse wheel variation +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) char currentButtonStateEvdev[3]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update) #endif } Mouse; @@ -421,13 +456,11 @@ typedef struct CoreData { struct { int lastButtonPressed; // Register last gamepad button pressed int axisCount; // Register number of available gamepad axis -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state char currentState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state char previousState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state -#endif -#if defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) pthread_t threadId; // Gamepad reading thread id int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor char name[64]; // Gamepad name holder @@ -441,7 +474,7 @@ typedef struct CoreData { double draw; // Time measure for frame draw double frame; // Time measure for one frame double target; // Desired time for one frame, if 0 not applied -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP) unsigned long long base; // Base time measure for hi-res timer #endif } Time; @@ -462,6 +495,7 @@ static int screenshotCounter = 0; // Screenshots counter #if defined(SUPPORT_GIF_RECORDING) static int gifFramesCounter = 0; // GIF frames counter static bool gifRecording = false; // GIF recording state +static MsfGifState gifState = { 0 }; // MSGIF context state #endif //----------------------------------------------------------------------------------- @@ -479,26 +513,30 @@ extern void UnloadFontDefault(void); // [Module: text] Unloads default fo static bool InitGraphicsDevice(int width, int height); // Initialize graphics device static void SetupFramebuffer(int width, int height); // Setup main framebuffer static void SetupViewport(int width, int height); // Set viewport for a provided width and height -static void SwapBuffers(void); // Copy back buffer to front buffers +static void SwapBuffers(void); // Copy back buffer to front buffer static void InitTimer(void); // Initialize timer static void Wait(float ms); // Wait for some milliseconds (stop program execution) -static int GetGamepadButton(int button); // Get gamepad button generic to all platforms -static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms static void PollInputEvents(void); // Register user events #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error +// Window callbacks events +static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized +#if !defined(PLATFORM_WEB) +static void WindowMaximizeCallback(GLFWwindow* window, int maximized); // GLFW3 Window Maximize Callback, runs when window is maximized +#endif +static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowFocusCallback(GLFWwindow *window, int focused); // GLFW3 WindowFocus Callback, runs when window get/lose focus +static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window +// Input callbacks events static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed +static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move -static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) -static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area -static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized -static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored -static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window #endif #if defined(PLATFORM_ANDROID) @@ -507,14 +545,11 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) #endif #if defined(PLATFORM_WEB) -static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData); -static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData); -static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData); static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData); #endif -#if defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) #if defined(SUPPORT_SSH_KEYBOARD_RPI) static void InitKeyboard(void); // Init raw keyboard system (standard input reading) static void ProcessKeyboard(void); // Process keyboard events @@ -525,15 +560,23 @@ static void RestoreTerminal(void); // Restore terminal #endif static void InitEvdevInput(void); // Evdev inputs initialization -static void EventThreadSpawn(char *device); // Identifies a input device and spawns a thread to handle it if needed +static void ConfigureEvdevDevice(char *device); // Identifies a input device and configures it for use if appropriate +static void PollKeyboardEvents(void); // Process evdev keyboard events. static void *EventThread(void *arg); // Input device events reading thread static void InitGamepad(void); // Init raw gamepad input static void *GamepadThread(void *arg); // Mouse reading thread -#endif // PLATFORM_RPI + +#if defined(PLATFORM_DRM) +static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode); // Search matching DRM mode in connector's mode list +static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search exactly matching DRM connector mode in connector's list +static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced); // Search the nearest matching DRM connector mode in connector's list +#endif + +#endif // PLATFORM_RPI || PLATFORM_DRM #if defined(_WIN32) - // NOTE: We include Sleep() function signature here to avoid windows.h inclusion + // NOTE: We include Sleep() function signature here to avoid windows.h inclusion (kernel32 lib) void __stdcall Sleep(unsigned long msTimeout); // Required for Wait() #endif @@ -561,7 +604,7 @@ struct android_app *GetAndroidApp(void) return CORE.Android.app; } #endif -#if defined(PLATFORM_RPI) && !defined(SUPPORT_SSH_KEYBOARD_RPI) +#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && !defined(SUPPORT_SSH_KEYBOARD_RPI) // Init terminal (block echo and signal short cuts) static void InitTerminal(void) { @@ -608,15 +651,29 @@ static void RestoreTerminal(void) // NOTE: data parameter could be used to pass any kind of required data to the initialization void InitWindow(int width, int height, const char *title) { +#if defined(PLATFORM_UWP) + if (!UWPIsConfigured()) + { + TRACELOG(LOG_ERROR, "UWP Functions have not been set yet, please set these before initializing raylib!"); + return; + } +#endif + TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION); - CORE.Window.title = title; + if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title; // Initialize required global values different than 0 CORE.Input.Keyboard.exitKey = KEY_ESCAPE; CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f }; + CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW; CORE.Input.Gamepad.lastButtonPressed = -1; +#if defined(PLATFORM_UWP) + // The axis count is 6 (2 thumbsticks and left and right trigger) + CORE.Input.Gamepad.axisCount = 6; +#endif + #if defined(PLATFORM_ANDROID) CORE.Window.screen.width = width; CORE.Window.screen.height = height; @@ -675,10 +732,12 @@ void InitWindow(int width, int height, const char *title) //if (CORE.Android.app->destroyRequested != 0) CORE.Window.shouldClose = true; } } -#else +#endif +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) || defined(PLATFORM_DRM) // Init graphics device (display device and OpenGL context) // NOTE: returns true if window and graphic device has been initialized successfully CORE.Window.ready = InitGraphicsDevice(width, height); + if (!CORE.Window.ready) return; // Init hi-res timer @@ -691,13 +750,19 @@ void InitWindow(int width, int height, const char *title) Rectangle rec = GetFontDefault().recs[95]; // NOTE: We setup a 1px padding on char rectangle to avoid pixel bleeding on MSAA filtering SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); +#else + // Set default internal texture (1px white) and rectangle to be used for shapes drawing + SetShapesTexture(rlGetTextureDefault(), (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }); #endif -#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI) - // Set default font texture filter for HighDPI (blurry) - SetTextureFilter(GetFontDefault().texture, FILTER_BILINEAR); +#if defined(PLATFORM_DESKTOP) + if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) + { + // Set default font texture filter for HighDPI (blurry) + SetTextureFilter(GetFontDefault().texture, TEXTURE_FILTER_BILINEAR); + } #endif -#if defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) // Init raw input system InitEvdevInput(); // Evdev inputs initialization InitGamepad(); // Gamepad init @@ -710,13 +775,12 @@ void InitWindow(int width, int height, const char *title) #if defined(PLATFORM_WEB) // Detect fullscreen change events - emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback); + //emscripten_set_fullscreenchange_callback("#canvas", NULL, 1, EmscriptenFullscreenChangeCallback); + //emscripten_set_resize_callback("#canvas", NULL, 1, EmscriptenResizeCallback); // Support keyboard events - emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); - - // Support mouse events - emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback); + //emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); + //emscripten_set_keydown_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); // Support touch events emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback); @@ -740,7 +804,8 @@ void CloseWindow(void) #if defined(SUPPORT_GIF_RECORDING) if (gifRecording) { - GifEnd(); + MsfGifResult result = msf_gif_end(&gifState); + msf_gif_free(result); gifRecording = false; } #endif @@ -756,16 +821,63 @@ void CloseWindow(void) glfwTerminate(); #endif -#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) +#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP) timeEndPeriod(1); // Restore time period #endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP) +#if defined(PLATFORM_DRM) + if (CORE.Window.prevFB) + { + drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB); + CORE.Window.prevFB = 0; + } + + if (CORE.Window.prevBO) + { + gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO); + CORE.Window.prevBO = NULL; + } + + if (CORE.Window.gbmSurface) + { + gbm_surface_destroy(CORE.Window.gbmSurface); + CORE.Window.gbmSurface = NULL; + } + + if (CORE.Window.gbmDevice) + { + gbm_device_destroy(CORE.Window.gbmDevice); + CORE.Window.gbmDevice = NULL; + } + + if (CORE.Window.crtc) + { + if (CORE.Window.connector) + { + drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, CORE.Window.crtc->buffer_id, + CORE.Window.crtc->x, CORE.Window.crtc->y, &CORE.Window.connector->connector_id, 1, &CORE.Window.crtc->mode); + drmModeFreeConnector(CORE.Window.connector); + CORE.Window.connector = NULL; + } + + drmModeFreeCrtc(CORE.Window.crtc); + CORE.Window.crtc = NULL; + } + + if (CORE.Window.fd != -1) + { + close(CORE.Window.fd); + CORE.Window.fd = -1; + } +#endif + // Close surface, context and display if (CORE.Window.device != EGL_NO_DISPLAY) { +#if !defined(PLATFORM_DRM) eglMakeCurrent(CORE.Window.device, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); - +#endif if (CORE.Window.surface != EGL_NO_SURFACE) { eglDestroySurface(CORE.Window.device, CORE.Window.surface); @@ -783,13 +895,20 @@ void CloseWindow(void) } #endif -#if defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) // Wait for mouse and gamepad threads to finish before closing // NOTE: Those threads should already have finished at this point // because they are controlled by CORE.Window.shouldClose variable CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called + // Close the evdev keyboard + if (CORE.Input.Keyboard.fd != -1) + { + close(CORE.Input.Keyboard.fd); + CORE.Input.Keyboard.fd = -1; + } + for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i) { if (CORE.Input.eventWorker[i].threadId) @@ -798,18 +917,13 @@ void CloseWindow(void) } } + if (CORE.Input.Gamepad.threadId) pthread_join(CORE.Input.Gamepad.threadId, NULL); #endif TRACELOG(LOG_INFO, "Window closed successfully"); } -// Check if window has been initialized successfully -bool IsWindowReady(void) -{ - return CORE.Window.ready; -} - // Check if KEY_ESCAPE pressed or Close icon pressed bool WindowShouldClose(void) { @@ -827,202 +941,532 @@ bool WindowShouldClose(void) if (CORE.Window.ready) { // While window minimized, stop loop execution - while (!CORE.Window.alwaysRun && CORE.Window.minimized) glfwWaitEvents(); + while (IsWindowState(FLAG_WINDOW_MINIMIZED) && !IsWindowState(FLAG_WINDOW_ALWAYS_RUN)) glfwWaitEvents(); CORE.Window.shouldClose = glfwWindowShouldClose(CORE.Window.handle); + // Reset close status for next frame + glfwSetWindowShouldClose(CORE.Window.handle, GLFW_FALSE); + return CORE.Window.shouldClose; } else return true; #endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP) if (CORE.Window.ready) return CORE.Window.shouldClose; else return true; #endif } -// Check if window has been minimized (or lost focus) +// Check if window has been initialized successfully +bool IsWindowReady(void) +{ + return CORE.Window.ready; +} + +// Check if window is currently fullscreen +bool IsWindowFullscreen(void) +{ + return CORE.Window.fullscreen; +} + +// Check if window is currently hidden +bool IsWindowHidden(void) +{ +#if defined(PLATFORM_DESKTOP) + return ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0); +#endif + return false; +} + +// Check if window has been minimized bool IsWindowMinimized(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) - return CORE.Window.minimized; + return ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0); #else return false; #endif } -// Check if window has been resized -bool IsWindowResized(void) +// Check if window has been maximized (only PLATFORM_DESKTOP) +bool IsWindowMaximized(void) { -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) - return CORE.Window.resized; +#if defined(PLATFORM_DESKTOP) + return ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0); #else return false; #endif } -// Check if window is currently hidden -bool IsWindowHidden(void) +// Check if window has the focus +bool IsWindowFocused(void) { -#if defined(PLATFORM_DESKTOP) - return (glfwGetWindowAttrib(CORE.Window.handle, GLFW_VISIBLE) == GL_FALSE); +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) + return ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) == 0); // TODO! +#else + return true; #endif +} + +// Check if window has been resizedLastFrame +bool IsWindowResized(void) +{ +#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) + return CORE.Window.resizedLastFrame; +#else return false; +#endif } -// Check if window is currently fullscreen -bool IsWindowFullscreen(void) +// Check if one specific window flag is enabled +bool IsWindowState(unsigned int flag) { - return CORE.Window.fullscreen; + return ((CORE.Window.flags & flag) > 0); } // Toggle fullscreen mode (only PLATFORM_DESKTOP) void ToggleFullscreen(void) { - CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag - #if defined(PLATFORM_DESKTOP) // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs) - if (CORE.Window.fullscreen) + if (!CORE.Window.fullscreen) { // Store previous window position (in case we exit fullscreen) glfwGetWindowPos(CORE.Window.handle, &CORE.Window.position.x, &CORE.Window.position.y); - GLFWmonitor *monitor = glfwGetPrimaryMonitor(); + int monitorCount = 0; + GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); + + int monitorIndex = GetCurrentMonitor(); + + // Use current monitor, so we correctly get the display the window is on + GLFWmonitor* monitor = monitorIndex < monitorCount ? monitors[monitorIndex] : NULL; + if (!monitor) { TRACELOG(LOG_WARNING, "GLFW: Failed to get monitor"); - glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + + CORE.Window.fullscreen = false; // Toggle fullscreen flag + CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; + + glfwSetWindowMonitor(CORE.Window.handle, NULL, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); return; } - const GLFWvidmode *mode = glfwGetVideoMode(monitor); - glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, mode->refreshRate); + CORE.Window.fullscreen = true; // Toggle fullscreen flag + CORE.Window.flags |= FLAG_FULLSCREEN_MODE; + + glfwSetWindowMonitor(CORE.Window.handle, monitor, 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + } + else + { + CORE.Window.fullscreen = false; // Toggle fullscreen flag + CORE.Window.flags &= ~FLAG_FULLSCREEN_MODE; - // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) - // NOTE: V-Sync can be enabled by graphic driver configuration - if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1); + glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); } - else glfwSetWindowMonitor(CORE.Window.handle, NULL, CORE.Window.position.x, CORE.Window.position.y, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); + + // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) + // NOTE: V-Sync can be enabled by graphic driver configuration + if (CORE.Window.flags & FLAG_VSYNC_HINT) glfwSwapInterval(1); #endif #if defined(PLATFORM_WEB) - if (CORE.Window.fullscreen) EM_ASM(Module.requestFullscreen(false, false);); - else EM_ASM(document.exitFullscreen();); + EM_ASM + ( + // This strategy works well while using raylib minimal web shell for emscripten, + // it re-scales the canvas to fullscreen using monitor resolution, for tools this + // is a good strategy but maybe games prefer to keep current canvas resolution and + // display it in fullscreen, adjusting monitor resolution if possible + if (document.fullscreenElement) document.exitFullscreen(); + else Module.requestFullscreen(false, true); + ); + +/* + if (!CORE.Window.fullscreen) + { + // Option 1: Request fullscreen for the canvas element + // This option does not seem to work at all + //emscripten_request_fullscreen("#canvas", false); + + // Option 2: Request fullscreen for the canvas element with strategy + // This option does not seem to work at all + // Ref: https://github.com/emscripten-core/emscripten/issues/5124 + // EmscriptenFullscreenStrategy strategy = { + // .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_STRETCH, //EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT, + // .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF, + // .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT, + // .canvasResizedCallback = EmscriptenWindowResizedCallback, + // .canvasResizedCallbackUserData = NULL + // }; + //emscripten_request_fullscreen_strategy("#canvas", EM_FALSE, &strategy); + + // Option 3: Request fullscreen for the canvas element with strategy + // It works as expected but only inside the browser (client area) + EmscriptenFullscreenStrategy strategy = { + .scaleMode = EMSCRIPTEN_FULLSCREEN_SCALE_ASPECT, + .canvasResolutionScaleMode = EMSCRIPTEN_FULLSCREEN_CANVAS_SCALE_STDDEF, + .filteringMode = EMSCRIPTEN_FULLSCREEN_FILTERING_DEFAULT, + .canvasResizedCallback = EmscriptenWindowResizedCallback, + .canvasResizedCallbackUserData = NULL + }; + emscripten_enter_soft_fullscreen("#canvas", &strategy); + + int width, height; + emscripten_get_canvas_element_size("#canvas", &width, &height); + TRACELOG(LOG_WARNING, "Emscripten: Enter fullscreen: Canvas size: %i x %i", width, height); + } + else + { + //emscripten_exit_fullscreen(); + emscripten_exit_soft_fullscreen(); + + int width, height; + emscripten_get_canvas_element_size("#canvas", &width, &height); + TRACELOG(LOG_WARNING, "Emscripten: Exit fullscreen: Canvas size: %i x %i", width, height); + } +*/ + + CORE.Window.fullscreen = !CORE.Window.fullscreen; // Toggle fullscreen flag + CORE.Window.flags ^= FLAG_FULLSCREEN_MODE; #endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) TRACELOG(LOG_WARNING, "SYSTEM: Failed to toggle to windowed mode"); #endif } -// Set icon for window (only PLATFORM_DESKTOP) -// NOTE: Image must be in RGBA format, 8bit per channel -void SetWindowIcon(Image image) +// Set window state: maximized, if resizable (only PLATFORM_DESKTOP) +void MaximizeWindow(void) { #if defined(PLATFORM_DESKTOP) - if (image.format == UNCOMPRESSED_R8G8B8A8) + if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE) { - 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); + glfwMaximizeWindow(CORE.Window.handle); + CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; } - 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) +// Set window state: minimized (only PLATFORM_DESKTOP) +void MinimizeWindow(void) { - CORE.Window.title = title; #if defined(PLATFORM_DESKTOP) - glfwSetWindowTitle(CORE.Window.handle, title); + // NOTE: Following function launches callback that sets appropiate flag! + glfwIconifyWindow(CORE.Window.handle); #endif } -// Set window position on screen (windowed mode) -void SetWindowPosition(int x, int y) +// Set window state: not minimized/maximized (only PLATFORM_DESKTOP) +void RestoreWindow(void) { #if defined(PLATFORM_DESKTOP) - glfwSetWindowPos(CORE.Window.handle, x, y); + if (glfwGetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE) == GLFW_TRUE) + { + // Restores the specified window if it was previously iconified (minimized) or maximized + glfwRestoreWindow(CORE.Window.handle); + CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; + CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; + } #endif } -// Set monitor for the current window (fullscreen mode) -void SetWindowMonitor(int monitor) +// Set window configuration state using flags +void SetWindowState(unsigned int flags) { #if defined(PLATFORM_DESKTOP) - int monitorCount = 0; - GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + // Check previous state and requested state to apply required changes + // NOTE: In most cases the functions already change the flags internally - if ((monitor >= 0) && (monitor < monitorCount)) + // State change: FLAG_VSYNC_HINT + if (((CORE.Window.flags & FLAG_VSYNC_HINT) != (flags & FLAG_VSYNC_HINT)) && ((flags & FLAG_VSYNC_HINT) > 0)) { - TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); + glfwSwapInterval(1); + CORE.Window.flags |= FLAG_VSYNC_HINT; + } - const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); - glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate); + // State change: FLAG_FULLSCREEN_MODE + if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) != (flags & FLAG_FULLSCREEN_MODE)) + { + ToggleFullscreen(); // NOTE: Window state flag updated inside function } - 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 -} + // State change: FLAG_WINDOW_RESIZABLE + if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) != (flags & FLAG_WINDOW_RESIZABLE)) && ((flags & FLAG_WINDOW_RESIZABLE) > 0)) + { + glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_TRUE); + CORE.Window.flags |= FLAG_WINDOW_RESIZABLE; + } -// 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! + // State change: FLAG_WINDOW_UNDECORATED + if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) != (flags & FLAG_WINDOW_UNDECORATED)) && (flags & FLAG_WINDOW_UNDECORATED)) + { + glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_FALSE); + CORE.Window.flags |= FLAG_WINDOW_UNDECORATED; + } - // 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 -} + // State change: FLAG_WINDOW_HIDDEN + if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) != (flags & FLAG_WINDOW_HIDDEN)) && ((flags & FLAG_WINDOW_HIDDEN) > 0)) + { + glfwHideWindow(CORE.Window.handle); + CORE.Window.flags |= FLAG_WINDOW_HIDDEN; + } -// Show the window -void UnhideWindow(void) -{ -#if defined(PLATFORM_DESKTOP) - glfwShowWindow(CORE.Window.handle); -#endif -} + // State change: FLAG_WINDOW_MINIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) != (flags & FLAG_WINDOW_MINIMIZED)) && ((flags & FLAG_WINDOW_MINIMIZED) > 0)) + { + //GLFW_ICONIFIED + MinimizeWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_MAXIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) != (flags & FLAG_WINDOW_MAXIMIZED)) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0)) + { + //GLFW_MAXIMIZED + MaximizeWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_UNFOCUSED + if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) != (flags & FLAG_WINDOW_UNFOCUSED)) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0)) + { + glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_FALSE); + CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; + } + + // State change: FLAG_WINDOW_TOPMOST + if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) != (flags & FLAG_WINDOW_TOPMOST)) && ((flags & FLAG_WINDOW_TOPMOST) > 0)) + { + glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_TRUE); + CORE.Window.flags |= FLAG_WINDOW_TOPMOST; + } + + // State change: FLAG_WINDOW_ALWAYS_RUN + if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) != (flags & FLAG_WINDOW_ALWAYS_RUN)) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)) + { + CORE.Window.flags |= FLAG_WINDOW_ALWAYS_RUN; + } + + // The following states can not be changed after window creation + + // State change: FLAG_WINDOW_TRANSPARENT + if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) != (flags & FLAG_WINDOW_TRANSPARENT)) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization"); + } + + // State change: FLAG_WINDOW_HIGHDPI + if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) != (flags & FLAG_WINDOW_HIGHDPI)) && ((flags & FLAG_WINDOW_HIGHDPI) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization"); + } + + // State change: FLAG_MSAA_4X_HINT + if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) != (flags & FLAG_MSAA_4X_HINT)) && ((flags & FLAG_MSAA_4X_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization"); + } + + // State change: FLAG_INTERLACED_HINT + if (((CORE.Window.flags & FLAG_INTERLACED_HINT) != (flags & FLAG_INTERLACED_HINT)) && ((flags & FLAG_INTERLACED_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization"); + } +#endif +} + +// Clear window configuration state flags +void ClearWindowState(unsigned int flags) +{ +#if defined(PLATFORM_DESKTOP) + // Check previous state and requested state to apply required changes + // NOTE: In most cases the functions already change the flags internally + + // State change: FLAG_VSYNC_HINT + if (((CORE.Window.flags & FLAG_VSYNC_HINT) > 0) && ((flags & FLAG_VSYNC_HINT) > 0)) + { + glfwSwapInterval(0); + CORE.Window.flags &= ~FLAG_VSYNC_HINT; + } + + // State change: FLAG_FULLSCREEN_MODE + if (((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) && ((flags & FLAG_FULLSCREEN_MODE) > 0)) + { + ToggleFullscreen(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_RESIZABLE + if (((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) && ((flags & FLAG_WINDOW_RESIZABLE) > 0)) + { + glfwSetWindowAttrib(CORE.Window.handle, GLFW_RESIZABLE, GLFW_FALSE); + CORE.Window.flags &= ~FLAG_WINDOW_RESIZABLE; + } + + // State change: FLAG_WINDOW_UNDECORATED + if (((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) && ((flags & FLAG_WINDOW_UNDECORATED) > 0)) + { + glfwSetWindowAttrib(CORE.Window.handle, GLFW_DECORATED, GLFW_TRUE); + CORE.Window.flags &= ~FLAG_WINDOW_UNDECORATED; + } + + // State change: FLAG_WINDOW_HIDDEN + if (((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) && ((flags & FLAG_WINDOW_HIDDEN) > 0)) + { + glfwShowWindow(CORE.Window.handle); + CORE.Window.flags &= ~FLAG_WINDOW_HIDDEN; + } + + // State change: FLAG_WINDOW_MINIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) && ((flags & FLAG_WINDOW_MINIMIZED) > 0)) + { + RestoreWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_MAXIMIZED + if (((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) && ((flags & FLAG_WINDOW_MAXIMIZED) > 0)) + { + RestoreWindow(); // NOTE: Window state flag updated inside function + } + + // State change: FLAG_WINDOW_UNFOCUSED + if (((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) && ((flags & FLAG_WINDOW_UNFOCUSED) > 0)) + { + glfwSetWindowAttrib(CORE.Window.handle, GLFW_FOCUS_ON_SHOW, GLFW_TRUE); + CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; + } + + // State change: FLAG_WINDOW_TOPMOST + if (((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) && ((flags & FLAG_WINDOW_TOPMOST) > 0)) + { + glfwSetWindowAttrib(CORE.Window.handle, GLFW_FLOATING, GLFW_FALSE); + CORE.Window.flags &= ~FLAG_WINDOW_TOPMOST; + } + + // State change: FLAG_WINDOW_ALWAYS_RUN + if (((CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) > 0) && ((flags & FLAG_WINDOW_ALWAYS_RUN) > 0)) + { + CORE.Window.flags &= ~FLAG_WINDOW_ALWAYS_RUN; + } + + // The following states can not be changed after window creation + + // State change: FLAG_WINDOW_TRANSPARENT + if (((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) && ((flags & FLAG_WINDOW_TRANSPARENT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: Framebuffer transparency can only by configured before window initialization"); + } + + // State change: FLAG_WINDOW_HIGHDPI + if (((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) && ((flags & FLAG_WINDOW_HIGHDPI) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: High DPI can only by configured before window initialization"); + } + + // State change: FLAG_MSAA_4X_HINT + if (((CORE.Window.flags & FLAG_MSAA_4X_HINT) > 0) && ((flags & FLAG_MSAA_4X_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "WINDOW: MSAA can only by configured before window initialization"); + } + + // State change: FLAG_INTERLACED_HINT + if (((CORE.Window.flags & FLAG_INTERLACED_HINT) > 0) && ((flags & FLAG_INTERLACED_HINT) > 0)) + { + TRACELOG(LOG_WARNING, "RPI: Interlaced mode can only by configured before window initialization"); + } +#endif +} + +// Set icon for window (only PLATFORM_DESKTOP) +// NOTE: Image must be in RGBA format, 8bit per channel +void SetWindowIcon(Image image) +{ +#if defined(PLATFORM_DESKTOP) + if (image.format == PIXELFORMAT_UNCOMPRESSED_R8G8B8A8) + { + GLFWimage icon[1] = { 0 }; + + icon[0].width = image.width; + icon[0].height = image.height; + icon[0].pixels = (unsigned char *)image.data; + + // NOTE 1: We only support one image icon + // NOTE 2: The specified image data is copied before this function returns + glfwSetWindowIcon(CORE.Window.handle, 1, icon); + } + else TRACELOG(LOG_WARNING, "GLFW: Window icon image must be in R8G8B8A8 pixel format"); +#endif +} + +// Set title for window (only PLATFORM_DESKTOP) +void SetWindowTitle(const char *title) +{ + CORE.Window.title = title; +#if defined(PLATFORM_DESKTOP) + glfwSetWindowTitle(CORE.Window.handle, title); +#endif +} + +// Set window position on screen (windowed mode) +void SetWindowPosition(int x, int y) +{ +#if defined(PLATFORM_DESKTOP) + glfwSetWindowPos(CORE.Window.handle, x, y); +#endif +} + +// Set monitor for the current window (fullscreen mode) +void SetWindowMonitor(int monitor) +{ +#if defined(PLATFORM_DESKTOP) + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + TRACELOG(LOG_INFO, "GLFW: Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); + + const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); + glfwSetWindowMonitor(CORE.Window.handle, monitors[monitor], 0, 0, mode->width, mode->height, mode->refreshRate); + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); +#endif +} + +// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) +void SetWindowMinSize(int width, int height) +{ +#if defined(PLATFORM_DESKTOP) + const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); + glfwSetWindowSizeLimits(CORE.Window.handle, width, height, mode->width, mode->height); +#endif +} -// Hide the window -void HideWindow(void) +// Set window dimensions +// TODO: Issues on HighDPI scaling +void SetWindowSize(int width, int height) { #if defined(PLATFORM_DESKTOP) - glfwHideWindow(CORE.Window.handle); + glfwSetWindowSize(CORE.Window.handle, width, height); +#endif +#if defined(PLATFORM_WEB) + //emscripten_set_canvas_size(width, height); // DEPRECATED! + + // TODO: Below functions should be used to replace previous one but + // they do not seem to work properly + //emscripten_set_canvas_element_size("canvas", width, height); + //emscripten_set_element_css_size("canvas", width, height); #endif } // Get current screen width int GetScreenWidth(void) { - return CORE.Window.screen.width; + return CORE.Window.currentFbo.width; } // Get current screen height int GetScreenHeight(void) { - return CORE.Window.screen.height; + return CORE.Window.currentFbo.height; } // Get native window handle @@ -1031,18 +1475,20 @@ void *GetWindowHandle(void) #if defined(PLATFORM_DESKTOP) && defined(_WIN32) // NOTE: Returned handle is: void *HWND (windows.h) return glfwGetWin32Window(CORE.Window.handle); -#elif defined(__linux__) +#endif +#if defined(__linux__) // NOTE: Returned handle is: unsigned long Window (X.h) // typedef unsigned long XID; // typedef XID Window; //unsigned long id = (unsigned long)glfwGetX11Window(window); return NULL; // TODO: Find a way to return value... cast to void *? -#elif defined(__APPLE__) +#endif +#if defined(__APPLE__) // NOTE: Returned handle is: (objc_object *) return NULL; // TODO: return (void *)glfwGetCocoaWindow(window); -#else - return NULL; #endif + + return NULL; } // Get number of monitors @@ -1057,7 +1503,74 @@ int GetMonitorCount(void) #endif } -// Get primary monitor width +// Get number of monitors +int GetCurrentMonitor(void) +{ +#if defined(PLATFORM_DESKTOP) + int monitorCount; + GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); + GLFWmonitor* monitor = NULL; + + if (monitorCount == 1) // easy out + return 0; + + if (IsWindowFullscreen()) + { + monitor = glfwGetWindowMonitor(CORE.Window.handle); + for (int i = 0; i < monitorCount; i++) + { + if (monitors[i] == monitor) + return i; + } + return 0; + } + else + { + int x = 0; + int y = 0; + + glfwGetWindowPos(CORE.Window.handle, &x, &y); + + for (int i = 0; i < monitorCount; i++) + { + int mx = 0; + int my = 0; + + int width = 0; + int height = 0; + + monitor = monitors[i]; + glfwGetMonitorWorkarea(monitor, &mx, &my, &width, &height); + if (x >= mx && x <= (mx + width) && y >= my && y <= (my + height)) + return i; + } + } + return 0; +#else + return 0; +#endif +} + +// Get selected monitor width +Vector2 GetMonitorPosition(int monitor) +{ +#if defined(PLATFORM_DESKTOP) + int monitorCount; + GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + int x, y; + glfwGetMonitorPos(monitors[monitor], &x, &y); + + return (Vector2){ (float)x, (float)y }; + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); +#endif + return (Vector2){ 0, 0 }; +} + +// Get selected monitor width (max available by monitor) int GetMonitorWidth(int monitor) { #if defined(PLATFORM_DESKTOP) @@ -1066,15 +1579,19 @@ int GetMonitorWidth(int monitor) if ((monitor >= 0) && (monitor < monitorCount)) { - const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); - return mode->width; + int count = 0; + const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count); + + // We return the maximum resolution available, the last one in the modes array + if (count > 0) return modes[count - 1].width; + else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); } else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); #endif return 0; } -// Get primary monitor width +// Get selected monitor width (max available by monitor) int GetMonitorHeight(int monitor) { #if defined(PLATFORM_DESKTOP) @@ -1083,15 +1600,19 @@ int GetMonitorHeight(int monitor) if ((monitor >= 0) && (monitor < monitorCount)) { - const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); - return mode->height; + int count = 0; + const GLFWvidmode *modes = glfwGetVideoModes(monitors[monitor], &count); + + // We return the maximum resolution available, the last one in the modes array + if (count > 0) return modes[count - 1].height; + else TRACELOG(LOG_WARNING, "GLFW: Failed to find video mode for selected monitor"); } else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); #endif return 0; } -// Get primary montior physical width in millimetres +// Get selected monitor physical width in millimetres int GetMonitorPhysicalWidth(int monitor) { #if defined(PLATFORM_DESKTOP) @@ -1127,6 +1648,28 @@ int GetMonitorPhysicalHeight(int monitor) return 0; } +int GetMonitorRefreshRate(int monitor) +{ +#if defined(PLATFORM_DESKTOP) + int monitorCount; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + if ((monitor >= 0) && (monitor < monitorCount)) + { + const GLFWvidmode *vidmode = glfwGetVideoMode(monitors[monitor]); + return vidmode->refreshRate; + } + else TRACELOG(LOG_WARNING, "GLFW: Failed to find selected monitor"); +#endif +#if defined(PLATFORM_DRM) + if ((CORE.Window.connector) && (CORE.Window.modeIndex >= 0)) + { + return CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh; + } +#endif + return 0; +} + // Get window position XY on monitor Vector2 GetWindowPosition(void) { @@ -1138,6 +1681,40 @@ Vector2 GetWindowPosition(void) return (Vector2){ (float)x, (float)y }; } +// Get window scale DPI factor +Vector2 GetWindowScaleDPI(void) +{ + Vector2 scale = { 1.0f, 1.0f }; + +#if defined(PLATFORM_DESKTOP) + float xdpi = 1.0; + float ydpi = 1.0; + Vector2 windowPos = GetWindowPosition(); + + int monitorCount = 0; + GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); + + // Check window monitor + for (int i = 0; i < monitorCount; i++) + { + glfwGetMonitorContentScale(monitors[i], &xdpi, &ydpi); + + int xpos, ypos, width, height; + glfwGetMonitorWorkarea(monitors[i], &xpos, &ypos, &width, &height); + + if ((windowPos.x >= xpos) && (windowPos.x < xpos + width) && + (windowPos.y >= ypos) && (windowPos.y < ypos + height)) + { + scale.x = xdpi; + scale.y = ydpi; + break; + } + } +#endif + + return scale; +} + // Get the human-readable, UTF-8 encoded name of the primary monitor const char *GetMonitorName(int monitor) { @@ -1180,9 +1757,7 @@ void ShowCursor(void) glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL); #endif #if defined(PLATFORM_UWP) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_SHOW_MOUSE; - SendMessageToUWP(msg); + UWPGetMouseShowFunc()(); #endif CORE.Input.Mouse.cursorHidden = false; } @@ -1194,9 +1769,7 @@ void HideCursor(void) glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); #endif #if defined(PLATFORM_UWP) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_HIDE_MOUSE; - SendMessageToUWP(msg); + UWPGetMouseHideFunc()(); #endif CORE.Input.Mouse.cursorHidden = true; } @@ -1214,12 +1787,10 @@ void EnableCursor(void) glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL); #endif #if defined(PLATFORM_WEB) - CORE.Input.Mouse.cursorLockRequired = true; + emscripten_exit_pointerlock(); #endif #if defined(PLATFORM_UWP) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_LOCK_MOUSE; - SendMessageToUWP(msg); + UWPGetMouseUnlockFunc()(); #endif CORE.Input.Mouse.cursorHidden = false; } @@ -1231,16 +1802,20 @@ void DisableCursor(void) glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED); #endif #if defined(PLATFORM_WEB) - CORE.Input.Mouse.cursorLockRequired = true; + emscripten_request_pointerlock("#canvas", 1); #endif #if defined(PLATFORM_UWP) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_UNLOCK_MOUSE; - SendMessageToUWP(msg); + UWPGetMouseLockFunc()(); #endif CORE.Input.Mouse.cursorHidden = true; } +// Check if cursor is on the current screen. +bool IsCursorOnScreen(void) +{ + return CORE.Input.Mouse.cursorOnScreen; +} + // Set background color (framebuffer clear color) void ClearBackground(Color color) { @@ -1255,7 +1830,7 @@ void BeginDrawing(void) CORE.Time.update = CORE.Time.current - CORE.Time.previous; CORE.Time.previous = CORE.Time.current; - rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlLoadIdentity(); // Reset current matrix (modelview) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1 @@ -1265,13 +1840,16 @@ void BeginDrawing(void) // End canvas drawing and swap buffers (double buffering) void EndDrawing(void) { -#if defined(PLATFORM_RPI) && defined(SUPPORT_MOUSE_CURSOR_RPI) - // On RPI native mode we have no system mouse cursor, so, +#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && defined(SUPPORT_MOUSE_CURSOR_NATIVE) + // On native mode we have no system mouse cursor, so, // we draw a small rectangle for user reference - DrawRectangle(CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y, 3, 3, MAROON); + if (!CORE.Input.Mouse.cursorHidden) + { + DrawRectangle(CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y, 3, 3, MAROON); + } #endif - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + rlDrawRenderBatchActive(); // Update and draw internal render batch #if defined(SUPPORT_GIF_RECORDING) #define GIF_RECORD_FRAMERATE 10 @@ -1284,11 +1862,11 @@ void EndDrawing(void) if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0) { // Get image data for the current frame (from backbuffer) - // NOTE: This process is very slow... :( + // NOTE: This process is quite slow... :( unsigned char *screenData = rlReadScreenPixels(CORE.Window.screen.width, CORE.Window.screen.height); - GifWriteFrame(screenData, CORE.Window.screen.width, CORE.Window.screen.height, 10, 8, false); + msf_gif_frame(&gifState, screenData, 10, 16, CORE.Window.screen.width*4); - RL_FREE(screenData); // Free image data + RL_FREE(screenData); // Free image data } if (((gifFramesCounter/15)%2) == 1) @@ -1297,12 +1875,11 @@ void EndDrawing(void) DrawText("RECORDING", 50, CORE.Window.screen.height - 25, 10, MAROON); } - rlglDraw(); // Draw RECORDING message + rlDrawRenderBatchActive(); // Update and draw internal render batch } #endif SwapBuffers(); // Copy back buffer to front buffer - PollInputEvents(); // Poll user events // Frame time control system CORE.Time.current = GetTime(); @@ -1321,19 +1898,17 @@ void EndDrawing(void) CORE.Time.previous = CORE.Time.current; CORE.Time.frame += waitTime; // Total frame time: update + draw + wait - - //SetWindowTitle(FormatText("Update: %f, Draw: %f, Req.Wait: %f, Real.Wait: %f, Total: %f, Target: %f\n", - // (float)CORE.Time.update, (float)CORE.Time.draw, (float)(CORE.Time.target - (CORE.Time.update + CORE.Time.draw)), - // (float)waitTime, (float)CORE.Time.frame, (float)CORE.Time.target)); } + + PollInputEvents(); // Poll user events } // Initialize 2D mode with custom camera (2D) void BeginMode2D(Camera2D camera) { - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + rlDrawRenderBatchActive(); // Update and draw internal render batch - rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlLoadIdentity(); // Reset current matrix (modelview) // Apply 2d camera transformation to modelview rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera))); @@ -1345,89 +1920,88 @@ void BeginMode2D(Camera2D camera) // Ends 2D mode with custom camera void EndMode2D(void) { - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + rlDrawRenderBatchActive(); // Update and draw internal render batch - rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlLoadIdentity(); // Reset current matrix (modelview) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required } // Initializes 3D mode with custom camera (3D) void BeginMode3D(Camera3D camera) { - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + rlDrawRenderBatchActive(); // Update and draw internal render batch - rlMatrixMode(RL_PROJECTION); // Switch to projection matrix - rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection - rlLoadIdentity(); // Reset current matrix (PROJECTION) + rlMatrixMode(RL_PROJECTION); // Switch to projection matrix + rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection + rlLoadIdentity(); // Reset current matrix (projection) float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height; - if (camera.type == CAMERA_PERSPECTIVE) + // NOTE: zNear and zFar values are important when computing depth buffer values + if (camera.projection == CAMERA_PERSPECTIVE) { // Setup perspective projection - double top = 0.01*tan(camera.fovy*0.5*DEG2RAD); + double top = RL_CULL_DISTANCE_NEAR*tan(camera.fovy*0.5*DEG2RAD); double right = top*aspect; - rlFrustum(-right, right, -top, top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); + rlFrustum(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); } - else if (camera.type == CAMERA_ORTHOGRAPHIC) + else if (camera.projection == CAMERA_ORTHOGRAPHIC) { // Setup orthographic projection double top = camera.fovy/2.0; double right = top*aspect; - rlOrtho(-right, right, -top,top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); + rlOrtho(-right, right, -top,top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); } - // NOTE: zNear and zFar values are important when computing depth buffer values - - rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix + rlLoadIdentity(); // Reset current matrix (modelview) // Setup Camera view Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera) + rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera) - rlEnableDepthTest(); // Enable DEPTH_TEST for 3D + rlEnableDepthTest(); // Enable DEPTH_TEST for 3D } // Ends 3D mode and returns to default 2D orthographic mode void EndMode3D(void) { - rlglDraw(); // Process internal buffers (update + draw) + rlDrawRenderBatchActive(); // Update and draw internal render batch - rlMatrixMode(RL_PROJECTION); // Switch to projection matrix - rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack + rlMatrixMode(RL_PROJECTION); // Switch to projection matrix + rlPopMatrix(); // Restore previous matrix (projection) from matrix stack - rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix + rlLoadIdentity(); // Reset current matrix (modelview) rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required - rlDisableDepthTest(); // Disable DEPTH_TEST for 2D + rlDisableDepthTest(); // Disable DEPTH_TEST for 2D } // Initializes render texture for drawing void BeginTextureMode(RenderTexture2D target) { - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + rlDrawRenderBatchActive(); // Update and draw internal render batch - rlEnableRenderTexture(target.id); // Enable render target + rlEnableFramebuffer(target.id); // Enable render target // Set viewport to framebuffer size rlViewport(0, 0, target.texture.width, target.texture.height); - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) + rlMatrixMode(RL_PROJECTION); // Switch to projection matrix + rlLoadIdentity(); // Reset current matrix (projection) // Set orthographic projection to current framebuffer size // NOTE: Configured top-left corner as (0, 0) rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f); - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix + rlLoadIdentity(); // Reset current matrix (modelview) - //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?) + //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?) // Setup current width/height for proper aspect ratio // calculation when using BeginMode3D() @@ -1438,35 +2012,310 @@ void BeginTextureMode(RenderTexture2D target) // Ends drawing to render texture void EndTextureMode(void) { - rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + rlDrawRenderBatchActive(); // Update and draw internal render batch - rlDisableRenderTexture(); // Disable render target + rlDisableFramebuffer(); // Disable render target (fbo) // Set viewport to default framebuffer size SetupViewport(CORE.Window.render.width, CORE.Window.render.height); - // Reset current screen size - CORE.Window.currentFbo.width = GetScreenWidth(); - CORE.Window.currentFbo.height = GetScreenHeight(); + // Reset current fbo to screen size + CORE.Window.currentFbo.width = CORE.Window.screen.width; + CORE.Window.currentFbo.height = CORE.Window.screen.height; +} + +// Begin custom shader mode +void BeginShaderMode(Shader shader) +{ + rlSetShader(shader); +} + +// End custom shader mode (returns to default shader) +void EndShaderMode(void) +{ + rlSetShader(rlGetShaderDefault()); +} + +// Begin blending mode (alpha, additive, multiplied) +// NOTE: Only 3 blending modes supported, default blend mode is alpha +void BeginBlendMode(int mode) +{ + rlSetBlendMode(mode); +} + +// End blending mode (reset to default: alpha blending) +void EndBlendMode(void) +{ + rlSetBlendMode(BLEND_ALPHA); } // Begin scissor mode (define screen area for following drawing) // NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left void BeginScissorMode(int x, int y, int width, int height) { - rlglDraw(); // Force drawing elements + rlDrawRenderBatchActive(); // Update and draw internal render batch rlEnableScissorTest(); - rlScissor(x, GetScreenHeight() - (y + height), width, height); + rlScissor(x, CORE.Window.currentFbo.height - (y + height), width, height); } // End scissor mode void EndScissorMode(void) { - rlglDraw(); // Force drawing elements + rlDrawRenderBatchActive(); // Update and draw internal render batch rlDisableScissorTest(); } +// Begin VR drawing configuration +void BeginVrStereoMode(VrStereoConfig config) +{ + rlEnableStereoRender(); + + // Set stereo render matrices + rlSetMatrixProjectionStereo(config.projection[0], config.projection[1]); + rlSetMatrixViewOffsetStereo(config.viewOffset[0], config.viewOffset[1]); +} + +// End VR drawing process (and desktop mirror) +void EndVrStereoMode(void) +{ + rlDisableStereoRender(); +} + +// Load VR stereo config for VR simulator device parameters +VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device) +{ + VrStereoConfig config = { 0 }; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + // Compute aspect ratio + float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution; + + // Compute lens parameters + float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize; + config.leftLensCenter[0] = 0.25f + lensShift; + config.leftLensCenter[1] = 0.5f; + config.rightLensCenter[0] = 0.75f - lensShift; + config.rightLensCenter[1] = 0.5f; + config.leftScreenCenter[0] = 0.25f; + config.leftScreenCenter[1] = 0.5f; + config.rightScreenCenter[0] = 0.75f; + config.rightScreenCenter[1] = 0.5f; + + // Compute distortion scale parameters + // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] + float lensRadius = fabsf(-1.0f - 4.0f*lensShift); + float lensRadiusSq = lensRadius*lensRadius; + float distortionScale = device.lensDistortionValues[0] + + device.lensDistortionValues[1]*lensRadiusSq + + device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq + + device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq; + + float normScreenWidth = 0.5f; + float normScreenHeight = 1.0f; + config.scaleIn[0] = 2.0f/normScreenWidth; + config.scaleIn[1] = 2.0f/normScreenHeight/aspect; + config.scale[0] = normScreenWidth*0.5f/distortionScale; + config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale; + + // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance) + // ...but with lens distortion it is increased (see Oculus SDK Documentation) + //float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale? + float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance); + + // Compute camera projection matrices + float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] + Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); + + config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); + config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); + + // Compute camera transformation matrices + // NOTE: Camera movement might seem more natural if we model the head. + // Our axis of rotation is the base of our head, so we might want to add + // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. + config.viewOffset[0] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f); + config.viewOffset[1] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f); + + // Compute eyes Viewports + /* + config.eyeViewportRight[0] = 0; + config.eyeViewportRight[1] = 0; + config.eyeViewportRight[2] = device.hResolution/2; + config.eyeViewportRight[3] = device.vResolution; + + config.eyeViewportLeft[0] = device.hResolution/2; + config.eyeViewportLeft[1] = 0; + config.eyeViewportLeft[2] = device.hResolution/2; + config.eyeViewportLeft[3] = device.vResolution; + */ +#else + TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1"); +#endif + + return config; +} + +// Unload VR stereo config properties +void UnloadVrStereoConfig(VrStereoConfig config) +{ + //... +} + +// Load shader from files and bind default locations +// NOTE: If shader string is NULL, using default vertex/fragment shaders +Shader LoadShader(const char *vsFileName, const char *fsFileName) +{ + Shader shader = { 0 }; + shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); + + // NOTE: All locations must be reseted to -1 (no location) + for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; + + char *vShaderStr = NULL; + char *fShaderStr = NULL; + + if (vsFileName != NULL) vShaderStr = LoadFileText(vsFileName); + if (fsFileName != NULL) fShaderStr = LoadFileText(fsFileName); + + shader.id = rlLoadShaderCode(vShaderStr, fShaderStr); + + if (vShaderStr != NULL) RL_FREE(vShaderStr); + if (fShaderStr != NULL) RL_FREE(fShaderStr); + + // After shader loading, we TRY to set default location names + if (shader.id > 0) + { + // Default shader attrib locations have been fixed before linking: + // vertex position location = 0 + // vertex texcoord location = 1 + // vertex normal location = 2 + // vertex color location = 3 + // vertex tangent location = 4 + // vertex texcoord2 location = 5 + + // NOTE: If any location is not found, loc point becomes -1 + + // Get handles to GLSL input attibute locations + shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION); + shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); + shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL); + shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT); + shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR); + + // Get handles to GLSL uniform locations (vertex shader) + shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp"); + shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view"); + shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection"); + shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, "matNormal"); + + // Get handles to GLSL uniform locations (fragment shader) + shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse"); + shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0"); + shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1"); + shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2"); + } + + return shader; +} + +// Load shader from code strings and bind default locations +RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode) +{ + Shader shader = { 0 }; + shader.locs = (int *)RL_CALLOC(MAX_SHADER_LOCATIONS, sizeof(int)); + + shader.id = rlLoadShaderCode(vsCode, fsCode); + + // After shader loading, we TRY to set default location names + if (shader.id > 0) + { + // Default shader attrib locations have been fixed before linking: + // vertex position location = 0 + // vertex texcoord location = 1 + // vertex normal location = 2 + // vertex color location = 3 + // vertex tangent location = 4 + // vertex texcoord2 location = 5 + + // NOTE: If any location is not found, loc point becomes -1 + + // Get handles to GLSL input attibute locations + shader.locs[SHADER_LOC_VERTEX_POSITION] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_POSITION); + shader.locs[SHADER_LOC_VERTEX_TEXCOORD01] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD); + shader.locs[SHADER_LOC_VERTEX_TEXCOORD02] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2); + shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_NORMAL); + shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_TANGENT); + shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, DEFAULT_SHADER_ATTRIB_NAME_COLOR); + + // Get handles to GLSL uniform locations (vertex shader) + shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, "mvp"); + shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, "projection"); + shader.locs[SHADER_LOC_MATRIX_VIEW] = rlGetLocationUniform(shader.id, "view"); + + // Get handles to GLSL uniform locations (fragment shader) + shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, "colDiffuse"); + shader.locs[SHADER_LOC_MAP_DIFFUSE] = rlGetLocationUniform(shader.id, "texture0"); + shader.locs[SHADER_LOC_MAP_SPECULAR] = rlGetLocationUniform(shader.id, "texture1"); + shader.locs[SHADER_LOC_MAP_NORMAL] = rlGetLocationUniform(shader.id, "texture2"); + } + + return shader; +} + +// Unload shader from GPU memory (VRAM) +void UnloadShader(Shader shader) +{ + if (shader.id != rlGetShaderDefault().id) + { + rlUnloadShaderProgram(shader.id); + RL_FREE(shader.locs); + } +} + +// Get shader uniform location +int GetShaderLocation(Shader shader, const char *uniformName) +{ + return rlGetLocationUniform(shader.id, uniformName); +} + +// Get shader attribute location +int GetShaderLocationAttrib(Shader shader, const char *attribName) +{ + return rlGetLocationAttrib(shader.id, attribName); +} + +// Set shader uniform value +void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType) +{ + SetShaderValueV(shader, locIndex, value, uniformType, 1); +} + +// Set shader uniform value vector +void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count) +{ + rlEnableShader(shader.id); + rlSetUniform(locIndex, value, uniformType, count); + //rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set +} + +// Set shader uniform value (matrix 4x4) +void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat) +{ + rlEnableShader(shader.id); + rlSetUniformMatrix(locIndex, mat); + //rlDisableShader(); +} + +// Set shader uniform value for texture +void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) +{ + rlEnableShader(shader.id); + rlSetUniformSampler(locIndex, texture.id); + //rlDisableShader(); +} + // Returns a ray trace from mouse position Ray GetMouseRay(Vector2 mouse, Camera camera) { @@ -1486,12 +2335,12 @@ Ray GetMouseRay(Vector2 mouse, Camera camera) Matrix matProj = MatrixIdentity(); - if (camera.type == CAMERA_PERSPECTIVE) + if (camera.projection == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); + matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); } - else if (camera.type == CAMERA_ORTHOGRAPHIC) + else if (camera.projection == CAMERA_ORTHOGRAPHIC) { float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height; double top = camera.fovy/2.0; @@ -1502,19 +2351,19 @@ Ray GetMouseRay(Vector2 mouse, Camera camera) } // Unproject far/near points - Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); - Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); + Vector3 nearPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); + Vector3 farPoint = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); // Unproject the mouse cursor in the near plane. // We need this as the source position because orthographic projects, compared to perspect doesn't have a // convergence point, meaning that the "eye" of the camera is more like a plane than a point. - Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); + Vector3 cameraPlanePointerPos = Vector3Unproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); // Calculate normalized direction vector Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint)); - if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position; - else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos; + if (camera.projection == CAMERA_PERSPECTIVE) ray.position = camera.position; + else if (camera.projection == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos; // Apply calculated vectors to ray ray.direction = direction; @@ -1570,19 +2419,19 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh // Calculate projection matrix (from perspective instead of frustum Matrix matProj = MatrixIdentity(); - if (camera.type == CAMERA_PERSPECTIVE) + if (camera.projection == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective - matProj = MatrixPerspective(camera.fovy * DEG2RAD, ((double)width/(double)height), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); + matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)width/(double)height), RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); } - else if (camera.type == CAMERA_ORTHOGRAPHIC) + else if (camera.projection == CAMERA_ORTHOGRAPHIC) { float aspect = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height; double top = camera.fovy/2.0; double right = top*aspect; // Calculate projection matrix from orthographic - matProj = MatrixOrtho(-right, right, -top, top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE); + matProj = MatrixOrtho(-right, right, -top, top, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR); } // Calculate view matrix from camera look at (and transpose it) @@ -1650,7 +2499,7 @@ int GetFPS(void) if ((GetTime() - last) > FPS_STEP) { - last = GetTime(); + last = (float)GetTime(); index = (index + 1)%FPS_CAPTURE_FRAMES_COUNT; average -= history[index]; history[index] = fpsFrame/FPS_CAPTURE_FRAMES_COUNT; @@ -1660,7 +2509,7 @@ int GetFPS(void) return (int)roundf(1.0f/average); } -// Returns time in seconds for last frame drawn +// Returns time in seconds for last frame drawn (delta time) float GetFrameTime(void) { return (float)CORE.Time.frame; @@ -1675,7 +2524,7 @@ double GetTime(void) return glfwGetTime(); // Elapsed time since glfwInit() #endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) struct timespec ts; clock_gettime(CLOCK_MONOTONIC, &ts); unsigned long long int time = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec; @@ -1684,172 +2533,19 @@ double GetTime(void) #endif #if defined(PLATFORM_UWP) - // Updated through messages - return CORE.Time.current; + return UWPGetQueryTimeFunc()(); #endif } -// Returns hexadecimal value for a Color -int ColorToInt(Color color) -{ - return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a); -} - -// Returns color normalized as float [0..1] -Vector4 ColorNormalize(Color color) -{ - Vector4 result; - - result.x = (float)color.r/255.0f; - result.y = (float)color.g/255.0f; - result.z = (float)color.b/255.0f; - result.w = (float)color.a/255.0f; - - return result; -} - -// Returns color from normalized values [0..1] -Color ColorFromNormalized(Vector4 normalized) -{ - Color result; - - result.r = normalized.x*255.0f; - result.g = normalized.y*255.0f; - result.b = normalized.z*255.0f; - result.a = normalized.w*255.0f; - - return result; -} - -// Returns HSV values for a Color -// NOTE: Hue is returned as degrees [0..360] -Vector3 ColorToHSV(Color color) -{ - Vector3 hsv = { 0 }; - Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; - float min, max, delta; - - min = rgb.x < rgb.y? rgb.x : rgb.y; - min = min < rgb.z? min : rgb.z; - - max = rgb.x > rgb.y? rgb.x : rgb.y; - max = max > rgb.z? max : rgb.z; - - hsv.z = max; // Value - delta = max - min; - - if (delta < 0.00001f) - { - hsv.y = 0.0f; - hsv.x = 0.0f; // Undefined, maybe NAN? - return hsv; - } - - if (max > 0.0f) - { - // NOTE: If max is 0, this divide would cause a crash - hsv.y = (delta/max); // Saturation - } - else - { - // NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined - hsv.y = 0.0f; - hsv.x = NAN; // Undefined - return hsv; - } - - // NOTE: Comparing float values could not work properly - if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta; // Between yellow & magenta - else - { - if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta; // Between cyan & yellow - else hsv.x = 4.0f + (rgb.x - rgb.y)/delta; // Between magenta & cyan - } - - hsv.x *= 60.0f; // Convert to degrees - - if (hsv.x < 0.0f) hsv.x += 360.0f; - - return hsv; -} - -// Returns a Color from HSV values -// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion -// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors -Color ColorFromHSV(Vector3 hsv) -{ - Color color = { 0, 0, 0, 255 }; - float h = hsv.x, s = hsv.y, v = hsv.z; - - // Red channel - float k = fmod((5.0f + h/60.0f), 6); - float t = 4.0f - k; - k = (t < k)? t : k; - k = (k < 1)? k : 1; - k = (k > 0)? k : 0; - color.r = (v - v*s*k)*255; - - // Green channel - k = fmod((3.0f + h/60.0f), 6); - t = 4.0f - k; - k = (t < k)? t : k; - k = (k < 1)? k : 1; - k = (k > 0)? k : 0; - color.g = (v - v*s*k)*255; - - // Blue channel - k = fmod((1.0f + h/60.0f), 6); - t = 4.0f - k; - k = (t < k)? t : k; - k = (k < 1)? k : 1; - k = (k > 0)? k : 0; - color.b = (v - v*s*k)*255; - - return color; -} - -// Returns a Color struct from hexadecimal value -Color GetColor(int hexValue) -{ - Color color; - - color.r = (unsigned char)(hexValue >> 24) & 0xFF; - color.g = (unsigned char)(hexValue >> 16) & 0xFF; - color.b = (unsigned char)(hexValue >> 8) & 0xFF; - color.a = (unsigned char)hexValue & 0xFF; - - return color; -} - -// Returns a random value between min and max (both included) -int GetRandomValue(int min, int max) -{ - if (min > max) - { - int tmp = max; - max = min; - min = tmp; - } - - return (rand()%(abs(max - min) + 1) + min); -} - -// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f -Color Fade(Color color, float alpha) -{ - if (alpha < 0.0f) alpha = 0.0f; - else if (alpha > 1.0f) alpha = 1.0f; - - return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)}; -} - // Setup window configuration flags (view FLAGS) +// NOTE: This function is expected to be called before window creation, +// because it setups some flags for the window creation process. +// To configure window states after creation, just use SetWindowState() void SetConfigFlags(unsigned int flags) { - CORE.Window.flags = flags; - - if (CORE.Window.flags & FLAG_FULLSCREEN_MODE) CORE.Window.fullscreen = true; - if (CORE.Window.flags & FLAG_WINDOW_ALWAYS_RUN) CORE.Window.alwaysRun = true; + // Selected flags are set but not evaluated at this point, + // flag evaluation happens at InitWindow() or SetWindowState() + CORE.Window.flags |= flags; } // NOTE TRACELOG() function is located in [utils.h] @@ -1860,13 +2556,17 @@ void SetConfigFlags(unsigned int flags) void TakeScreenshot(const char *fileName) { unsigned char *imgData = rlReadScreenPixels(CORE.Window.render.width, CORE.Window.render.height); - Image image = { imgData, CORE.Window.render.width, CORE.Window.render.height, 1, UNCOMPRESSED_R8G8B8A8 }; + Image image = { imgData, CORE.Window.render.width, CORE.Window.render.height, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 }; char path[512] = { 0 }; #if defined(PLATFORM_ANDROID) strcpy(path, CORE.Android.internalDataPath); strcat(path, "/"); strcat(path, fileName); +#elif defined(PLATFORM_UWP) + strcpy(path, CORE.UWP.internalDataPath); + strcat(path, "/"); + strcat(path, fileName); #else strcpy(path, fileName); #endif @@ -1884,6 +2584,19 @@ void TakeScreenshot(const char *fileName) TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path); } +// Returns a random value between min and max (both included) +int GetRandomValue(int min, int max) +{ + if (min > max) + { + int tmp = max; + max = min; + min = tmp; + } + + return (rand()%(abs(max - min) + 1) + min); +} + // Check if the file exists bool FileExists(const char *fileName) { @@ -1903,10 +2616,11 @@ bool FileExists(const char *fileName) bool IsFileExtension(const char *fileName, const char *ext) { bool result = false; - const char *fileExt = GetExtension(fileName); + const char *fileExt = GetFileExtension(fileName); if (fileExt != NULL) { +#if defined(SUPPORT_TEXT_MANIPULATION) int extCount = 0; const char **checkExts = TextSplit(ext, ';', &extCount); @@ -1915,12 +2629,15 @@ bool IsFileExtension(const char *fileName, const char *ext) for (int i = 0; i < extCount; i++) { - if (TextIsEqual(fileExtLower, TextToLower(checkExts[i] + 1))) + if (TextIsEqual(fileExtLower, TextToLower(checkExts[i]))) { result = true; break; } } +#else + if (strcmp(fileExt, ext) == 0) result = true; +#endif } return result; @@ -1941,14 +2658,14 @@ bool DirectoryExists(const char *dirPath) return result; } -// Get pointer to extension for a filename string -const char *GetExtension(const char *fileName) +// Get pointer to extension for a filename string (includes the dot: .png) +const char *GetFileExtension(const char *fileName) { const char *dot = strrchr(fileName, '.'); if (!dot || dot == fileName) return NULL; - return (dot + 1); + return dot; } // String pointer reverse break: returns right-most occurrence of charset in s @@ -1965,7 +2682,7 @@ const char *GetFileName(const char *filePath) const char *fileName = NULL; if (filePath != NULL) fileName = strprbrk(filePath, "\\/"); - if (!fileName || (fileName == filePath)) return filePath; + if (!fileName) return filePath; return fileName + 1; } @@ -1980,7 +2697,7 @@ const char *GetFileNameWithoutExt(const char *filePath) if (filePath != NULL) strcpy(fileName, GetFileName(filePath)); // Get filename with extension - int len = strlen(fileName); + int len = (int)strlen(fileName); for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++) { @@ -2011,9 +2728,9 @@ const char *GetDirectoryPath(const char *filePath) static char dirPath[MAX_FILEPATH_LENGTH]; memset(dirPath, 0, MAX_FILEPATH_LENGTH); - // In case provided path does not contains a root drive letter (C:\, D:\), + // In case provided path does not contain a root drive letter (C:\, D:\) nor leading path separator (\, /), // we add the current directory path to dirPath - if (filePath[1] != ':') + if (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/') { // For security, we set starting path to current directory, // obtained path will be concated to this @@ -2024,9 +2741,18 @@ const char *GetDirectoryPath(const char *filePath) lastSlash = strprbrk(filePath, "\\/"); if (lastSlash) { - // NOTE: Be careful, strncpy() is not safe, it does not care about '\0' - strncpy(dirPath + ((filePath[1] != ':')? 2 : 0), filePath, strlen(filePath) - (strlen(lastSlash) - 1)); - dirPath[strlen(filePath) - strlen(lastSlash) + ((filePath[1] != ':')? 2 : 0)] = '\0'; // Add '\0' manually + if (lastSlash == filePath) + { + // The last and only slash is the leading one: path is in a root directory + dirPath[0] = filePath[0]; + dirPath[1] = '\0'; + } + else + { + // NOTE: Be careful, strncpy() is not safe, it does not care about '\0' + memcpy(dirPath + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0), filePath, strlen(filePath) - (strlen(lastSlash) - 1)); + dirPath[strlen(filePath) - strlen(lastSlash) + (filePath[1] != ':' && filePath[0] != '\\' && filePath[0] != '/' ? 2 : 0)] = '\0'; // Add '\0' manually + } } return dirPath; @@ -2037,15 +2763,17 @@ const char *GetPrevDirectoryPath(const char *dirPath) { static char prevDirPath[MAX_FILEPATH_LENGTH]; memset(prevDirPath, 0, MAX_FILEPATH_LENGTH); - int pathLen = strlen(dirPath); + int pathLen = (int)strlen(dirPath); if (pathLen <= 3) strcpy(prevDirPath, dirPath); - for (int i = (pathLen - 1); (i > 0) && (pathLen > 3); i--) + for (int i = (pathLen - 1); (i >= 0) && (pathLen > 3); i--) { if ((dirPath[i] == '\\') || (dirPath[i] == '/')) { - if (i == 2) i++; // Check for root: "C:\" + // Check for root: "C:\" or "/" + if (((i == 2) && (dirPath[1] ==':')) || (i == 0)) i++; + strncpy(prevDirPath, dirPath, i); break; } @@ -2060,9 +2788,9 @@ const char *GetWorkingDirectory(void) static char currentDir[MAX_FILEPATH_LENGTH]; memset(currentDir, 0, MAX_FILEPATH_LENGTH); - GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1); + char *ptr = GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1); - return currentDir; + return ptr; } // Get filenames in a directory path (max 512 files) @@ -2116,10 +2844,14 @@ void ClearDirectoryFiles(void) dirFilesCount = 0; } -// Change working directory, returns true if success +// Change working directory, returns true on success bool ChangeDirectory(const char *dir) { - return (CHDIR(dir) == 0); + bool result = CHDIR(dir); + + if (result != 0) TRACELOG(LOG_WARNING, "SYSTEM: Failed to change to directory: %s", dir); + + return (result == 0); } // Check if a file has been dropped into window @@ -2172,7 +2904,13 @@ unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLe unsigned char *compData = NULL; #if defined(SUPPORT_COMPRESSION_API) - compData = stbi_zlib_compress(data, dataLength, compDataLength, COMPRESSION_QUALITY_DEFLATE); + // Compress data and generate a valid DEFLATE stream + struct sdefl sdefl = { 0 }; + int bounds = sdefl_bound(dataLength); + compData = (unsigned char *)RL_CALLOC(bounds, 1); + *compDataLength = sdeflate(&sdefl, compData, data, dataLength, COMPRESSION_QUALITY_DEFLATE); // Compression level 8, same as stbwi + + TraceLog(LOG_INFO, "SYSTEM: Compress data: Original size: %i -> Comp. size: %i", dataLength, compDataLength); #endif return compData; @@ -2181,25 +2919,41 @@ unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLe // Decompress data (DEFLATE algorythm) unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength) { - char *data = NULL; + unsigned char *data = NULL; #if defined(SUPPORT_COMPRESSION_API) - data = stbi_zlib_decode_malloc((char *)compData, compDataLength, dataLength); + // Decompress data from a valid DEFLATE stream + data = RL_CALLOC(MAX_DECOMPRESSION_SIZE*1024*1024, 1); + int length = sinflate(data, compData, compDataLength); + unsigned char *temp = RL_REALLOC(data, length); + + if (temp != NULL) data = temp; + else TRACELOG(LOG_WARNING, "SYSTEM: Failed to re-allocate required decompression memory"); + + *dataLength = length; + + TraceLog(LOG_INFO, "SYSTEM: Decompress data: Comp. size: %i -> Original size: %i", compDataLength, dataLength); #endif - return (unsigned char *)data; + return data; } // Save integer value to storage file (to defined position) // NOTE: Storage positions is directly related to file memory layout (4 bytes each integer) -void SaveStorageValue(unsigned int position, int value) +bool SaveStorageValue(unsigned int position, int value) { + bool success = false; + #if defined(SUPPORT_DATA_STORAGE) char path[512] = { 0 }; #if defined(PLATFORM_ANDROID) strcpy(path, CORE.Android.internalDataPath); strcat(path, "/"); strcat(path, STORAGE_DATA_FILE); +#elif defined(PLATFORM_UWP) + strcpy(path, CORE.UWP.internalDataPath); + strcat(path, "/"); + strcat(path, STORAGE_DATA_FILE); #else strcpy(path, STORAGE_DATA_FILE); #endif @@ -2221,13 +2975,13 @@ void SaveStorageValue(unsigned int position, int value) { // RL_REALLOC succeded int *dataPtr = (int *)newFileData; - dataPtr[position] = value; + dataPtr[position] = value; } else { // RL_REALLOC failed - TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to realloc data (%u), position in bytes (%u) bigger than actual file size", path, dataSize, position*sizeof(int)); - + TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to realloc data (%u), position in bytes (%u) bigger than actual file size", path, dataSize, position*sizeof(int)); + // We store the old size of the file newFileData = fileData; newDataSize = dataSize; @@ -2244,7 +2998,7 @@ void SaveStorageValue(unsigned int position, int value) dataPtr[position] = value; } - SaveFileData(path, newFileData, newDataSize); + success = SaveFileData(path, newFileData, newDataSize); RL_FREE(newFileData); } else @@ -2256,10 +3010,12 @@ void SaveStorageValue(unsigned int position, int value) int *dataPtr = (int *)fileData; dataPtr[position] = value; - SaveFileData(path, fileData, dataSize); - RL_FREE(fileData); + success = SaveFileData(path, fileData, dataSize); + UnloadFileData(fileData); } #endif + + return success; } // Load integer value from storage file (from defined position) @@ -2267,12 +3023,17 @@ void SaveStorageValue(unsigned int position, int value) int LoadStorageValue(unsigned int position) { int value = 0; + #if defined(SUPPORT_DATA_STORAGE) char path[512] = { 0 }; #if defined(PLATFORM_ANDROID) strcpy(path, CORE.Android.internalDataPath); strcat(path, "/"); strcat(path, STORAGE_DATA_FILE); +#elif defined(PLATFORM_UWP) + strcpy(path, CORE.UWP.internalDataPath); + strcat(path, "/"); + strcat(path, STORAGE_DATA_FILE); #else strcpy(path, STORAGE_DATA_FILE); #endif @@ -2289,7 +3050,7 @@ int LoadStorageValue(unsigned int position) value = dataPtr[position]; } - RL_FREE(fileData); + UnloadFileData(fileData); } #endif return value; @@ -2299,7 +3060,7 @@ int LoadStorageValue(unsigned int position) // NOTE: This function is only safe to use if you control the URL given. // A user could craft a malicious string performing another action. // Only call this function yourself not with user input or make sure to check the string yourself. -// CHECK: https://github.com/raysan5/raylib/issues/686 +// Ref: https://github.com/raysan5/raylib/issues/686 void OpenURL(const char *url) { // Small security check trying to avoid (partially) malicious code... @@ -2314,9 +3075,11 @@ void OpenURL(const char *url) char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char)); #if defined(_WIN32) sprintf(cmd, "explorer %s", url); - #elif defined(__linux__) + #endif + #if defined(__linux__) || defined(__FreeBSD__) sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser - #elif defined(__APPLE__) + #endif + #if defined(__APPLE__) sprintf(cmd, "open '%s'", url); #endif system(cmd); @@ -2378,7 +3141,8 @@ int GetKeyPressed(void) value = CORE.Input.Keyboard.keyPressedQueue[0]; // Shift elements 1 step toward the head. - for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++) CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1]; + for (int i = 0; i < (CORE.Input.Keyboard.keyPressedQueueCount - 1); i++) + CORE.Input.Keyboard.keyPressedQueue[i] = CORE.Input.Keyboard.keyPressedQueue[i + 1]; // Reset last character in the queue CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = 0; @@ -2388,6 +3152,28 @@ int GetKeyPressed(void) return value; } +// Get the last char pressed +int GetCharPressed(void) +{ + int value = 0; + + if (CORE.Input.Keyboard.charPressedQueueCount > 0) + { + // Get character from the queue head + value = CORE.Input.Keyboard.charPressedQueue[0]; + + // Shift elements 1 step toward the head. + for (int i = 0; i < (CORE.Input.Keyboard.charPressedQueueCount - 1); i++) + CORE.Input.Keyboard.charPressedQueue[i] = CORE.Input.Keyboard.charPressedQueue[i + 1]; + + // Reset last character in the queue + CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = 0; + CORE.Input.Keyboard.charPressedQueueCount--; + } + + return value; +} + // Set a custom key to exit program // NOTE: default exitKey is ESCAPE void SetExitKey(int key) @@ -2404,9 +3190,7 @@ bool IsGamepadAvailable(int gamepad) { bool result = false; -#if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad]) result = true; -#endif return result; } @@ -2415,13 +3199,10 @@ bool IsGamepadAvailable(int gamepad) bool IsGamepadName(int gamepad, const char *name) { bool result = false; - -#if !defined(PLATFORM_ANDROID) const char *currentName = NULL; if (CORE.Input.Gamepad.ready[gamepad]) currentName = GetGamepadName(gamepad); if ((name != NULL) && (currentName != NULL)) result = (strcmp(name, currentName) == 0); -#endif return result; } @@ -2432,23 +3213,23 @@ const char *GetGamepadName(int gamepad) #if defined(PLATFORM_DESKTOP) if (CORE.Input.Gamepad.ready[gamepad]) return glfwGetJoystickName(gamepad); else return NULL; -#elif defined(PLATFORM_RPI) +#endif +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name); - return CORE.Input.Gamepad.name; -#else - return NULL; #endif + return NULL; } // Return gamepad axis count int GetGamepadAxisCount(int gamepad) { -#if defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) int axisCount = 0; if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGAXES, &axisCount); CORE.Input.Gamepad.axisCount = axisCount; #endif + return CORE.Input.Gamepad.axisCount; } @@ -2457,9 +3238,8 @@ float GetGamepadAxisMovement(int gamepad, int axis) { float value = 0; -#if !defined(PLATFORM_ANDROID) - if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; -#endif + if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) && + (fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) > 0.1f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA return value; } @@ -2469,11 +3249,9 @@ bool IsGamepadButtonPressed(int gamepad, int button) { bool pressed = false; -#if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.currentState[gamepad][button] != CORE.Input.Gamepad.previousState[gamepad][button]) && - (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) pressed = true; -#endif + (CORE.Input.Gamepad.previousState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) pressed = true; + else pressed = false; return pressed; } @@ -2483,10 +3261,8 @@ bool IsGamepadButtonDown(int gamepad, int button) { bool result = false; -#if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && (CORE.Input.Gamepad.currentState[gamepad][button] == 1)) result = true; -#endif return result; } @@ -2496,24 +3272,20 @@ bool IsGamepadButtonReleased(int gamepad, int button) { bool released = false; -#if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && - (CORE.Input.Gamepad.currentState[gamepad][button] != CORE.Input.Gamepad.previousState[gamepad][button]) && - (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) released = true; -#endif + (CORE.Input.Gamepad.previousState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) released = true; + else released = false; return released; } -// Detect if a mouse button is NOT being pressed +// Detect if a gamepad button is NOT being pressed bool IsGamepadButtonUp(int gamepad, int button) { bool result = false; -#if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && (CORE.Input.Gamepad.currentState[gamepad][button] == 0)) result = true; -#endif return result; } @@ -2524,6 +3296,18 @@ int GetGamepadButtonPressed(void) return CORE.Input.Gamepad.lastButtonPressed; } +// Set internal gamepad mappings +int SetGamepadMappings(const char *mappings) +{ + int result = 0; + +#if defined(PLATFORM_DESKTOP) + result = glfwUpdateGamepadMappings(mappings); +#endif + + return result; +} + // Detect if a mouse button has been pressed once bool IsMouseButtonPressed(int button) { @@ -2613,11 +3397,7 @@ void SetMousePosition(int x, int y) glfwSetCursorPos(CORE.Window.handle, CORE.Input.Mouse.position.x, CORE.Input.Mouse.position.y); #endif #if defined(PLATFORM_UWP) - UWPMessage *msg = CreateUWPMessage(); - msg->type = UWP_MSG_SET_MOUSE_LOCATION; - msg->paramVector0.x = CORE.Input.Mouse.position.x; - msg->paramVector0.y = CORE.Input.Mouse.position.y; - SendMessageToUWP(msg); + UWPGetMouseSetPosFunc()(x, y); #endif } @@ -2636,23 +3416,39 @@ void SetMouseScale(float scaleX, float scaleY) } // Returns mouse wheel movement Y -int GetMouseWheelMove(void) +float GetMouseWheelMove(void) { #if defined(PLATFORM_ANDROID) - return 0; -#elif defined(PLATFORM_WEB) - return CORE.Input.Mouse.previousWheelMove/100; -#else + return 0.0f; +#endif +#if defined(PLATFORM_WEB) + return CORE.Input.Mouse.previousWheelMove/100.0f; +#endif + return CORE.Input.Mouse.previousWheelMove; +} + +// Set mouse cursor +// NOTE: This is a no-op on platforms other than PLATFORM_DESKTOP +void SetMouseCursor(int cursor) +{ +#if defined(PLATFORM_DESKTOP) + CORE.Input.Mouse.cursor = cursor; + if (cursor == MOUSE_CURSOR_DEFAULT) glfwSetCursor(CORE.Window.handle, NULL); + else + { + // NOTE: We are relating internal GLFW enum values to our MouseCursor enum values + glfwSetCursor(CORE.Window.handle, glfwCreateStandardCursor(0x00036000 + cursor)); + } #endif } // Returns touch position X for touch point 0 (relative to screen size) int GetTouchX(void) { -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) return (int)CORE.Input.Touch.position[0].x; -#else // PLATFORM_DESKTOP, PLATFORM_RPI +#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM return GetMouseX(); #endif } @@ -2660,9 +3456,9 @@ int GetTouchX(void) // Returns touch position Y for touch point 0 (relative to screen size) int GetTouchY(void) { -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) return (int)CORE.Input.Touch.position[0].y; -#else // PLATFORM_DESKTOP, PLATFORM_RPI +#else // PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM return GetMouseY(); #endif } @@ -2673,11 +3469,16 @@ Vector2 GetTouchPosition(int index) { Vector2 position = { -1.0f, -1.0f }; -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) +#if defined(PLATFORM_DESKTOP) + // TODO: GLFW does not support multi-touch input just yet + // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch + // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages + if (index == 0) position = GetMousePosition(); +#endif +#if defined(PLATFORM_ANDROID) if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index]; else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); - #if defined(PLATFORM_ANDROID) if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height)) { position.x = position.x*((float)CORE.Window.screen.width/(float)(CORE.Window.display.width - CORE.Window.renderOffset.x)) - CORE.Window.renderOffset.x/2; @@ -2688,13 +3489,12 @@ Vector2 GetTouchPosition(int index) position.x = position.x*((float)CORE.Window.render.width/(float)CORE.Window.display.width) - CORE.Window.renderOffset.x/2; position.y = position.y*((float)CORE.Window.render.height/(float)CORE.Window.display.height) - CORE.Window.renderOffset.y/2; } - #endif +#endif +#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP) + if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index]; + else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); -#elif defined(PLATFORM_DESKTOP) - // TODO: GLFW is not supporting multi-touch input just yet - // https://www.codeproject.com/Articles/668404/Programming-for-Multi-Touch - // https://docs.microsoft.com/en-us/windows/win32/wintouch/getting-started-with-multi-touch-messages - if (index == 0) position = GetMousePosition(); + // TODO: Touch position scaling required? #endif return position; @@ -2712,7 +3512,6 @@ static bool InitGraphicsDevice(int width, int height) { CORE.Window.screen.width = width; // User desired width CORE.Window.screen.height = height; // User desired height - CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default // NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars... @@ -2746,8 +3545,8 @@ static bool InitGraphicsDevice(int width, int height) CORE.Window.display.height = mode->height; // Screen size security check - if (CORE.Window.screen.width <= 0) CORE.Window.screen.width = CORE.Window.display.width; - if (CORE.Window.screen.height <= 0) CORE.Window.screen.height = CORE.Window.display.height; + if (CORE.Window.screen.width == 0) CORE.Window.screen.width = CORE.Window.display.width; + if (CORE.Window.screen.height == 0) CORE.Window.screen.height = CORE.Window.display.height; #endif // PLATFORM_DESKTOP #if defined(PLATFORM_WEB) @@ -2755,7 +3554,7 @@ static bool InitGraphicsDevice(int width, int height) CORE.Window.display.height = CORE.Window.screen.height; #endif // PLATFORM_WEB - glfwDefaultWindowHints(); // Set default windows hints: + glfwDefaultWindowHints(); // Set default windows hints //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits //glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits //glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits @@ -2764,29 +3563,55 @@ static bool InitGraphicsDevice(int width, int height) //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers -#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI) - // Resize window content area based on the monitor content scale. - // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. - // On platforms like macOS the resolution of the framebuffer is changed independently of the window size. - glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on -#endif - // Check some Window creation flags - if (CORE.Window.flags & FLAG_WINDOW_HIDDEN) glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // Visible window - else glfwWindowHint(GLFW_VISIBLE, GL_TRUE); // Window initially hidden + // Check window creation flags + if ((CORE.Window.flags & FLAG_FULLSCREEN_MODE) > 0) CORE.Window.fullscreen = true; - if (CORE.Window.flags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window - else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable + if ((CORE.Window.flags & FLAG_WINDOW_HIDDEN) > 0) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window + else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden - if (CORE.Window.flags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window + if ((CORE.Window.flags & FLAG_WINDOW_UNDECORATED) > 0) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window - // FLAG_WINDOW_TRANSPARENT not supported on HTML5 and not included in any released GLFW version yet -#if defined(GLFW_TRANSPARENT_FRAMEBUFFER) - if (CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer + + if ((CORE.Window.flags & FLAG_WINDOW_RESIZABLE) > 0) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window + else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable + + // Disable FLAG_WINDOW_MINIMIZED, not supported on initialization + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; + + // Disable FLAG_WINDOW_MAXIMIZED, not supported on initialization + if ((CORE.Window.flags & FLAG_WINDOW_MAXIMIZED) > 0) CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; + + if ((CORE.Window.flags & FLAG_WINDOW_UNFOCUSED) > 0) glfwWindowHint(GLFW_FOCUSED, GLFW_FALSE); + else glfwWindowHint(GLFW_FOCUSED, GLFW_TRUE); + + if ((CORE.Window.flags & FLAG_WINDOW_TOPMOST) > 0) glfwWindowHint(GLFW_FLOATING, GLFW_TRUE); + else glfwWindowHint(GLFW_FLOATING, GLFW_FALSE); + + // NOTE: Some GLFW flags are not supported on HTML5 +#if defined(PLATFORM_DESKTOP) + if ((CORE.Window.flags & FLAG_WINDOW_TRANSPARENT) > 0) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer + + if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) + { + // Resize window content area based on the monitor content scale. + // NOTE: This hint only has an effect on platforms where screen coordinates and pixels always map 1:1 such as Windows and X11. + // On platforms like macOS the resolution of the framebuffer is changed independently of the window size. + glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on + #if defined(__APPLE__) + glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE); + #endif + } + else glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE); #endif - if (CORE.Window.flags & FLAG_MSAA_4X_HINT) glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0 + if (CORE.Window.flags & FLAG_MSAA_4X_HINT) + { + // NOTE: MSAA is only enabled for main framebuffer, not user-created FBOs + TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4"); + glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0 + } // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version // with forward compatibility to older OpenGL versions. @@ -2823,6 +3648,14 @@ static bool InitGraphicsDevice(int width, int height) #endif } +#if defined(PLATFORM_DESKTOP) + // NOTE: GLFW 3.4+ defers initialization of the Joystick subsystem on the first call to any Joystick related functions. + // Forcing this initialization here avoids doing it on `PollInputEvents` called by `EndDrawing` after first frame has been just drawn. + // The initialization will still happen and possible delays still occur, but before the window is shown, which is a nicer experience. + // REF: https://github.com/raysan5/raylib/issues/1554 + if (MAX_GAMEPADS > 0) glfwSetJoystickCallback(NULL); +#endif + if (CORE.Window.fullscreen) { // remember center for switchinging from fullscreen to window @@ -2839,9 +3672,9 @@ static bool InitGraphicsDevice(int width, int height) // Get closest video mode to desired CORE.Window.screen.width/CORE.Window.screen.height for (int i = 0; i < count; i++) { - if (modes[i].width >= CORE.Window.screen.width) + if ((unsigned int)modes[i].width >= CORE.Window.screen.width) { - if (modes[i].height >= CORE.Window.screen.height) + if ((unsigned int)modes[i].height >= CORE.Window.screen.height) { CORE.Window.display.width = modes[i].width; CORE.Window.display.height = modes[i].height; @@ -2857,7 +3690,6 @@ static bool InitGraphicsDevice(int width, int height) glfwWindowHint(GLFW_AUTO_ICONIFY, 0); } #endif - TRACELOG(LOG_WARNING, "SYSTEM: Closest fullscreen videomode: %i x %i", CORE.Window.display.width, CORE.Window.display.height); // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example, @@ -2872,7 +3704,7 @@ static bool InitGraphicsDevice(int width, int height) // HighDPI monitors are properly considered in a following similar function: SetupViewport() SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); - CORE.Window.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, CORE.Window.title, glfwGetPrimaryMonitor(), NULL); + CORE.Window.handle = glfwCreateWindow(CORE.Window.display.width, CORE.Window.display.height, (CORE.Window.title != 0)? CORE.Window.title : " ", glfwGetPrimaryMonitor(), NULL); // NOTE: Full-screen change, not working properly... //glfwSetWindowMonitor(CORE.Window.handle, glfwGetPrimaryMonitor(), 0, 0, CORE.Window.screen.width, CORE.Window.screen.height, GLFW_DONT_CARE); @@ -2880,7 +3712,7 @@ static bool InitGraphicsDevice(int width, int height) else { // No-fullscreen window creation - CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.title, NULL, NULL); + CORE.Window.handle = glfwCreateWindow(CORE.Window.screen.width, CORE.Window.screen.height, (CORE.Window.title != 0)? CORE.Window.title : " ", NULL, NULL); if (CORE.Window.handle) { @@ -2916,15 +3748,21 @@ static bool InitGraphicsDevice(int width, int height) TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); } + // Set window callback events glfwSetWindowSizeCallback(CORE.Window.handle, WindowSizeCallback); // NOTE: Resizing not allowed by default! - glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback); +#if !defined(PLATFORM_WEB) + glfwSetWindowMaximizeCallback(CORE.Window.handle, WindowMaximizeCallback); +#endif + glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback); + glfwSetWindowFocusCallback(CORE.Window.handle, WindowFocusCallback); + glfwSetDropCallback(CORE.Window.handle, WindowDropCallback); + // Set input callback events glfwSetKeyCallback(CORE.Window.handle, KeyCallback); + glfwSetCharCallback(CORE.Window.handle, CharCallback); glfwSetMouseButtonCallback(CORE.Window.handle, MouseButtonCallback); glfwSetCursorPosCallback(CORE.Window.handle, MouseCursorPosCallback); // Track mouse position changes - glfwSetCharCallback(CORE.Window.handle, CharCallback); - glfwSetScrollCallback(CORE.Window.handle, ScrollCallback); - glfwSetWindowIconifyCallback(CORE.Window.handle, WindowIconifyCallback); - glfwSetDropCallback(CORE.Window.handle, WindowDropCallback); + glfwSetScrollCallback(CORE.Window.handle, MouseScrollCallback); + glfwSetCursorEnterCallback(CORE.Window.handle, CursorEnterCallback); glfwMakeContextCurrent(CORE.Window.handle); @@ -2932,12 +3770,6 @@ static bool InitGraphicsDevice(int width, int height) glfwSwapInterval(0); // No V-Sync by default #endif -#if defined(PLATFORM_DESKTOP) - // Load OpenGL 3.3 extensions - // NOTE: GLFW loader function is passed as parameter - rlLoadExtensions(glfwGetProcAddress); -#endif - // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) // NOTE: V-Sync can be enabled by graphic driver configuration if (CORE.Window.flags & FLAG_VSYNC_HINT) @@ -2946,14 +3778,11 @@ static bool InitGraphicsDevice(int width, int height) glfwSwapInterval(1); TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC"); } -#endif // PLATFORM_DESKTOP || PLATFORM_WEB +#endif // PLATFORM_DESKTOP || PLATFORM_WEB -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP) CORE.Window.fullscreen = true; - - // Screen size security check - if (CORE.Window.screen.width <= 0) CORE.Window.screen.width = CORE.Window.display.width; - if (CORE.Window.screen.height <= 0) CORE.Window.screen.height = CORE.Window.display.height; + CORE.Window.flags &= FLAG_FULLSCREEN_MODE; #if defined(PLATFORM_RPI) bcm_host_init(); @@ -2966,6 +3795,157 @@ static bool InitGraphicsDevice(int width, int height) VC_RECT_T srcRect; #endif +#if defined(PLATFORM_DRM) + CORE.Window.fd = -1; + CORE.Window.connector = NULL; + CORE.Window.modeIndex = -1; + CORE.Window.crtc = NULL; + CORE.Window.gbmDevice = NULL; + CORE.Window.gbmSurface = NULL; + CORE.Window.prevBO = NULL; + CORE.Window.prevFB = 0; + +#if defined(DEFAULT_GRAPHIC_DEVICE_DRM) + CORE.Window.fd = open(DEFAULT_GRAPHIC_DEVICE_DRM, O_RDWR); +#else + TRACELOG(LOG_INFO, "DISPLAY: No graphic card set, trying card1"); + CORE.Window.fd = open("/dev/dri/card1", O_RDWR); // VideoCore VI (Raspberry Pi 4) + if ((-1 == CORE.Window.fd) || (drmModeGetResources(CORE.Window.fd) == NULL)) + { + TRACELOG(LOG_INFO, "DISPLAY: Failed to open graphic card1, trying card0"); + CORE.Window.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3) + } +#endif + if (-1 == CORE.Window.fd) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card"); + return false; + } + + drmModeRes *res = drmModeGetResources(CORE.Window.fd); + if (!res) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources"); + return false; + } + + TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors); + for (size_t i = 0; i < res->count_connectors; i++) + { + TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i); + drmModeConnector *con = drmModeGetConnector(CORE.Window.fd, res->connectors[i]); + TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes); + if ((con->connection == DRM_MODE_CONNECTED) && (con->encoder_id)) + { + TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected"); + CORE.Window.connector = con; + break; + } + else + { + TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)"); + drmModeFreeConnector(con); + } + } + if (!CORE.Window.connector) + { + TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found"); + drmModeFreeResources(res); + return false; + } + + drmModeEncoder *enc = drmModeGetEncoder(CORE.Window.fd, CORE.Window.connector->encoder_id); + if (!enc) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder"); + drmModeFreeResources(res); + return false; + } + + CORE.Window.crtc = drmModeGetCrtc(CORE.Window.fd, enc->crtc_id); + if (!CORE.Window.crtc) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc"); + drmModeFreeEncoder(enc); + drmModeFreeResources(res); + return false; + } + + // If InitWindow should use the current mode find it in the connector's mode list + if ((CORE.Window.screen.width <= 0) || (CORE.Window.screen.height <= 0)) + { + TRACELOG(LOG_TRACE, "DISPLAY: Selecting DRM connector mode for current used mode..."); + + CORE.Window.modeIndex = FindMatchingConnectorMode(CORE.Window.connector, &CORE.Window.crtc->mode); + + if (CORE.Window.modeIndex < 0) + { + TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found"); + drmModeFreeEncoder(enc); + drmModeFreeResources(res); + return false; + } + + CORE.Window.screen.width = CORE.Window.display.width; + CORE.Window.screen.height = CORE.Window.display.height; + } + + const bool allowInterlaced = CORE.Window.flags & FLAG_INTERLACED_HINT; + const int fps = (CORE.Time.target > 0) ? (1.0/CORE.Time.target) : 60; + // try to find an exact matching mode + CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced); + // if nothing found, try to find a nearly matching mode + if (CORE.Window.modeIndex < 0) + CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced); + // if nothing found, try to find an exactly matching mode including interlaced + if (CORE.Window.modeIndex < 0) + CORE.Window.modeIndex = FindExactConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true); + // if nothing found, try to find a nearly matching mode including interlaced + if (CORE.Window.modeIndex < 0) + CORE.Window.modeIndex = FindNearestConnectorMode(CORE.Window.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, true); + // if nothing found, there is no suitable mode + if (CORE.Window.modeIndex < 0) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode"); + drmModeFreeEncoder(enc); + drmModeFreeResources(res); + return false; + } + + CORE.Window.display.width = CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay; + CORE.Window.display.height = CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay; + + TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u)", CORE.Window.connector->modes[CORE.Window.modeIndex].name, + CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, + (CORE.Window.connector->modes[CORE.Window.modeIndex].flags & DRM_MODE_FLAG_INTERLACE) ? 'i' : 'p', + CORE.Window.connector->modes[CORE.Window.modeIndex].vrefresh); + + // Use the width and height of the surface for render + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; + + drmModeFreeEncoder(enc); + enc = NULL; + + drmModeFreeResources(res); + res = NULL; + + CORE.Window.gbmDevice = gbm_create_device(CORE.Window.fd); + if (!CORE.Window.gbmDevice) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM device"); + return false; + } + + CORE.Window.gbmSurface = gbm_surface_create(CORE.Window.gbmDevice, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, + CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, GBM_FORMAT_ARGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING); + if (!CORE.Window.gbmSurface) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to create GBM surface"); + return false; + } +#endif + EGLint samples = 0; EGLint sampleBuffer = 0; if (CORE.Window.flags & FLAG_MSAA_4X_HINT) @@ -2978,11 +3958,15 @@ static bool InitGraphicsDevice(int width, int height) const EGLint framebufferAttribs[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI? - //EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! +#if defined(PLATFORM_DRM) + EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! +#endif EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) - //EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) +#if defined(PLATFORM_DRM) + EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) +#endif //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI) EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!) //EGL_STENCIL_SIZE, 8, // Stencil buffer size @@ -3050,7 +4034,7 @@ static bool InitGraphicsDevice(int width, int height) PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)(eglGetProcAddress("eglGetPlatformDisplayEXT")); if (!eglGetPlatformDisplayEXT) { - TRACELOG(LOG_WARNING, "DISPLAY: Failed to get function eglGetPlatformDisplayEXT"); + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get function pointer: eglGetPlatformDisplayEXT()"); return false; } @@ -3139,7 +4123,7 @@ static bool InitGraphicsDevice(int width, int height) //https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle //CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, reinterpret_cast(surfaceCreationProperties), surfaceAttributes); - CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, handle, surfaceAttributes); + CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType) UWPGetCoreWindowPtr(), surfaceAttributes); if (CORE.Window.surface == EGL_NO_SURFACE) { TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL fullscreen surface"); @@ -3157,11 +4141,24 @@ static bool InitGraphicsDevice(int width, int height) eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width); eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height); -#else // PLATFORM_ANDROID, PLATFORM_RPI - EGLint numConfigs; + // Get display size + UWPGetDisplaySizeFunc()(&CORE.Window.display.width, &CORE.Window.display.height); + + // Use the width and height of the surface for render + CORE.Window.render.width = CORE.Window.screen.width; + CORE.Window.render.height = CORE.Window.screen.height; + +#endif // PLATFORM_UWP + +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) + EGLint numConfigs = 0; // Get an EGL device connection +#if defined(PLATFORM_DRM) + CORE.Window.device = eglGetDisplay((EGLNativeDisplayType)CORE.Window.gbmDevice); +#else CORE.Window.device = eglGetDisplay(EGL_DEFAULT_DISPLAY); +#endif if (CORE.Window.device == EGL_NO_DISPLAY) { TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device"); @@ -3176,8 +4173,63 @@ static bool InitGraphicsDevice(int width, int height) return false; } +#if defined(PLATFORM_DRM) + if (!eglChooseConfig(CORE.Window.device, NULL, NULL, 0, &numConfigs)) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config count: 0x%x", eglGetError()); + return false; + } + + TRACELOG(LOG_TRACE, "DISPLAY: EGL configs available: %d", numConfigs); + + EGLConfig *configs = RL_CALLOC(numConfigs, sizeof(*configs)); + if (!configs) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get memory for EGL configs"); + return false; + } + + EGLint matchingNumConfigs = 0; + if (!eglChooseConfig(CORE.Window.device, framebufferAttribs, configs, numConfigs, &matchingNumConfigs)) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to choose EGL config: 0x%x", eglGetError()); + free(configs); + return false; + } + + TRACELOG(LOG_TRACE, "DISPLAY: EGL matching configs available: %d", matchingNumConfigs); + + // find the EGL config that matches the previously setup GBM format + int found = 0; + for (EGLint i = 0; i < matchingNumConfigs; ++i) + { + EGLint id = 0; + if (!eglGetConfigAttrib(CORE.Window.device, configs[i], EGL_NATIVE_VISUAL_ID, &id)) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to get EGL config attribute: 0x%x", eglGetError()); + continue; + } + + if (GBM_FORMAT_ARGB8888 == id) + { + TRACELOG(LOG_TRACE, "DISPLAY: Using EGL config: %d", i); + CORE.Window.config = configs[i]; + found = 1; + break; + } + } + + RL_FREE(configs); + + if (!found) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable EGL config"); + return false; + } +#else // Get an appropriate EGL framebuffer configuration eglChooseConfig(CORE.Window.device, framebufferAttribs, &CORE.Window.config, 1, &numConfigs); +#endif // Set rendering API eglBindAPI(EGL_OPENGL_ES_API); @@ -3194,14 +4246,17 @@ static bool InitGraphicsDevice(int width, int height) // Create an EGL window surface //--------------------------------------------------------------------------------- #if defined(PLATFORM_ANDROID) - EGLint displayFormat; + EGLint displayFormat = 0; // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID eglGetConfigAttrib(CORE.Window.device, CORE.Window.config, EGL_NATIVE_VISUAL_ID, &displayFormat); // At this point we need to manage render size vs screen size - // NOTE: This function use and modify global module variables: CORE.Window.screen.width/CORE.Window.screen.height and CORE.Window.render.width/CORE.Window.render.height and CORE.Window.screenScale + // NOTE: This function use and modify global module variables: + // -> CORE.Window.screen.width/CORE.Window.screen.height + // -> CORE.Window.render.width/CORE.Window.render.height + // -> CORE.Window.screenScale SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); ANativeWindow_setBuffersGeometry(CORE.Android.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat); @@ -3213,8 +4268,15 @@ static bool InitGraphicsDevice(int width, int height) #if defined(PLATFORM_RPI) graphics_get_display_size(0, &CORE.Window.display.width, &CORE.Window.display.height); + // Screen size security check + if (CORE.Window.screen.width <= 0) CORE.Window.screen.width = CORE.Window.display.width; + if (CORE.Window.screen.height <= 0) CORE.Window.screen.height = CORE.Window.display.height; + // At this point we need to manage render size vs screen size - // NOTE: This function use and modify global module variables: CORE.Window.screen.width/CORE.Window.screen.height and CORE.Window.render.width/CORE.Window.render.height and CORE.Window.screenScale + // NOTE: This function use and modify global module variables: + // -> CORE.Window.screen.width/CORE.Window.screen.height + // -> CORE.Window.render.width/CORE.Window.render.height + // -> CORE.Window.screenScale SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); dstRect.x = 0; @@ -3227,7 +4289,7 @@ static bool InitGraphicsDevice(int width, int height) srcRect.width = CORE.Window.render.width << 16; srcRect.height = CORE.Window.render.height << 16; - // NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost) + // NOTE: RPI dispmanx windowing system takes care of source rectangle scaling to destination rectangle by hardware (no cost) // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio VC_DISPMANX_ALPHA_T alpha; @@ -3248,9 +4310,29 @@ static bool InitGraphicsDevice(int width, int height) vc_dispmanx_update_submit_sync(dispmanUpdate); CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, &CORE.Window.handle, NULL); + + const unsigned char *const renderer = glGetString(GL_RENDERER); + if (renderer) TRACELOG(LOG_INFO, "DISPLAY: Renderer name is: %s", renderer); + else TRACELOG(LOG_WARNING, "DISPLAY: Failed to get renderer name"); //--------------------------------------------------------------------------------- #endif // PLATFORM_RPI +#if defined(PLATFORM_DRM) + CORE.Window.surface = eglCreateWindowSurface(CORE.Window.device, CORE.Window.config, (EGLNativeWindowType)CORE.Window.gbmSurface, NULL); + if (EGL_NO_SURFACE == CORE.Window.surface) + { + TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL window surface: 0x%04x", eglGetError()); + return false; + } + + // At this point we need to manage render size vs screen size + // NOTE: This function use and modify global module variables: + // -> CORE.Window.screen.width/CORE.Window.screen.height + // -> CORE.Window.render.width/CORE.Window.render.height + // -> CORE.Window.screenScale + SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height); +#endif // PLATFORM_DRM + // There must be at least one frame displayed before the buffers are swapped //eglSwapInterval(CORE.Window.device, 1); @@ -3261,17 +4343,18 @@ static bool InitGraphicsDevice(int width, int height) } else { - // Grab the width and height of the surface - //eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.render.width); - //eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.render.height); - TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); } -#endif // PLATFORM_ANDROID || PLATFORM_RPI +#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM || PLATFORM_UWP + + // Load OpenGL extensions + // NOTE: GLFW loader function is required by GLAD but only used for OpenGL 2.1 and 3.3, + // OpenGL ES 2.0 extensions (and entry points) are loaded manually using eglGetProcAddress() + rlLoadExtensions(glfwGetProcAddress); // Initialize OpenGL context (states and resources) // NOTE: CORE.Window.screen.width and CORE.Window.screen.height not used, just stored as globals in rlgl @@ -3280,15 +4363,22 @@ static bool InitGraphicsDevice(int width, int height) int fbWidth = CORE.Window.render.width; int fbHeight = CORE.Window.render.height; -#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI) - glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight); +#if defined(PLATFORM_DESKTOP) + if ((CORE.Window.flags & FLAG_WINDOW_HIGHDPI) > 0) + { + // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling + // Framebuffer scaling should be activated with: glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_TRUE); + #if !defined(__APPLE__) + glfwGetFramebufferSize(CORE.Window.handle, &fbWidth, &fbHeight); + + // Screen scaling matrix is required in case desired screen area is different than display area + CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f); - // Screen scaling matrix is required in case desired screen area is different than display area - CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f); -#if !defined(__APPLE__) - SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight); + // Mouse input scaling for the new screen size + SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight); + #endif + } #endif -#endif // PLATFORM_DESKTOP && SUPPORT_HIGH_DPI // Setup default viewport SetupViewport(fbWidth, fbHeight); @@ -3298,9 +4388,12 @@ static bool InitGraphicsDevice(int width, int height) ClearBackground(RAYWHITE); // Default background color for raylib games :P -#if defined(PLATFORM_ANDROID) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_UWP) CORE.Window.ready = true; #endif + + if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow(); + return true; } @@ -3311,19 +4404,25 @@ static void SetupViewport(int width, int height) CORE.Window.render.height = height; // Set viewport width and height - // NOTE: We consider render size and offset in case black bars are required and + // NOTE: We consider render size (scaled) and offset in case black bars are required and // render area does not match full display area (this situation is only applicable on fullscreen mode) +#if defined(__APPLE__) + float xScale = 1.0f, yScale = 1.0f; + glfwGetWindowContentScale(CORE.Window.handle, &xScale, &yScale); + rlViewport(CORE.Window.renderOffset.x/2*xScale, CORE.Window.renderOffset.y/2*yScale, (CORE.Window.render.width - CORE.Window.renderOffset.x)*xScale, (CORE.Window.render.height - CORE.Window.renderOffset.y)*yScale); +#else rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y); +#endif - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) + rlMatrixMode(RL_PROJECTION); // Switch to projection matrix + rlLoadIdentity(); // Reset current matrix (projection) // Set orthographic projection to current framebuffer size // NOTE: Configured top-left corner as (0, 0) rlOrtho(0, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f); - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) + rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix + rlLoadIdentity(); // Reset current matrix (modelview) } // Compute framebuffer size relative to screen size and display size @@ -3370,6 +4469,12 @@ static void SetupFramebuffer(int width, int height) // Required screen size is smaller than display size TRACELOG(LOG_INFO, "DISPLAY: Upscaling required: Screen size (%ix%i) smaller than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height); + if ((CORE.Window.screen.width == 0) || (CORE.Window.screen.height == 0)) + { + CORE.Window.screen.width = CORE.Window.display.width; + CORE.Window.screen.height = CORE.Window.display.height; + } + // Upscaling to fit display with border-bars float displayRatio = (float)CORE.Window.display.width/(float)CORE.Window.display.height; float screenRatio = (float)CORE.Window.screen.width/(float)CORE.Window.screen.height; @@ -3401,14 +4506,18 @@ static void SetupFramebuffer(int width, int height) // Initialize hi-resolution timer static void InitTimer(void) { - srand((unsigned int)time(NULL)); // Initialize random seed + srand((unsigned int)time(NULL)); // Initialize random seed -#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) - timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) +// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions. +// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often. +// High resolutions can also prevent the CPU power management system from entering power-saving modes. +// Setting a higher resolution does not improve the accuracy of the high-resolution performance counter. +#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP) + timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) #endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) - struct timespec now; +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) + struct timespec now = { 0 }; if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success { @@ -3417,7 +4526,7 @@ static void InitTimer(void) else TRACELOG(LOG_WARNING, "TIMER: Hi-resolution timer not available"); #endif - CORE.Time.previous = GetTime(); // Get time as double + CORE.Time.previous = GetTime(); // Get time as double } // Wait for some milliseconds (stop program execution) @@ -3427,7 +4536,12 @@ static void InitTimer(void) // Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32! static void Wait(float ms) { -#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP) +#if defined(PLATFORM_UWP) + UWPGetSleepFunc()(ms/1000); + return; +#endif + +#if defined(SUPPORT_BUSY_WAIT_LOOP) double prevTime = GetTime(); double nextTime = 0.0; @@ -3442,7 +4556,8 @@ static void Wait(float ms) #if defined(_WIN32) Sleep((unsigned int)ms); - #elif defined(__linux__) || defined(PLATFORM_WEB) + #endif + #if defined(__linux__) || defined(__FreeBSD__) || defined(__EMSCRIPTEN__) struct timespec req = { 0 }; time_t sec = (int)(ms/1000.0f); ms -= (sec*1000); @@ -3451,7 +4566,8 @@ static void Wait(float ms) // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. while (nanosleep(&req, &req) == -1) continue; - #elif defined(__APPLE__) + #endif + #if defined(__APPLE__) usleep(ms*1000.0f); #endif @@ -3461,99 +4577,6 @@ static void Wait(float ms) #endif } -// Get gamepad button generic to all platforms -static int GetGamepadButton(int button) -{ - int btn = GAMEPAD_BUTTON_UNKNOWN; -#if defined(PLATFORM_DESKTOP) - switch (button) - { - case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; - case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; - case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; - case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; - - case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; - case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; - - case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break; - case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break; - case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; - - case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break; - case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; - case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; - case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; - - case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break; - case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break; - } -#endif - -#if defined(PLATFORM_UWP) - btn = button; // UWP will provide the correct button -#endif - -#if defined(PLATFORM_WEB) - // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface - switch (button) - { - case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; - case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; - case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; - case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; - case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; - case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; - case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; - case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; - case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break; - case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; - case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break; - case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break; - case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break; - case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; - case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; - case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; - } -#endif - - return btn; -} - -// Get gamepad axis generic to all platforms -static int GetGamepadAxis(int axis) -{ - int axs = GAMEPAD_AXIS_UNKNOWN; -#if defined(PLATFORM_DESKTOP) - switch (axis) - { - case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break; - case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break; - case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break; - case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break; - case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break; - case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break; - } -#endif - -#if defined(PLATFORM_UWP) - axs = axis; // UWP will provide the correct axis -#endif - -#if defined(PLATFORM_WEB) - // Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface - switch (axis) - { - case 0: axs = GAMEPAD_AXIS_LEFT_X; - case 1: axs = GAMEPAD_AXIS_LEFT_Y; - case 2: axs = GAMEPAD_AXIS_RIGHT_X; - case 3: axs = GAMEPAD_AXIS_RIGHT_X; - } -#endif - - return axs; -} - // Poll (store) all input events static void PollInputEvents(void) { @@ -3563,36 +4586,40 @@ static void PollInputEvents(void) UpdateGestures(); #endif - // Reset key pressed registered + // Reset keys/chars pressed registered CORE.Input.Keyboard.keyPressedQueueCount = 0; + CORE.Input.Keyboard.charPressedQueueCount = 0; -#if !defined(PLATFORM_RPI) +#if !(defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) // Reset last gamepad button/axis registered state CORE.Input.Gamepad.lastButtonPressed = -1; CORE.Input.Gamepad.axisCount = 0; #endif -#if defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) // Register previous keys states for (int i = 0; i < 512; i++) CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i]; - // Grab a keypress from the evdev fifo if avalable - if (CORE.Input.Keyboard.lastKeyPressed.head != CORE.Input.Keyboard.lastKeyPressed.tail) - { - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = CORE.Input.Keyboard.lastKeyPressed.contents[CORE.Input.Keyboard.lastKeyPressed.tail]; // Read the key from the buffer - CORE.Input.Keyboard.keyPressedQueueCount++; - - CORE.Input.Keyboard.lastKeyPressed.tail = (CORE.Input.Keyboard.lastKeyPressed.tail + 1) & 0x07; // Increment the tail pointer forwards and binary wraparound after 7 (fifo is 8 elements long) - } + PollKeyboardEvents(); // Register previous mouse states CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; - CORE.Input.Mouse.currentWheelMove = 0; + CORE.Input.Mouse.currentWheelMove = 0.0f; for (int i = 0; i < 3; i++) { CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; CORE.Input.Mouse.currentButtonState[i] = CORE.Input.Mouse.currentButtonStateEvdev[i]; } + + // Register gamepads buttons events + for (int i = 0; i < MAX_GAMEPADS; i++) + { + if (CORE.Input.Gamepad.ready[i]) // Check if gamepad is available + { + // Register previous gamepad states + for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) CORE.Input.Gamepad.previousState[i][k] = CORE.Input.Gamepad.currentState[i][k]; + } + } #endif #if defined(PLATFORM_UWP) @@ -3609,145 +4636,9 @@ static void PollInputEvents(void) // Register previous mouse states CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; - CORE.Input.Mouse.currentWheelMove = 0; + CORE.Input.Mouse.currentWheelMove = 0.0f; for (int i = 0; i < 3; i++) CORE.Input.Mouse.previousButtonState[i] = CORE.Input.Mouse.currentButtonState[i]; - - // Loop over pending messages - while (HasMessageFromUWP()) - { - UWPMessage *msg = GetMessageFromUWP(); - - switch (msg->type) - { - case UWP_MSG_REGISTER_KEY: - { - // Convert from virtualKey - int actualKey = -1; - - switch (msg->paramInt0) - { - case 0x08: actualKey = KEY_BACKSPACE; break; - case 0x20: actualKey = KEY_SPACE; break; - case 0x1B: actualKey = KEY_ESCAPE; break; - case 0x0D: actualKey = KEY_ENTER; break; - case 0x2E: actualKey = KEY_DELETE; break; - case 0x27: actualKey = KEY_RIGHT; break; - case 0x25: actualKey = KEY_LEFT; break; - case 0x28: actualKey = KEY_DOWN; break; - case 0x26: actualKey = KEY_UP; break; - case 0x70: actualKey = KEY_F1; break; - case 0x71: actualKey = KEY_F2; break; - case 0x72: actualKey = KEY_F3; break; - case 0x73: actualKey = KEY_F4; break; - case 0x74: actualKey = KEY_F5; break; - case 0x75: actualKey = KEY_F6; break; - case 0x76: actualKey = KEY_F7; break; - case 0x77: actualKey = KEY_F8; break; - case 0x78: actualKey = KEY_F9; break; - case 0x79: actualKey = KEY_F10; break; - case 0x7A: actualKey = KEY_F11; break; - case 0x7B: actualKey = KEY_F12; break; - case 0xA0: actualKey = KEY_LEFT_SHIFT; break; - case 0xA2: actualKey = KEY_LEFT_CONTROL; break; - case 0xA4: actualKey = KEY_LEFT_ALT; break; - case 0xA1: actualKey = KEY_RIGHT_SHIFT; break; - case 0xA3: actualKey = KEY_RIGHT_CONTROL; break; - case 0xA5: actualKey = KEY_RIGHT_ALT; break; - case 0x30: actualKey = KEY_ZERO; break; - case 0x31: actualKey = KEY_ONE; break; - case 0x32: actualKey = KEY_TWO; break; - case 0x33: actualKey = KEY_THREE; break; - case 0x34: actualKey = KEY_FOUR; break; - case 0x35: actualKey = KEY_FIVE; break; - case 0x36: actualKey = KEY_SIX; break; - case 0x37: actualKey = KEY_SEVEN; break; - case 0x38: actualKey = KEY_EIGHT; break; - case 0x39: actualKey = KEY_NINE; break; - case 0x41: actualKey = KEY_A; break; - case 0x42: actualKey = KEY_B; break; - case 0x43: actualKey = KEY_C; break; - case 0x44: actualKey = KEY_D; break; - case 0x45: actualKey = KEY_E; break; - case 0x46: actualKey = KEY_F; break; - case 0x47: actualKey = KEY_G; break; - case 0x48: actualKey = KEY_H; break; - case 0x49: actualKey = KEY_I; break; - case 0x4A: actualKey = KEY_J; break; - case 0x4B: actualKey = KEY_K; break; - case 0x4C: actualKey = KEY_L; break; - case 0x4D: actualKey = KEY_M; break; - case 0x4E: actualKey = KEY_N; break; - case 0x4F: actualKey = KEY_O; break; - case 0x50: actualKey = KEY_P; break; - case 0x51: actualKey = KEY_Q; break; - case 0x52: actualKey = KEY_R; break; - case 0x53: actualKey = KEY_S; break; - case 0x54: actualKey = KEY_T; break; - case 0x55: actualKey = KEY_U; break; - case 0x56: actualKey = KEY_V; break; - case 0x57: actualKey = KEY_W; break; - case 0x58: actualKey = KEY_X; break; - case 0x59: actualKey = KEY_Y; break; - case 0x5A: actualKey = KEY_Z; break; - default: break; - } - - if (actualKey > -1) CORE.Input.Keyboard.currentKeyState[actualKey] = msg->paramChar0; - - } break; - case UWP_MSG_REGISTER_CLICK: CORE.Input.Mouse.currentButtonState[msg->paramInt0] = msg->paramChar0; break; - case UWP_MSG_SCROLL_WHEEL_UPDATE: CORE.Input.Mouse.currentWheelMove += msg->paramInt0; break; - case UWP_MSG_UPDATE_MOUSE_LOCATION: CORE.Input.Mouse.position = msg->paramVector0; break; - case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) CORE.Input.Gamepad.ready[msg->paramInt0] = msg->paramBool0; break; - case UWP_MSG_SET_GAMEPAD_BUTTON: - { - if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) CORE.Input.Gamepad.currentState[msg->paramInt0][msg->paramInt1] = msg->paramChar0; - } break; - case UWP_MSG_SET_GAMEPAD_AXIS: - { - if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) CORE.Input.Gamepad.axisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0; - - // Register buttons for 2nd triggers - CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); - CORE.Input.Gamepad.currentState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); - } break; - case UWP_MSG_SET_DISPLAY_DIMS: - { - CORE.Window.display.width = msg->paramVector0.x; - CORE.Window.display.height = msg->paramVector0.y; - } break; - case UWP_MSG_HANDLE_RESIZE: - { - eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_WIDTH, &CORE.Window.screen.width); - eglQuerySurface(CORE.Window.device, CORE.Window.surface, EGL_HEIGHT, &CORE.Window.screen.height); - - // If window is resized, viewport and projection matrix needs to be re-calculated - rlViewport(0, 0, CORE.Window.screen.width, CORE.Window.screen.height); // Set viewport width and height - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) - rlOrtho(0, CORE.Window.screen.width, CORE.Window.screen.height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0) - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - rlClearScreenBuffers(); // Clear screen buffers (color and depth) - - // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D()) - // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor, - // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported) - CORE.Window.currentFbo.width = CORE.Window.screen.width; - CORE.Window.currentFbo.height = CORE.Window.screen.height; - - // NOTE: Postprocessing texture is not scaled to new size - - CORE.Window.resized = true; - - } break; - case UWP_MSG_SET_GAME_TIME: CORE.Time.current = msg->paramDouble0; break; - default: break; - } - - DeleteUWPMessage(msg); //Delete, we are done - } #endif // PLATFORM_UWP #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) @@ -3761,7 +4652,7 @@ static void PollInputEvents(void) // Register previous mouse wheel state CORE.Input.Mouse.previousWheelMove = CORE.Input.Mouse.currentWheelMove; - CORE.Input.Mouse.currentWheelMove = 0; + CORE.Input.Mouse.currentWheelMove = 0.0f; #endif // Register previous touch states @@ -3787,47 +4678,74 @@ static void PollInputEvents(void) // Get current gamepad state // NOTE: There is no callback available, so we get it manually // Get remapped buttons - GLFWgamepadstate state; + GLFWgamepadstate state = { 0 }; glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller + const unsigned char *buttons = state.buttons; for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) { - const GamepadButton button = GetGamepadButton(k); + GamepadButton button = -1; - if (buttons[k] == GLFW_PRESS) + switch (k) { - CORE.Input.Gamepad.currentState[i][button] = 1; - CORE.Input.Gamepad.lastButtonPressed = button; - } - else CORE.Input.Gamepad.currentState[i][button] = 0; - } + case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; + case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; + case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; + case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; - // Get current axis state + case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; + case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; + + case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break; + case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break; + case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; + + case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break; + case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; + case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; + case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; + + case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break; + case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; + default: break; + } + + if (button != -1) // Check for valid button + { + if (buttons[k] == GLFW_PRESS) + { + CORE.Input.Gamepad.currentState[i][button] = 1; + CORE.Input.Gamepad.lastButtonPressed = button; + } + else CORE.Input.Gamepad.currentState[i][button] = 0; + } + } + + // Get current axis state const float *axes = state.axes; for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++) { - const int axis = GetGamepadAxis(k); - CORE.Input.Gamepad.axisState[i][axis] = axes[k]; + CORE.Input.Gamepad.axisState[i][k] = axes[k]; } // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); - CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST; + CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1; } } - CORE.Window.resized = false; + CORE.Window.resizedLastFrame = false; #if defined(SUPPORT_EVENTS_WAITING) glfwWaitEvents(); #else glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events! #endif -#endif //defined(PLATFORM_DESKTOP) +#endif // PLATFORM_DESKTOP // Gamepad support using emscripten API // NOTE: GLFW3 joystick functionality not available in web @@ -3850,13 +4768,39 @@ static void PollInputEvents(void) // Register buttons data for every connected gamepad for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) { - const GamepadButton button = GetGamepadButton(j); - if (gamepadState.digitalButton[j] == 1) + GamepadButton button = -1; + + // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface + switch (j) { - CORE.Input.Gamepad.currentState[i][button] = 1; - CORE.Input.Gamepad.lastButtonPressed = button; + case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; + case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; + case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; + case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; + case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; + case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; + case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; + case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; + case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break; + case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; + case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break; + case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; + case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break; + case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; + case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; + case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; + default: break; + } + + if (button != -1) // Check for valid button + { + if (gamepadState.digitalButton[j] == 1) + { + CORE.Input.Gamepad.currentState[i][button] = 1; + CORE.Input.Gamepad.lastButtonPressed = button; + } + else CORE.Input.Gamepad.currentState[i][button] = 0; } - else CORE.Input.Gamepad.currentState[i][button] = 0; //TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); } @@ -3864,8 +4808,7 @@ static void PollInputEvents(void) // Register axis data for every connected gamepad for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) { - const int axis = GetGamepadAxis(j); - CORE.Input.Gamepad.axisState[i][axis] = gamepadState.axis[j]; + CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j]; } CORE.Input.Gamepad.axisCount = gamepadState.numAxes; @@ -3898,7 +4841,7 @@ static void PollInputEvents(void) } #endif -#if defined(PLATFORM_RPI) && defined(SUPPORT_SSH_KEYBOARD_RPI) +#if (defined(PLATFORM_RPI) || defined(PLATFORM_DRM)) && defined(SUPPORT_SSH_KEYBOARD_RPI) // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin, // we now use both methods inside here. 2nd method is still used for legacy purposes (Allows for input trough SSH console) ProcessKeyboard(); @@ -3915,9 +4858,58 @@ static void SwapBuffers(void) glfwSwapBuffers(CORE.Window.handle); #endif -#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) +#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_UWP) eglSwapBuffers(CORE.Window.device, CORE.Window.surface); -#endif + +#if defined(PLATFORM_DRM) + if (!CORE.Window.gbmSurface || (-1 == CORE.Window.fd) || !CORE.Window.connector || !CORE.Window.crtc) + { + TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap"); + abort(); + } + + struct gbm_bo *bo = gbm_surface_lock_front_buffer(CORE.Window.gbmSurface); + if (!bo) + { + TRACELOG(LOG_ERROR, "DISPLAY: Failed GBM to lock front buffer"); + abort(); + } + + uint32_t fb = 0; + int result = drmModeAddFB(CORE.Window.fd, CORE.Window.connector->modes[CORE.Window.modeIndex].hdisplay, + CORE.Window.connector->modes[CORE.Window.modeIndex].vdisplay, 24, 32, gbm_bo_get_stride(bo), gbm_bo_get_handle(bo).u32, &fb); + if (0 != result) + { + TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d", result); + abort(); + } + + result = drmModeSetCrtc(CORE.Window.fd, CORE.Window.crtc->crtc_id, fb, 0, 0, + &CORE.Window.connector->connector_id, 1, &CORE.Window.connector->modes[CORE.Window.modeIndex]); + if (0 != result) + { + TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d", result); + abort(); + } + + if (CORE.Window.prevFB) + { + result = drmModeRmFB(CORE.Window.fd, CORE.Window.prevFB); + if (0 != result) + { + TRACELOG(LOG_ERROR, "DISPLAY: drmModeRmFB() failed with result: %d", result); + abort(); + } + } + CORE.Window.prevFB = fb; + + if (CORE.Window.prevBO) + { + gbm_surface_release_buffer(CORE.Window.gbmSurface, CORE.Window.prevBO); + } + CORE.Window.prevBO = bo; +#endif // PLATFORM_DRM +#endif // PLATFORM_ANDROID || PLATFORM_RPI || PLATFORM_DRM || PLATFORM_UWP } #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) @@ -3927,21 +4919,60 @@ static void ErrorCallback(int error, const char *description) TRACELOG(LOG_WARNING, "GLFW: Error: %i Description: %s", error, description); } -// GLFW3 Srolling Callback, runs on mouse wheel -static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset) + +// GLFW3 WindowSize Callback, runs when window is resizedLastFrame +// NOTE: Window resizing not allowed by default +static void WindowSizeCallback(GLFWwindow *window, int width, int height) { - CORE.Input.Mouse.currentWheelMove = (int)yoffset; + SetupViewport(width, height); // Reset viewport and projection matrix for new size + CORE.Window.currentFbo.width = width; + CORE.Window.currentFbo.height = height; + CORE.Window.resizedLastFrame = true; + + if (IsWindowFullscreen()) return; + + // Set current screen size + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; + // NOTE: Postprocessing texture is not scaled to new size + +} + +// GLFW3 WindowIconify Callback, runs when window is minimized/restored +static void WindowIconifyCallback(GLFWwindow *window, int iconified) +{ + if (iconified) CORE.Window.flags |= FLAG_WINDOW_MINIMIZED; // The window was iconified + else CORE.Window.flags &= ~FLAG_WINDOW_MINIMIZED; // The window was restored +} + +#if !defined(PLATFORM_WEB) +// GLFW3 WindowMaximize Callback, runs when window is maximized/restored +static void WindowMaximizeCallback(GLFWwindow *window, int maximized) +{ + if (maximized) CORE.Window.flags |= FLAG_WINDOW_MAXIMIZED; // The window was maximized + else CORE.Window.flags &= ~FLAG_WINDOW_MAXIMIZED; // The window was restored +} +#endif + +// GLFW3 WindowFocus Callback, runs when window get/lose focus +static void WindowFocusCallback(GLFWwindow *window, int focused) +{ + if (focused) CORE.Window.flags &= ~FLAG_WINDOW_UNFOCUSED; // The window was focused + else CORE.Window.flags |= FLAG_WINDOW_UNFOCUSED; // The window lost focus } // GLFW3 Keyboard Callback, runs on key pressed static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) { + //TRACELOG(LOG_DEBUG, "Key Callback: KEY:%i(%c) - SCANCODE:%i (STATE:%i)", key, key, scancode, action); + if (key == CORE.Input.Keyboard.exitKey && action == GLFW_PRESS) { glfwSetWindowShouldClose(CORE.Window.handle, GLFW_TRUE); // NOTE: Before closing window, while loop must be left! } +#if defined(SUPPORT_SCREEN_CAPTURE) else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) { #if defined(SUPPORT_GIF_RECORDING) @@ -3949,9 +4980,21 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i { if (gifRecording) { - GifEnd(); gifRecording = false; + MsfGifResult result = msf_gif_end(&gifState); + + char path[512] = { 0 }; + #if defined(PLATFORM_ANDROID) + strcpy(path, CORE.Android.internalDataPath); + strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter)); + #else + strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter)); + #endif + + SaveFileData(path, result.data, (unsigned int)result.dataSize); + msf_gif_free(result); + #if defined(PLATFORM_WEB) // Download file from MEMFS (emscripten memory filesystem) // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html @@ -3965,17 +5008,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i gifRecording = true; gifFramesCounter = 0; - char path[512] = { 0 }; - #if defined(PLATFORM_ANDROID) - strcpy(path, CORE.Android.internalDataPath); - strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter)); - #else - strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter)); - #endif - - // NOTE: delay represents the time between frames in the gif, if we capture a gif frame every - // 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10. - GifBegin(path, CORE.Window.screen.width, CORE.Window.screen.height, (int)(GetFrameTime()*10.0f), 8, false); + msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height); screenshotCounter++; TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter)); @@ -3983,19 +5016,45 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i } else #endif // SUPPORT_GIF_RECORDING -#if defined(SUPPORT_SCREEN_CAPTURE) { TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); screenshotCounter++; } -#endif // SUPPORT_SCREEN_CAPTURE } +#endif // SUPPORT_SCREEN_CAPTURE else { // WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1 // to work properly with our implementation (IsKeyDown/IsKeyUp checks) if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0; else CORE.Input.Keyboard.currentKeyState[key] = 1; + + // Check if there is space available in the key queue + if ((CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) && (action == GLFW_PRESS)) + { + // Add character to the queue + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; + CORE.Input.Keyboard.keyPressedQueueCount++; + } + } +} + +// GLFW3 Char Key Callback, runs on key down (gets equivalent unicode char value) +static void CharCallback(GLFWwindow *window, unsigned int key) +{ + //TRACELOG(LOG_DEBUG, "Char Callback: KEY:%i(%c)", key, key); + + // NOTE: Registers any key down considering OS keyboard layout but + // do not detects action events, those should be managed by user... + // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907 + // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char + + // Check if there is space available in the queue + if (CORE.Input.Keyboard.charPressedQueueCount < MAX_KEY_PRESSED_QUEUE) + { + // Add character to the queue + CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = key; + CORE.Input.Keyboard.charPressedQueueCount++; } } @@ -4065,21 +5124,10 @@ static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) #endif } -// GLFW3 Char Key Callback, runs on key down (get unicode char value) -static void CharCallback(GLFWwindow *window, unsigned int key) +// GLFW3 Srolling Callback, runs on mouse wheel +static void MouseScrollCallback(GLFWwindow *window, double xoffset, double yoffset) { - // NOTE: Registers any key down considering OS keyboard layout but - // do not detects action events, those should be managed by user... - // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907 - // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char - - // Check if there is space available in the queue - if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_CHARS_QUEUE) - { - // Add character to the queue - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; - CORE.Input.Keyboard.keyPressedQueueCount++; - } + CORE.Input.Mouse.currentWheelMove = (float)yoffset; } // GLFW3 CursorEnter Callback, when cursor enters the window @@ -4089,30 +5137,6 @@ static void CursorEnterCallback(GLFWwindow *window, int enter) else CORE.Input.Mouse.cursorOnScreen = false; } -// GLFW3 WindowSize Callback, runs when window is resized -// NOTE: Window resizing not allowed by default -static void WindowSizeCallback(GLFWwindow *window, int width, int height) -{ - SetupViewport(width, height); // Reset viewport and projection matrix for new size - - // Set current screen size - CORE.Window.screen.width = width; - CORE.Window.screen.height = height; - CORE.Window.currentFbo.width = width; - CORE.Window.currentFbo.height = height; - - // NOTE: Postprocessing texture is not scaled to new size - - CORE.Window.resized = true; -} - -// GLFW3 WindowIconify Callback, runs when window is minimized/restored -static void WindowIconifyCallback(GLFWwindow *window, int iconified) -{ - if (iconified) CORE.Window.minimized = true; // The window was iconified - else CORE.Window.minimized = false; // The window was restored -} - // GLFW3 Window Drop Callback, runs when drop files into window // NOTE: Paths are stored in dynamic memory for further retrieval // Everytime new files are dropped, old ones are discarded @@ -4248,7 +5272,8 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) if (type == AINPUT_EVENT_TYPE_MOTION) { - if ((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK || (source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD) + if (((source & AINPUT_SOURCE_JOYSTICK) == AINPUT_SOURCE_JOYSTICK) || + ((source & AINPUT_SOURCE_GAMEPAD) == AINPUT_SOURCE_GAMEPAD)) { // Get first touch position CORE.Input.Touch.position[0].x = AMotionEvent_getX(event, 0); @@ -4369,66 +5394,6 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) #endif #if defined(PLATFORM_WEB) -// Register fullscreen change events -static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *event, void *userData) -{ - //isFullscreen: int event->isFullscreen - //fullscreenEnabled: int event->fullscreenEnabled - //fs element nodeName: (char *) event->nodeName - //fs element id: (char *) event->id - //Current element size: (int) event->elementWidth, (int) event->elementHeight - //Screen size:(int) event->screenWidth, (int) event->screenHeight - - if (event->isFullscreen) - { - CORE.Window.fullscreen = true; - TRACELOG(LOG_INFO, "WEB: Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", event->elementWidth, event->elementHeight, event->screenWidth, event->screenHeight); - } - else - { - CORE.Window.fullscreen = false; - TRACELOG(LOG_INFO, "WEB: Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", event->elementWidth, event->elementHeight, event->screenWidth, event->screenHeight); - } - - // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input - - return 0; -} - -// Register keyboard input events -static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData) -{ - if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0)) - { - emscripten_exit_pointerlock(); - } - - return 0; -} - -// Register mouse input events -static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) -{ - // Lock mouse pointer when click on screen - if ((eventType == EMSCRIPTEN_EVENT_CLICK) && CORE.Input.Mouse.cursorLockRequired) - { - EmscriptenPointerlockChangeEvent plce; - emscripten_get_pointerlock_status(&plce); - - if (!plce.isActive) emscripten_request_pointerlock(0, 1); - else - { - emscripten_exit_pointerlock(); - emscripten_get_pointerlock_status(&plce); - //if (plce.isActive) TRACELOG(LOG_WARNING, "Pointer lock exit did not work!"); - } - - CORE.Input.Mouse.cursorLockRequired = false; - } - - return 0; -} - // Register touch input events static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) { @@ -4516,7 +5481,7 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE } #endif -#if defined(PLATFORM_RPI) +#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) #if defined(SUPPORT_SSH_KEYBOARD_RPI) // Initialize Keyboard system (using standard input) @@ -4579,7 +5544,7 @@ static void ProcessKeyboard(void) bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call // Reset pressed keys array (it will be filled below) - for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0; + if (bufferByteCount > 0) for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0; // Check keys from event input workers (This is the new keyboard reading method) //for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = CORE.Input.Keyboard.currentKeyStateEvdev[i]; @@ -4673,7 +5638,7 @@ static void ProcessKeyboard(void) // Check screen capture key (raylib key: KEY_F12) if (CORE.Input.Keyboard.currentKeyState[301] == 1) { - TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); + TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); screenshotCounter++; } #endif @@ -4688,7 +5653,7 @@ static void RestoreKeyboard(void) // Reconfigure keyboard to default mode ioctl(STDIN_FILENO, KDSKBMODE, CORE.Input.Keyboard.defaultMode); } -#endif //SUPPORT_SSH_KEYBOARD_RPI +#endif // SUPPORT_SSH_KEYBOARD_RPI // Initialise user input from evdev(/dev/input/event) this means mouse, keyboard or gamepad devices static void InitEvdevInput(void) @@ -4697,6 +5662,9 @@ static void InitEvdevInput(void) DIR *directory; struct dirent *entity; + // Initialise keyboard file descriptor + CORE.Input.Keyboard.fd = -1; + // Reset variables for (int i = 0; i < MAX_TOUCH_POINTS; ++i) { @@ -4704,10 +5672,6 @@ static void InitEvdevInput(void) CORE.Input.Touch.position[i].y = -1; } - // Reset keypress buffer - CORE.Input.Keyboard.lastKeyPressed.head = 0; - CORE.Input.Keyboard.lastKeyPressed.tail = 0; - // Reset keyboard key state for (int i = 0; i < 512; i++) CORE.Input.Keyboard.currentKeyState[i] = 0; @@ -4721,7 +5685,7 @@ static void InitEvdevInput(void) if (strncmp("event", entity->d_name, strlen("event")) == 0) // Search for devices named "event*" { sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name); - EventThreadSpawn(path); // Identify the device and spawn a thread for it + ConfigureEvdevDevice(path); // Configure the device if appropriate } } @@ -4730,10 +5694,10 @@ static void InitEvdevInput(void) else TRACELOG(LOG_WARNING, "RPI: Failed to open linux event directory: %s", DEFAULT_EVDEV_PATH); } -// Identifies a input device and spawns a thread to handle it if needed -static void EventThreadSpawn(char *device) +// Identifies a input device and configures it for use if appropriate +static void ConfigureEvdevDevice(char *device) { - #define BITS_PER_LONG (sizeof(long)*8) + #define BITS_PER_LONG (8*sizeof(long)) #define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1) #define OFF(x) ((x)%BITS_PER_LONG) #define BIT(x) (1UL<fd); + TRACELOG(LOG_WARNING, "RPI: Failed to open input device %s", device); return; } worker->fd = fd; @@ -4803,7 +5767,7 @@ static void EventThreadSpawn(char *device) // Identify the device //------------------------------------------------------------------------------------------------------- - ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the avalable device properties + ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the available device properties // Check for absolute input devices if (TEST_BIT(evBits, EV_ABS)) @@ -4879,15 +5843,22 @@ static void EventThreadSpawn(char *device) // Decide what to do with the device //------------------------------------------------------------------------------------------------------- - if (worker->isTouch || worker->isMouse || worker->isKeyboard) + if (worker->isKeyboard && CORE.Input.Keyboard.fd == -1) + { + // Use the first keyboard encountered. This assumes that a device that says it's a keyboard is just a + // keyboard. The keyboard is polled synchronously, whereas other input devices are polled in separate + // threads so that they don't drop events when the frame rate is slow. + TRACELOG(LOG_INFO, "RPI: Opening keyboard device: %s", device); + CORE.Input.Keyboard.fd = worker->fd; + } + else if (worker->isTouch || worker->isMouse) { // Looks like an interesting device - TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s%s)", device, + TRACELOG(LOG_INFO, "RPI: Opening input device: %s (%s%s%s%s)", device, worker->isMouse? "mouse " : "", worker->isMultitouch? "multitouch " : "", worker->isTouch? "touchscreen " : "", - worker->isGamepad? "gamepad " : "", - worker->isKeyboard? "keyboard " : ""); + worker->isGamepad? "gamepad " : ""); // Create a thread for this device int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker); @@ -4907,7 +5878,7 @@ static void EventThreadSpawn(char *device) if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum > maxTouchNumber)) maxTouchNumber = CORE.Input.eventWorker[i].eventNum; } - // Find toucnscreens with lower indexes + // Find touchscreens with lower indexes for (int i = 0; i < sizeof(CORE.Input.eventWorker)/sizeof(InputEventWorker); ++i) { if (CORE.Input.eventWorker[i].isTouch && (CORE.Input.eventWorker[i].eventNum < maxTouchNumber)) @@ -4926,8 +5897,7 @@ static void EventThreadSpawn(char *device) //------------------------------------------------------------------------------------------------------- } -// Input device events reading thread -static void *EventThread(void *arg) +static void PollKeyboardEvents(void) { // Scancode to keycode mapping for US keyboards // TODO: Probably replace this with a keymap from the X11 to get the correct regional map for the keyboard: @@ -4949,17 +5919,67 @@ static void *EventThread(void *arg) 227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242, 243,244,245,246,247,248,0,0,0,0,0,0,0, }; + int fd = CORE.Input.Keyboard.fd; + if (fd == -1) return; + + struct input_event event; + int keycode; + + // Try to read data from the keyboard and only continue if successful + while (read(fd, &event, sizeof(event)) == (int)sizeof(event)) + { + // Button parsing + if (event.type == EV_KEY) + { + // Keyboard button parsing + if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255 + { + keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode + + // Make sure we got a valid keycode + if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState))) + { + // WARNING: https://www.kernel.org/doc/Documentation/input/input.txt + // Event interface: 'value' is the value the event carries. Either a relative change for EV_REL, + // absolute new value for EV_ABS (joysticks ...), or 0 for EV_KEY for release, 1 for keypress and 2 for autorepeat + CORE.Input.Keyboard.currentKeyState[keycode] = (event.value >= 1)? 1 : 0; + if (event.value >= 1) + { + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed + CORE.Input.Keyboard.keyPressedQueueCount++; + } + + #if defined(SUPPORT_SCREEN_CAPTURE) + // Check screen capture key (raylib key: KEY_F12) + if (CORE.Input.Keyboard.currentKeyState[301] == 1) + { + TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); + screenshotCounter++; + } + #endif + + if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true; + + TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP":"DOWN", event.code, keycode); + } + } + } + } +} + +// Input device events reading thread +static void *EventThread(void *arg) +{ struct input_event event; InputEventWorker *worker = (InputEventWorker *)arg; int touchAction = -1; bool gestureUpdate = false; - int keycode; while (!CORE.Window.shouldClose) { // Try to read data from the device and only continue if successful - if (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event)) + while (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event)) { // Relative movement parsing if (event.type == EV_REL) @@ -4995,7 +6015,8 @@ static void *EventThread(void *arg) // Basic movement if (event.code == ABS_X) { - CORE.Input.Mouse.position.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange + CORE.Input.Mouse.position.x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange + CORE.Input.Touch.position[0].x = (event.value - worker->absRange.x)*CORE.Window.screen.width/worker->absRange.width; // Scale acording to absRange #if defined(SUPPORT_GESTURES_SYSTEM) touchAction = TOUCH_MOVE; @@ -5005,7 +6026,8 @@ static void *EventThread(void *arg) if (event.code == ABS_Y) { - CORE.Input.Mouse.position.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange + CORE.Input.Mouse.position.y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange + CORE.Input.Touch.position[0].y = (event.value - worker->absRange.y)*CORE.Window.screen.height/worker->absRange.height; // Scale acording to absRange #if defined(SUPPORT_GESTURES_SYSTEM) touchAction = TOUCH_MOVE; @@ -5014,7 +6036,7 @@ static void *EventThread(void *arg) } // Multitouch movement - if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remeber the slot number for the folowing events + if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remember the slot number for the folowing events if (event.code == ABS_MT_POSITION_X) { @@ -5035,6 +6057,33 @@ static void *EventThread(void *arg) CORE.Input.Touch.position[worker->touchSlot].y = -1; } } + + // Touchscreen tap + if (event.code == ABS_PRESSURE) + { + int previousMouseLeftButtonState = CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON]; + + if (!event.value && previousMouseLeftButtonState) + { + CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 0; + + #if defined(SUPPORT_GESTURES_SYSTEM) + touchAction = TOUCH_UP; + gestureUpdate = true; + #endif + } + + if (event.value && !previousMouseLeftButtonState) + { + CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_LEFT_BUTTON] = 1; + + #if defined(SUPPORT_GESTURES_SYSTEM) + touchAction = TOUCH_DOWN; + gestureUpdate = true; + #endif + } + } + } // Button parsing @@ -5054,56 +6103,17 @@ static void *EventThread(void *arg) if (event.code == BTN_RIGHT) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_RIGHT_BUTTON] = event.value; if (event.code == BTN_MIDDLE) CORE.Input.Mouse.currentButtonStateEvdev[MOUSE_MIDDLE_BUTTON] = event.value; - - // Keyboard button parsing - if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255 - { - keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode - - // Make sure we got a valid keycode - if ((keycode > 0) && (keycode < sizeof(CORE.Input.Keyboard.currentKeyState))) - { - /* Disabled buffer !! - // Store the key information for raylib to later use - CORE.Input.Keyboard.currentKeyState[keycode] = event.value; - if (event.value > 0) - { - // Add the key int the fifo - CORE.Input.Keyboard.lastKeyPressed.contents[CORE.Input.Keyboard.lastKeyPressed.head] = keycode; // Put the data at the front of the fifo snake - CORE.Input.Keyboard.lastKeyPressed.head = (CORE.Input.Keyboard.lastKeyPressed.head + 1) & 0x07; // Increment the head pointer forwards and binary wraparound after 7 (fifo is 8 elements long) - // TODO: This fifo is not fully threadsafe with multiple writers, so multiple keyboards hitting a key at the exact same time could miss a key (double write to head before it was incremented) - } - */ - - CORE.Input.Keyboard.currentKeyState[keycode] = event.value; - if (event.value == 1) - { - CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = keycode; // Register last key pressed - CORE.Input.Keyboard.keyPressedQueueCount++; - } - - #if defined(SUPPORT_SCREEN_CAPTURE) - // Check screen capture key (raylib key: KEY_F12) - if (CORE.Input.Keyboard.currentKeyState[301] == 1) - { - TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); - screenshotCounter++; - } - #endif - - if (CORE.Input.Keyboard.currentKeyState[CORE.Input.Keyboard.exitKey] == 1) CORE.Window.shouldClose = true; - - TRACELOGD("RPI: KEY_%s ScanCode: %4i KeyCode: %4i", event.value == 0 ? "UP":"DOWN", event.code, keycode); - } - } } // Screen confinement - if (CORE.Input.Mouse.position.x < 0) CORE.Input.Mouse.position.x = 0; - if (CORE.Input.Mouse.position.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.position.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x; + if (!CORE.Input.Mouse.cursorHidden) + { + if (CORE.Input.Mouse.position.x < 0) CORE.Input.Mouse.position.x = 0; + if (CORE.Input.Mouse.position.x > CORE.Window.screen.width/CORE.Input.Mouse.scale.x) CORE.Input.Mouse.position.x = CORE.Window.screen.width/CORE.Input.Mouse.scale.x; - if (CORE.Input.Mouse.position.y < 0) CORE.Input.Mouse.position.y = 0; - if (CORE.Input.Mouse.position.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.position.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y; + if (CORE.Input.Mouse.position.y < 0) CORE.Input.Mouse.position.y = 0; + if (CORE.Input.Mouse.position.y > CORE.Window.screen.height/CORE.Input.Mouse.scale.y) CORE.Input.Mouse.position.y = CORE.Window.screen.height/CORE.Input.Mouse.scale.y; + } // Gesture update if (gestureUpdate) @@ -5133,10 +6143,7 @@ static void *EventThread(void *arg) #endif } } - else - { - usleep(5000); // Sleep for 5ms to avoid hogging CPU time - } + Wait(5); // Sleep for 5ms to avoid hogging CPU time } close(worker->fd); @@ -5202,7 +6209,7 @@ static void *GamepadThread(void *arg) // Process gamepad events by type if (gamepadEvent.type == JS_EVENT_BUTTON) { - TRACELOGD("RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value); + //TRACELOG(LOG_WARNING, "RPI: Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value); if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) { @@ -5215,7 +6222,7 @@ static void *GamepadThread(void *arg) } else if (gamepadEvent.type == JS_EVENT_AXIS) { - TRACELOGD("RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value); + //TRACELOG(LOG_WARNING, "RPI: Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value); if (gamepadEvent.number < MAX_GAMEPAD_AXIS) { @@ -5224,13 +6231,378 @@ static void *GamepadThread(void *arg) } } } + else Wait(1); // Sleep for 1 ms to avoid hogging CPU time + } + } + + return NULL; +} +#endif // PLATFORM_RPI || PLATFORM_DRM + +#if defined(PLATFORM_UWP) +// UWP function pointers +// NOTE: Those pointers are set by UWP App +static UWPQueryTimeFunc uwpQueryTimeFunc = NULL; +static UWPSleepFunc uwpSleepFunc = NULL; +static UWPDisplaySizeFunc uwpDisplaySizeFunc = NULL; +static UWPMouseFunc uwpMouseLockFunc = NULL; +static UWPMouseFunc uwpMouseUnlockFunc = NULL; +static UWPMouseFunc uwpMouseShowFunc = NULL; +static UWPMouseFunc uwpMouseHideFunc = NULL; +static UWPMouseSetPosFunc uwpMouseSetPosFunc = NULL; +static void *uwpCoreWindow = NULL; + +// Check all required UWP function pointers have been set +bool UWPIsConfigured() +{ + bool pass = true; + + if (uwpQueryTimeFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetQueryTimeFunc() must be called with a valid function before InitWindow()"); pass = false; } + if (uwpSleepFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetSleepFunc() must be called with a valid function before InitWindow()"); pass = false; } + if (uwpDisplaySizeFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetDisplaySizeFunc() must be called with a valid function before InitWindow()"); pass = false; } + if (uwpMouseLockFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseLockFunc() must be called with a valid function before InitWindow()"); pass = false; } + if (uwpMouseUnlockFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseUnlockFunc() must be called with a valid function before InitWindow()"); pass = false; } + if (uwpMouseShowFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseShowFunc() must be called with a valid function before InitWindow()"); pass = false; } + if (uwpMouseHideFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseHideFunc() must be called with a valid function before InitWindow()"); pass = false; } + if (uwpMouseSetPosFunc == NULL) { TRACELOG(LOG_ERROR, "UWP: UWPSetMouseSetPosFunc() must be called with a valid function before InitWindow()"); pass = false; } + if (uwpCoreWindow == NULL) { TRACELOG(LOG_ERROR, "UWP: A pointer to the UWP core window must be set before InitWindow()"); pass = false; } + + return pass; +} + +// UWP function handlers get/set +void UWPSetDataPath(const char* path) { CORE.UWP.internalDataPath = path; } +UWPQueryTimeFunc UWPGetQueryTimeFunc(void) { return uwpQueryTimeFunc; } +void UWPSetQueryTimeFunc(UWPQueryTimeFunc func) { uwpQueryTimeFunc = func; } +UWPSleepFunc UWPGetSleepFunc(void) { return uwpSleepFunc; } +void UWPSetSleepFunc(UWPSleepFunc func) { uwpSleepFunc = func; } +UWPDisplaySizeFunc UWPGetDisplaySizeFunc(void) { return uwpDisplaySizeFunc; } +void UWPSetDisplaySizeFunc(UWPDisplaySizeFunc func) { uwpDisplaySizeFunc = func; } +UWPMouseFunc UWPGetMouseLockFunc() { return uwpMouseLockFunc; } +void UWPSetMouseLockFunc(UWPMouseFunc func) { uwpMouseLockFunc = func; } +UWPMouseFunc UWPGetMouseUnlockFunc() { return uwpMouseUnlockFunc; } +void UWPSetMouseUnlockFunc(UWPMouseFunc func) { uwpMouseUnlockFunc = func; } +UWPMouseFunc UWPGetMouseShowFunc() { return uwpMouseShowFunc; } +void UWPSetMouseShowFunc(UWPMouseFunc func) { uwpMouseShowFunc = func; } +UWPMouseFunc UWPGetMouseHideFunc() { return uwpMouseHideFunc; } +void UWPSetMouseHideFunc(UWPMouseFunc func) { uwpMouseHideFunc = func; } +UWPMouseSetPosFunc UWPGetMouseSetPosFunc() { return uwpMouseSetPosFunc; } +void UWPSetMouseSetPosFunc(UWPMouseSetPosFunc func) { uwpMouseSetPosFunc = func; } + +void *UWPGetCoreWindowPtr() { return uwpCoreWindow; } +void UWPSetCoreWindowPtr(void* ptr) { uwpCoreWindow = ptr; } +void UWPMouseWheelEvent(int deltaY) { CORE.Input.Mouse.currentWheelMove = (float)deltaY; } + +void UWPKeyDownEvent(int key, bool down, bool controlKey) +{ + if (key == CORE.Input.Keyboard.exitKey && down) + { + // Time to close the window. + CORE.Window.shouldClose = true; + } +#if defined(SUPPORT_SCREEN_CAPTURE) + else if (key == KEY_F12 && down) + { +#if defined(SUPPORT_GIF_RECORDING) + if (controlKey) + { + if (gifRecording) + { + gifRecording = false; + + MsfGifResult result = msf_gif_end(&gifState); + + SaveFileData(TextFormat("%s/screenrec%03i.gif", CORE.UWP.internalDataPath, screenshotCounter), result.data, result.dataSize); + msf_gif_free(result); + +#if defined(PLATFORM_WEB) + // Download file from MEMFS (emscripten memory filesystem) + // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html + emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1))); +#endif + TRACELOG(LOG_INFO, "SYSTEM: Finish animated GIF recording"); + } else { - usleep(1000); //Sleep for 1ms to avoid hogging CPU time + gifRecording = true; + gifFramesCounter = 0; + + msf_gif_begin(&gifState, CORE.Window.screen.width, CORE.Window.screen.height); + screenshotCounter++; + + TRACELOG(LOG_INFO, "SYSTEM: Start animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter)); } } + else +#endif // SUPPORT_GIF_RECORDING + { + TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); + screenshotCounter++; + } + } +#endif // SUPPORT_SCREEN_CAPTURE + else + { + CORE.Input.Keyboard.currentKeyState[key] = down; } +} - return NULL; +void UWPKeyCharEvent(int key) +{ + if (CORE.Input.Keyboard.keyPressedQueueCount < MAX_KEY_PRESSED_QUEUE) + { + // Add character to the queue + CORE.Input.Keyboard.keyPressedQueue[CORE.Input.Keyboard.keyPressedQueueCount] = key; + CORE.Input.Keyboard.keyPressedQueueCount++; + } +} + +void UWPMouseButtonEvent(int button, bool down) +{ + CORE.Input.Mouse.currentButtonState[button] = down; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + // Register touch actions + if ((CORE.Input.Mouse.currentButtonState[button] == 1) && (CORE.Input.Mouse.previousButtonState[button] == 0)) gestureEvent.touchAction = TOUCH_DOWN; + else if ((CORE.Input.Mouse.currentButtonState[button] == 0) && (CORE.Input.Mouse.previousButtonState[button] == 1)) gestureEvent.touchAction = TOUCH_UP; + + // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = GetMousePosition(); + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +void UWPMousePosEvent(double x, double y) +{ + CORE.Input.Mouse.position.x = (float)x; + CORE.Input.Mouse.position.y = (float)y; + CORE.Input.Touch.position[0] = CORE.Input.Mouse.position; + +#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) + // Process mouse events as touches to be able to use mouse-gestures + GestureEvent gestureEvent = { 0 }; + + gestureEvent.touchAction = TOUCH_MOVE; + + // Assign a pointer ID + gestureEvent.pointerId[0] = 0; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0] = CORE.Input.Mouse.position; + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +void UWPResizeEvent(int width, int height) +{ + SetupViewport(width, height); // Reset viewport and projection matrix for new size + + // Set current screen size + CORE.Window.screen.width = width; + CORE.Window.screen.height = height; + CORE.Window.currentFbo.width = width; + CORE.Window.currentFbo.height = height; + + // NOTE: Postprocessing texture is not scaled to new size + + CORE.Window.resizedLastFrame = true; +} + +void UWPActivateGamepadEvent(int gamepad, bool active) +{ + if (gamepad < MAX_GAMEPADS) CORE.Input.Gamepad.ready[gamepad] = active; +} + +void UWPRegisterGamepadButton(int gamepad, int button, bool down) +{ + if (gamepad < MAX_GAMEPADS) + { + if (button < MAX_GAMEPAD_BUTTONS) + { + CORE.Input.Gamepad.currentState[gamepad][button] = down; + CORE.Input.Gamepad.lastButtonPressed = button; + } + } +} + +void UWPRegisterGamepadAxis(int gamepad, int axis, float value) +{ + if (gamepad < MAX_GAMEPADS) + { + if (axis < MAX_GAMEPAD_AXIS) CORE.Input.Gamepad.axisState[gamepad][axis] = value; + } +} + +void UWPGestureMove(int pointer, float x, float y) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) + GestureEvent gestureEvent = { 0 }; + + // Assign the pointer ID and touch action + gestureEvent.pointerId[0] = pointer; + gestureEvent.touchAction = TOUCH_MOVE; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0].x = x; + gestureEvent.position[0].y = y; + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +void UWPGestureTouch(int pointer, float x, float y, bool touch) +{ +#if defined(SUPPORT_GESTURES_SYSTEM) + GestureEvent gestureEvent = { 0 }; + + // Assign the pointer ID and touch action + gestureEvent.pointerId[0] = pointer; + gestureEvent.touchAction = touch ? TOUCH_DOWN : TOUCH_UP; + + // Register touch points count + gestureEvent.pointCount = 1; + + // Register touch points position, only one point registered + gestureEvent.position[0].x = x; + gestureEvent.position[0].y = y; + + // Normalize gestureEvent.position[0] for CORE.Window.screen.width and CORE.Window.screen.height + gestureEvent.position[0].x /= (float)GetScreenWidth(); + gestureEvent.position[0].y /= (float)GetScreenHeight(); + + // Gesture data is sent to gestures system for processing + ProcessGestureEvent(gestureEvent); +#endif +} + +#endif // PLATFORM_UWP + +#if defined(PLATFORM_DRM) +// Search matching DRM mode in connector's mode list +static int FindMatchingConnectorMode(const drmModeConnector *connector, const drmModeModeInfo *mode) +{ + if (NULL == connector) return -1; + if (NULL == mode) return -1; + + // safe bitwise comparison of two modes + #define BINCMP(a, b) memcmp((a), (b), (sizeof(a) < sizeof(b)) ? sizeof(a) : sizeof(b)) + + for (size_t i = 0; i < connector->count_modes; i++) + { + TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, connector->modes[i].hdisplay, connector->modes[i].vdisplay, + connector->modes[i].vrefresh, (connector->modes[i].flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive"); + + if (0 == BINCMP(&CORE.Window.crtc->mode, &CORE.Window.connector->modes[i])) return i; + } + + return -1; + + #undef BINCMP +} + +// Search exactly matching DRM connector mode in connector's list +static int FindExactConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced) +{ + TRACELOG(LOG_TRACE, "DISPLAY: Searching exact connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no"); + + if (NULL == connector) return -1; + + for (int i = 0; i < CORE.Window.connector->count_modes; i++) + { + const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i]; + + TRACELOG(LOG_TRACE, "DISPLAY: DRM Mode %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive"); + + if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) continue; + + if ((mode->hdisplay == width) && (mode->vdisplay == height) && (mode->vrefresh == fps)) return i; + } + + TRACELOG(LOG_TRACE, "DISPLAY: No DRM exact matching mode found"); + return -1; } -#endif // PLATFORM_RPI + +// Search the nearest matching DRM connector mode in connector's list +static int FindNearestConnectorMode(const drmModeConnector *connector, uint width, uint height, uint fps, bool allowInterlaced) +{ + TRACELOG(LOG_TRACE, "DISPLAY: Searching nearest connector mode for %ux%u@%u, selecting an interlaced mode is allowed: %s", width, height, fps, allowInterlaced ? "yes" : "no"); + + if (NULL == connector) return -1; + + int nearestIndex = -1; + for (int i = 0; i < CORE.Window.connector->count_modes; i++) + { + const drmModeModeInfo *const mode = &CORE.Window.connector->modes[i]; + + TRACELOG(LOG_TRACE, "DISPLAY: DRM mode: %d %ux%u@%u %s", i, mode->hdisplay, mode->vdisplay, mode->vrefresh, + (mode->flags & DRM_MODE_FLAG_INTERLACE) ? "interlaced" : "progressive"); + + if ((mode->hdisplay < width) || (mode->vdisplay < height) | (mode->vrefresh < fps)) + { + TRACELOG(LOG_TRACE, "DISPLAY: DRM mode is too small"); + continue; + } + + if ((mode->flags & DRM_MODE_FLAG_INTERLACE) && (!allowInterlaced)) + { + TRACELOG(LOG_TRACE, "DISPLAY: DRM shouldn't choose an interlaced mode"); + continue; + } + + if ((mode->hdisplay >= width) && (mode->vdisplay >= height) && (mode->vrefresh >= fps)) + { + const int widthDiff = mode->hdisplay - width; + const int heightDiff = mode->vdisplay - height; + const int fpsDiff = mode->vrefresh - fps; + + if (nearestIndex < 0) + { + nearestIndex = i; + continue; + } + + const int nearestWidthDiff = CORE.Window.connector->modes[nearestIndex].hdisplay - width; + const int nearestHeightDiff = CORE.Window.connector->modes[nearestIndex].vdisplay - height; + const int nearestFpsDiff = CORE.Window.connector->modes[nearestIndex].vrefresh - fps; + + if ((widthDiff < nearestWidthDiff) || (heightDiff < nearestHeightDiff) || (fpsDiff < nearestFpsDiff)) nearestIndex = i; + } + } + + return nearestIndex; +} +#endif -- cgit v1.2.3