raylib/src/core.c

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/**********************************************************************************************
*
* raylib.core
*
* Basic functions to manage windows, OpenGL context and input on multiple platforms
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*
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* The following platforms are supported: Windows, Linux, Mac (OSX), Android, Raspberry Pi, HTML5, Oculus Rift CV1
*
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* External libs:
* GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX)
* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
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* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
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* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
*
* Module Configuration Flags:
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* PLATFORM_DESKTOP - Windows, Linux, Mac (OSX)
* PLATFORM_ANDROID - Android (only OpenGL ES 2.0 devices), graphic device is managed by EGL and input system by Android activity.
* PLATFORM_RPI - Rapsberry Pi (tested on Raspbian), graphic device is managed by EGL and input system is coded in raw mode.
* PLATFORM_WEB - HTML5 (using emscripten compiler)
*
* RL_LOAD_DEFAULT_FONT - Use external module functions to load default raylib font (module: text)
*
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* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for render mirror - View [rlgl] module to enable it
*
*
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* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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*
* 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.
*
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* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#include "utils.h" // Required for: fopen() Android mapping, TraceLog()
#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation)
#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint)
#include "raymath.h" // Required for: Vector3 and Matrix functions
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#define GESTURES_IMPLEMENTATION
#include "gestures.h" // Gestures detection functionality
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#if !defined(PLATFORM_ANDROID)
#define CAMERA_IMPLEMENTATION
#include "camera.h" // Camera system functionality
#endif
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#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit()
#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
#include <math.h> // Required for: tan() [Used in Begin3dMode() to set perspective]
#include <string.h> // Required for: strcmp()
//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#if defined __linux || defined(PLATFORM_WEB)
#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
#endif
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
//#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
#include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
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#ifdef __linux
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#define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting
#define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window
#include <GLFW/glfw3native.h> // which are required for hiding mouse
#endif
//#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h)
//#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version!
#endif
#if defined(PLATFORM_ANDROID)
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//#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...)
#include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
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#include <EGL/egl.h> // Khronos EGL library - Native platform display device control functions
#include <GLES2/gl2.h> // Khronos OpenGL ES 2.0 library
#endif
#if defined(PLATFORM_RPI)
#include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
#include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
#include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
#include <pthread.h> // POSIX threads management (mouse input)
#include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl()
#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
#include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
#include <linux/joystick.h> // Linux: Joystick support library
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#include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
#include "EGL/eglext.h" // Khronos EGL library - Extensions
#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
#endif
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#include <emscripten/html5.h>
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
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#define STORAGE_FILENAME "storage.data"
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#if defined(PLATFORM_RPI)
// Old device inputs system
#define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
#define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input
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#define DEFAULT_TOUCH_DEV "/dev/input/event4" // Touch input virtual device (created by ts_uinput)
#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
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// 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"
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#define MOUSE_SENSITIVITY 0.8f
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#endif
#define MAX_GAMEPADS 4 // Max number of gamepads supported
#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
#define RL_LOAD_DEFAULT_FONT // Load default font on window initialization (module: text)
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static GLFWwindow *window; // Native window (graphic device)
static bool windowMinimized = false;
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#endif
#if defined(PLATFORM_ANDROID)
static struct android_app *app; // Android activity
static struct android_poll_source *source; // Android events polling source
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static int ident, events; // Android ALooper_pollAll() variables
static const char *internalDataPath; // Android internal data path to write data (/data/data/<package>/files)
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static bool windowReady = false; // Used to detect display initialization
static bool appEnabled = true; // Used to detec if app is active
static bool contextRebindRequired = false; // Used to know context rebind required
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#endif
#if defined(PLATFORM_RPI)
static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
// Keyboard input variables
// NOTE: For keyboard we will use the standard input (but reconfigured...)
static struct termios defaultKeyboardSettings; // Used to store default keyboard settings
static int defaultKeyboardMode; // Used to store default keyboard mode
// Mouse input variables
static int mouseStream = -1; // Mouse device file descriptor
static bool mouseReady = false; // Flag to know if mouse is ready
static pthread_t mouseThreadId; // Mouse reading thread id
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// Touch input variables
static int touchStream = -1; // Touch device file descriptor
static bool touchReady = false; // Flag to know if touch interface is ready
static pthread_t touchThreadId; // Touch reading thread id
// Gamepad input variables
static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor
static pthread_t gamepadThreadId; // Gamepad reading thread id
static char gamepadName[64]; // Gamepad name holder
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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static EGLDisplay display; // Native display device (physical screen connection)
static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
static EGLContext context; // Graphic context, mode in which drawing can be done
static EGLConfig config; // Graphic config
static uint64_t baseTime; // Base time measure for hi-res timer
static bool windowShouldClose = false; // Flag to set window for closing
#endif
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// Display size-related data
static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...)
static int screenWidth, screenHeight; // Screen width and height (used render area)
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static int renderWidth, renderHeight; // Framebuffer width and height (render area, including black bars if required)
static int renderOffsetX = 0; // Offset X from render area (must be divided by 2)
static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2)
static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
static const char *windowTitle; // Window text title...
static bool cursorOnScreen = false; // Tracks if cursor is inside client area
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static bool cursorHidden = false; // Track if cursor is hidden
// Register mouse states
static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
static char currentMouseState[3] = { 0 }; // Registers current mouse button state
static int previousMouseWheelY = 0; // Registers previous mouse wheel variation
static int currentMouseWheelY = 0; // Registers current mouse wheel variation
// Register gamepads states
static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
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// Keyboard configuration
static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
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#endif
// Register keyboard states
static char previousKeyState[512] = { 0 }; // Registers previous frame key state
static char currentKeyState[512] = { 0 }; // Registers current frame key state
static int lastKeyPressed = -1; // Register last key pressed
static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed
static int gamepadAxisCount = 0; // Register number of available gamepad axis
static Vector2 mousePosition; // Mouse position on screen
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static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
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#if defined(PLATFORM_DESKTOP)
static char **dropFilesPath; // Store dropped files paths as strings
static int dropFilesCount = 0; // Count stored strings
#endif
static double currentTime, previousTime; // Used to track timmings
static double updateTime, drawTime; // Time measures for update and draw
static double frameTime = 0.0; // Time measure for one frame
static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
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static char configFlags = 0; // Configuration flags (bit based)
static bool showLogo = false; // Track if showing logo at init is enabled
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
//----------------------------------------------------------------------------------
#if defined(RL_LOAD_DEFAULT_FONT)
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extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void InitGraphicsDevice(int width, int height); // Initialize graphics device
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static void SetupFramebufferSize(int displayWidth, int displayHeight);
static void InitTimer(void); // Initialize timer
static double GetTime(void); // Returns time since InitTimer() was run
static void Wait(int ms); // Wait for some milliseconds (stop program execution)
static bool GetKeyStatus(int key); // Returns if a key has been pressed
static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
static void PollInputEvents(void); // Register user events
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static void SwapBuffers(void); // Copy back buffer to front buffers
static void LogoAnimation(void); // Plays raylib logo appearing animation
static void SetupViewport(void); // Set viewport parameters
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
#endif
#if defined(PLATFORM_DESKTOP)
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
#endif
#if defined(PLATFORM_ANDROID)
static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
#endif
#if defined(PLATFORM_WEB)
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData);
static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
#endif
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#if defined(PLATFORM_RPI)
static void InitKeyboard(void); // Init raw keyboard system (standard input reading)
static void ProcessKeyboard(void); // Process keyboard events
static void RestoreKeyboard(void); // Restore keyboard system
static void InitMouse(void); // Mouse initialization (including mouse thread)
static void *MouseThread(void *arg); // Mouse reading thread
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static void InitTouch(void); // Touch device initialization (including touch thread)
static void *TouchThread(void *arg); // Touch device reading thread
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static void InitGamepad(void); // Init raw gamepad input
static void *GamepadThread(void *arg); // Mouse reading thread
#endif
#if defined(_WIN32)
// NOTE: We include Sleep() function signature here to avoid windows.h inclusion
void __stdcall Sleep(unsigned long msTimeout); // Required for Delay()
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions
//----------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
// Initialize Window and Graphics Context (OpenGL)
void InitWindow(int width, int height, const char *title)
{
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TraceLog(INFO, "Initializing raylib (v1.6.0)");
// Store window title (could be useful...)
windowTitle = title;
// Init graphics device (display device and OpenGL context)
InitGraphicsDevice(width, height);
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#if defined(RL_LOAD_DEFAULT_FONT)
// Load default font
// NOTE: External function (defined in module: text)
LoadDefaultFont();
#endif
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// Init hi-res timer
InitTimer();
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#if defined(PLATFORM_RPI)
// Init raw input system
InitMouse(); // Mouse init
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InitTouch(); // Touch init
InitKeyboard(); // Keyboard init
InitGamepad(); // Gamepad init
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#endif
#if defined(PLATFORM_WEB)
emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback);
// NOTE: Some code examples
//emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch);
//emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch);
emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenInputCallback);
emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback);
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// Support gamepad (not provided by GLFW3 on emscripten)
emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
#endif
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mousePosition.x = (float)screenWidth/2.0f;
mousePosition.y = (float)screenHeight/2.0f;
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// raylib logo appearing animation (if enabled)
if (showLogo)
{
SetTargetFPS(60);
LogoAnimation();
}
}
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#endif
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#if defined(PLATFORM_ANDROID)
// Android activity initialization
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void InitWindow(int width, int height, void *state)
{
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TraceLog(INFO, "Initializing raylib (v1.6.0)");
app_dummy();
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screenWidth = width;
screenHeight = height;
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app = (struct android_app *)state;
internalDataPath = app->activity->internalDataPath;
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// Set desired windows flags before initializing anything
ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
//ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN);
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int orientation = AConfiguration_getOrientation(app->config);
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if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(INFO, "PORTRAIT window orientation");
else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(INFO, "LANDSCAPE window orientation");
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// TODO: Automatic orientation doesn't seem to work
if (width <= height)
{
AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT);
TraceLog(WARNING, "Window set to portraid mode");
}
else
{
AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND);
TraceLog(WARNING, "Window set to landscape mode");
}
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//AConfiguration_getDensity(app->config);
//AConfiguration_getKeyboard(app->config);
//AConfiguration_getScreenSize(app->config);
//AConfiguration_getScreenLong(app->config);
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//state->userData = &engine;
app->onAppCmd = AndroidCommandCallback;
app->onInputEvent = AndroidInputCallback;
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InitAssetManager(app->activity->assetManager);
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TraceLog(INFO, "Android app initialized successfully");
// Wait for window to be initialized (display and context)
while (!windowReady)
{
// Process events loop
while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0)
{
// Process this event
if (source != NULL) source->process(app, source);
// NOTE: Never close window, native activity is controlled by the system!
//if (app->destroyRequested != 0) windowShouldClose = true;
}
}
}
#endif
// Close Window and Terminate Context
void CloseWindow(void)
{
#if defined(RL_LOAD_DEFAULT_FONT)
UnloadDefaultFont();
#endif
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rlglClose(); // De-init rlgl
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwDestroyWindow(window);
glfwTerminate();
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#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
// Close surface, context and display
if (display != EGL_NO_DISPLAY)
{
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (surface != EGL_NO_SURFACE)
{
eglDestroySurface(display, surface);
surface = EGL_NO_SURFACE;
}
if (context != EGL_NO_CONTEXT)
{
eglDestroyContext(display, context);
context = EGL_NO_CONTEXT;
}
eglTerminate(display);
display = EGL_NO_DISPLAY;
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}
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#endif
#if defined(PLATFORM_RPI)
// Wait for mouse and gamepad threads to finish before closing
// NOTE: Those threads should already have finished at this point
// because they are controlled by windowShouldClose variable
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windowShouldClose = true; // Added to force threads to exit when the close window is called
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pthread_join(mouseThreadId, NULL);
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pthread_join(touchThreadId, NULL);
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pthread_join(gamepadThreadId, NULL);
#endif
TraceLog(INFO, "Window closed successfully");
}
// Detect if KEY_ESCAPE pressed or Close icon pressed
bool WindowShouldClose(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// While window minimized, stop loop execution
while (windowMinimized) glfwWaitEvents();
return (glfwWindowShouldClose(window));
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#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
return windowShouldClose;
#endif
}
// Detect if window has been minimized (or lost focus)
bool IsWindowMinimized(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return windowMinimized;
#else
return false;
#endif
}
// Fullscreen toggle
void ToggleFullscreen(void)
{
#if defined(PLATFORM_DESKTOP)
fullscreen = !fullscreen; // Toggle fullscreen flag
// NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
if (fullscreen) glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
else glfwSetWindowMonitor(window, NULL, 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
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#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
TraceLog(WARNING, "Could not toggle to windowed mode");
#endif
}
// Get current screen width
int GetScreenWidth(void)
{
return screenWidth;
}
// Get current screen height
int GetScreenHeight(void)
{
return screenHeight;
}
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#if !defined(PLATFORM_ANDROID)
// Show mouse cursor
void ShowCursor()
{
#if defined(PLATFORM_DESKTOP)
#ifdef __linux
XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window));
#else
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#endif
cursorHidden = false;
}
// Hide mouse cursor
void HideCursor()
{
#if defined(PLATFORM_DESKTOP)
#ifdef __linux
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XColor col;
const char nil[] = {0};
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Pixmap pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), nil, 1, 1);
Cursor cur = XCreatePixmapCursor(glfwGetX11Display(), pix, pix, &col, &col, 0, 0);
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XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), cur);
XFreeCursor(glfwGetX11Display(), cur);
#else
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
#endif
cursorHidden = true;
}
// Check if mouse cursor is hidden
bool IsCursorHidden()
{
return cursorHidden;
}
// Enable mouse cursor
void EnableCursor()
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
cursorHidden = false;
}
// Disable mouse cursor
void DisableCursor()
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
#endif
cursorHidden = true;
}
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#endif // !defined(PLATFORM_ANDROID)
// Sets Background Color
void ClearBackground(Color color)
{
// Clear full framebuffer (not only render area) to color
rlClearColor(color.r, color.g, color.b, color.a);
}
// Setup drawing canvas to start drawing
void BeginDrawing(void)
{
currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
updateTime = currentTime - previousTime;
previousTime = currentTime;
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rlClearScreenBuffers(); // Clear current framebuffers
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here
//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
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// NOTE: Not required with OpenGL 3.3+
}
// End canvas drawing and Swap Buffers (Double Buffering)
void EndDrawing(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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SwapBuffers(); // Copy back buffer to front buffer
PollInputEvents(); // Poll user events
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// Frame time control system
currentTime = GetTime();
drawTime = currentTime - previousTime;
previousTime = currentTime;
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frameTime = updateTime + drawTime;
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// Wait for some milliseconds...
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if (frameTime < targetTime)
{
Wait((int)((targetTime - frameTime)*1000));
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currentTime = GetTime();
double extraTime = currentTime - previousTime;
previousTime = currentTime;
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frameTime = updateTime + drawTime + extraTime;
}
}
// Initialize 2D mode with custom camera
void Begin2dMode(Camera2D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Camera rotation and scaling is always relative to target
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
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rlMultMatrixf(MatrixToFloat(matTransform));
}
// Ends 2D mode custom camera usage
void End2dMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
}
// Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (PROJECTION)
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// Setup perspective projection
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float aspect = (float)screenWidth/(float)screenHeight;
double top = 0.01*tan(camera.fovy*PI/360.0);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
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rlFrustum(-right, right, -top, top, 0.01, 1000.0);
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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// Setup Camera view
Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up);
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rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera)
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
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{
rlglDraw(); // Process internal buffers (update + draw)
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if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
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rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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//rlTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
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rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
}
// Initializes render texture for drawing
void BeginTextureMode(RenderTexture2D target)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlEnableRenderTexture(target.id); // Enable render target
rlClearScreenBuffers(); // Clear render texture buffers
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// Set viewport to framebuffer size
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rlViewport(0, 0, target.texture.width, target.texture.height);
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Set orthographic projection to current framebuffer size
// NOTE: Configured top-left corner as (0, 0)
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rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
}
// Ends drawing to render texture
void EndTextureMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDisableRenderTexture(); // Disable render target
// Set viewport to default framebuffer size (screen size)
SetupViewport();
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rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
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// Set orthographic projection to current framebuffer size
// NOTE: Configured top-left corner as (0, 0)
rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
}
// Set target FPS for the game
void SetTargetFPS(int fps)
{
if (fps < 1) targetTime = 0.0;
else targetTime = 1.0/(double)fps;
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TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
}
// Returns current FPS
int GetFPS(void)
{
return (int)floorf(1.0f/GetFrameTime());
}
// Returns time in seconds for one frame
float GetFrameTime(void)
{
// NOTE: We round value to milliseconds
return (roundf(frameTime*1000.0)/1000.0f);
}
// Converts Color to float array and normalizes
float *ColorToFloat(Color color)
{
static float buffer[4];
buffer[0] = (float)color.r/255;
buffer[1] = (float)color.g/255;
buffer[2] = (float)color.b/255;
buffer[3] = (float)color.a/255;
return buffer;
}
// Converts Vector3 to float array
float *VectorToFloat(Vector3 vec)
{
static float buffer[3];
buffer[0] = vec.x;
buffer[1] = vec.y;
buffer[2] = vec.z;
return buffer;
}
// Converts Matrix to float array
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// NOTE: Returned vector is a transposed version of the Matrix struct,
// it should be this way because, despite raymath use OpenGL column-major convention,
// Matrix struct memory alignment and variables naming are not coherent
float *MatrixToFloat(Matrix mat)
{
static float buffer[16];
buffer[0] = mat.m0;
buffer[1] = mat.m4;
buffer[2] = mat.m8;
buffer[3] = mat.m12;
buffer[4] = mat.m1;
buffer[5] = mat.m5;
buffer[6] = mat.m9;
buffer[7] = mat.m13;
buffer[8] = mat.m2;
buffer[9] = mat.m6;
buffer[10] = mat.m10;
buffer[11] = mat.m14;
buffer[12] = mat.m3;
buffer[13] = mat.m7;
buffer[14] = mat.m11;
buffer[15] = mat.m15;
return buffer;
}
// 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;
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return color;
}
// Returns hexadecimal value for a Color
int GetHexValue(Color color)
{
return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
}
// Returns a random value between min and max (both included)
int GetRandomValue(int min, int max)
{
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if (min > max)
{
int tmp = max;
max = min;
min = tmp;
}
return (rand()%(abs(max-min)+1) + min);
}
// Fades color by a percentadge
Color Fade(Color color, float alpha)
{
if (alpha < 0.0f) alpha = 0.0f;
else if (alpha > 1.0f) alpha = 1.0f;
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float colorAlpha = (float)color.a*alpha;
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return (Color){color.r, color.g, color.b, (unsigned char)colorAlpha};
}
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// Enable some window/system configurations
void SetConfigFlags(char flags)
{
configFlags = flags;
if (configFlags & FLAG_SHOW_LOGO) showLogo = true;
if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true;
}
// Activates raylib logo at startup
void ShowLogo(void)
{
showLogo = true;
}
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#if defined(PLATFORM_DESKTOP)
// Check if a file have been dropped into window
bool IsFileDropped(void)
{
if (dropFilesCount > 0) return true;
else return false;
}
// Retrieve dropped files into window
char **GetDroppedFiles(int *count)
{
*count = dropFilesCount;
return dropFilesPath;
}
// Clear dropped files paths buffer
void ClearDroppedFiles(void)
{
if (dropFilesCount > 0)
{
for (int i = 0; i < dropFilesCount; i++) free(dropFilesPath[i]);
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free(dropFilesPath);
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dropFilesCount = 0;
}
}
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#endif
// Storage save integer value (to defined position)
// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
void StorageSaveValue(int position, int value)
{
FILE *storageFile = NULL;
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char path[128];
#if defined(PLATFORM_ANDROID)
strcpy(path, internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_FILENAME);
#else
strcpy(path, STORAGE_FILENAME);
#endif
// Try open existing file to append data
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storageFile = fopen(path, "rb+");
// If file doesn't exist, create a new storage data file
if (!storageFile) storageFile = fopen(path, "wb");
if (!storageFile) TraceLog(WARNING, "Storage data file could not be created");
else
{
// Get file size
fseek(storageFile, 0, SEEK_END);
int fileSize = ftell(storageFile); // Size in bytes
fseek(storageFile, 0, SEEK_SET);
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if (fileSize < (position*4)) TraceLog(WARNING, "Storage position could not be found");
else
{
fseek(storageFile, (position*4), SEEK_SET);
fwrite(&value, 1, 4, storageFile);
}
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fclose(storageFile);
}
}
// Storage load integer value (from defined position)
// NOTE: If requested position could not be found, value 0 is returned
int StorageLoadValue(int position)
{
int value = 0;
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char path[128];
#if defined(PLATFORM_ANDROID)
strcpy(path, internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_FILENAME);
#else
strcpy(path, STORAGE_FILENAME);
#endif
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// Try open existing file to append data
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FILE *storageFile = fopen(path, "rb");
if (!storageFile) TraceLog(WARNING, "Storage data file could not be found");
else
{
// Get file size
fseek(storageFile, 0, SEEK_END);
int fileSize = ftell(storageFile); // Size in bytes
rewind(storageFile);
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if (fileSize < (position*4)) TraceLog(WARNING, "Storage position could not be found");
else
{
fseek(storageFile, (position*4), SEEK_SET);
fread(&value, 1, 4, storageFile);
}
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fclose(storageFile);
}
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return value;
}
// Returns a ray trace from mouse position
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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{
Ray ray;
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// Calculate normalized device coordinates
// NOTE: y value is negative
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float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
float z = 1.0f;
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// Store values in a vector
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Vector3 deviceCoords = { x, y, z };
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TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
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// Calculate projection matrix (from perspective instead of frustum)
Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
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// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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// Do I need to transpose it? It seems that yes...
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// NOTE: matrix order may be incorrect... In OpenGL to get world position from
// camera view it just needs to get inverted, but here we need to transpose it too.
// For example, if you get view matrix, transpose and inverted and you transform it
// to a vector, you will get its 3d world position coordinates (camera.position).
// If you don't transpose, final position will be wrong.
MatrixTranspose(&matView);
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//#define USE_RLGL_UNPROJECT
#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject()
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Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
#else // OPTION 2: Compute unprojection directly here
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// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(matProj, matView);
MatrixInvert(&matProjView);
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// Calculate far and near points
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Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
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// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);
QuaternionTransform(&far, matProjView);
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// Calculate normalized world points in vectors
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Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w};
Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w};
#endif
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// Calculate normalized direction vector
Vector3 direction = VectorSubtract(farPoint, nearPoint);
VectorNormalize(&direction);
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// Apply calculated vectors to ray
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ray.position = camera.position;
ray.direction = direction;
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return ray;
}
// Returns the screen space position from a 3d world space position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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{
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
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// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&matView);
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// Convert world position vector to quaternion
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
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// Transform world position to view
QuaternionTransform(&worldPos, matView);
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// Transform result to projection (clip space position)
QuaternionTransform(&worldPos, matProj);
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// Calculate normalized device coordinates (inverted y)
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Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
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// Calculate 2d screen position vector
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Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
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return screenPosition;
}
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// Get transform matrix for camera
Matrix GetCameraMatrix(Camera camera)
{
return MatrixLookAt(camera.position, camera.target, camera.up);
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
// Detect if a key has been pressed once
bool IsKeyPressed(int key)
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{
bool pressed = false;
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
else pressed = false;
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return pressed;
}
// Detect if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
if (GetKeyStatus(key) == 1) return true;
else return false;
}
// Detect if a key has been released once
bool IsKeyReleased(int key)
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{
bool released = false;
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if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
else released = false;
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return released;
}
// Detect if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
if (GetKeyStatus(key) == 0) return true;
else return false;
}
// Get the last key pressed
int GetKeyPressed(void)
{
return lastKeyPressed;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
#if !defined(PLATFORM_ANDROID)
exitKey = key;
#endif
}
// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
// Detect if a gamepad is available
bool IsGamepadAvailable(int gamepad)
{
bool result = false;
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#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
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#endif
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return result;
}
// Check gamepad name (if available)
bool IsGamepadName(int gamepad, const char *name)
{
bool result = false;
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#if !defined(PLATFORM_ANDROID)
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const char *gamepadName = NULL;
if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad);
if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0);
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#endif
return result;
}
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// Return gamepad internal name id
const char *GetGamepadName(int gamepad)
{
#if defined(PLATFORM_DESKTOP)
if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad);
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else return NULL;
#elif defined(PLATFORM_RPI)
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if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName);
return gamepadName;
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#else
return NULL;
#endif
}
// Return gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
#if defined(PLATFORM_RPI)
int axisCount = 0;
if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount);
gamepadAxisCount = axisCount;
#endif
return gamepadAxisCount;
}
// Return axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis)
{
float value = 0;
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#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis];
#endif
return value;
}
// Detect if a gamepad button has been pressed once
bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
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#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
(currentGamepadState[gamepad][button] == 1)) pressed = true;
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#endif
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return pressed;
}
// Detect if a gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
bool result = false;
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#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] == 1)) result = true;
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#endif
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return result;
}
// Detect if a gamepad button has NOT been pressed once
bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
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#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
(currentGamepadState[gamepad][button] == 0)) released = true;
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#endif
return released;
}
// Detect if a mouse button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
bool result = false;
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#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] == 0)) result = true;
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#endif
return result;
}
// Get the last gamepad button pressed
int GetGamepadButtonPressed(void)
{
return lastGamepadButtonPressed;
}
// Detect if a mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
bool pressed = false;
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#if defined(PLATFORM_ANDROID)
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if (IsGestureDetected(GESTURE_TAP)) pressed = true;
#else
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
#endif
return pressed;
}
// Detect if a mouse button is being pressed
bool IsMouseButtonDown(int button)
{
bool down = false;
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#if defined(PLATFORM_ANDROID)
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if (IsGestureDetected(GESTURE_HOLD)) down = true;
#else
if (GetMouseButtonStatus(button) == 1) down = true;
#endif
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return down;
}
// Detect if a mouse button has been released once
bool IsMouseButtonReleased(int button)
{
bool released = false;
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#if !defined(PLATFORM_ANDROID)
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true;
#endif
return released;
}
// Detect if a mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
bool up = false;
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#if !defined(PLATFORM_ANDROID)
if (GetMouseButtonStatus(button) == 0) up = true;
#endif
return up;
}
// Returns mouse position X
int GetMouseX(void)
{
#if defined(PLATFORM_ANDROID)
return (int)touchPosition[0].x;
#else
return (int)mousePosition.x;
#endif
}
// Returns mouse position Y
int GetMouseY(void)
{
#if defined(PLATFORM_ANDROID)
return (int)touchPosition[0].x;
#else
return (int)mousePosition.y;
#endif
}
// Returns mouse position XY
Vector2 GetMousePosition(void)
{
#if defined(PLATFORM_ANDROID)
return GetTouchPosition(0);
#else
return mousePosition;
#endif
}
// Set mouse position XY
void SetMousePosition(Vector2 position)
{
mousePosition = position;
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// NOTE: emscripten not implemented
glfwSetCursorPos(window, position.x, position.y);
#endif
}
// Returns mouse wheel movement Y
int GetMouseWheelMove(void)
{
#if defined(PLATFORM_ANDROID)
return 0;
#elif defined(PLATFORM_WEB)
return previousMouseWheelY/100;
#else
return previousMouseWheelY;
#endif
}
// Returns touch position X
int GetTouchX(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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return (int)touchPosition[0].x;
#else // PLATFORM_DESKTOP, PLATFORM_RPI
return GetMouseX();
#endif
}
// Returns touch position Y
int GetTouchY(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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return (int)touchPosition[0].y;
#else // PLATFORM_DESKTOP, PLATFORM_RPI
return GetMouseY();
#endif
}
// Returns touch position XY
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// TODO: Touch position should be scaled depending on display size and render size
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Vector2 GetTouchPosition(int index)
{
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Vector2 position = { -1.0f, -1.0f };
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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if (index < MAX_TOUCH_POINTS) position = touchPosition[index];
else TraceLog(WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
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// TODO: Review touch position scaling for screenSize vs displaySize
position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2;
position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2;
}
else
{
position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2;
position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2;
}
#else // PLATFORM_DESKTOP, PLATFORM_RPI
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if (index == 0) position = GetMousePosition();
#endif
return position;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Initialize display device and framebuffer
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
// If width or height are 0, default display size will be used for framebuffer size
static void InitGraphicsDevice(int width, int height)
{
screenWidth = width; // User desired width
screenHeight = height; // User desired height
// NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars...
// ...in top-down or left-right to match display aspect ratio (no weird scalings)
// Downscale matrix is required in case desired screen area is bigger than display area
downscaleView = MatrixIdentity();
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit()) TraceLog(ERROR, "Failed to initialize GLFW");
// NOTE: Getting video modes is not implemented in emscripten GLFW3 version
#if defined(PLATFORM_DESKTOP)
// Find monitor resolution
const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
displayWidth = mode->width;
displayHeight = mode->height;
// Screen size security check
if (screenWidth <= 0) screenWidth = displayWidth;
if (screenHeight <= 0) screenHeight = displayHeight;
#endif // defined(PLATFORM_DESKTOP)
#if defined(PLATFORM_WEB)
displayWidth = screenWidth;
displayHeight = screenHeight;
#endif // defined(PLATFORM_WEB)
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glfwDefaultWindowHints(); // Set default windows hints
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if (configFlags & FLAG_RESIZABLE_WINDOW)
{
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window
}
else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
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//glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window
//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
//glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default)
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
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//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
// with forward compatibility to older OpenGL versions.
// For example, if using OpenGL 1.1, driver can provide a 3.3 context fordward compatible.
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if (configFlags & FLAG_MSAA_4X_HINT)
{
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glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
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TraceLog(INFO, "Trying to enable MSAA x4");
}
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// Check selection OpenGL version
if (rlGetVersion() == OPENGL_21)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
}
else if (rlGetVersion() == OPENGL_33)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires
#else
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
#endif
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//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
}
if (fullscreen)
{
// Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor
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int count;
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const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
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// Get closest videomode to desired screenWidth/screenHeight
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for (int i = 0; i < count; i++)
{
if (modes[i].width >= screenWidth)
{
if (modes[i].height >= screenHeight)
{
displayWidth = modes[i].width;
displayHeight = modes[i].height;
break;
}
}
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}
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TraceLog(WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight);
// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
// for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
// by the sides to fit all monitor space...
// At this point we need to manage render size vs screen size
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// NOTE: This function uses and modifies global module variables:
// screenWidth/screenHeight - renderWidth/renderHeight - downscaleView
SetupFramebufferSize(displayWidth, displayHeight);
window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
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// NOTE: Full-screen change, not working properly...
//glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
}
else
{
// No-fullscreen window creation
window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL);
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#if defined(PLATFORM_DESKTOP)
// Center window on screen
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int windowPosX = displayWidth/2 - screenWidth/2;
int windowPosY = displayHeight/2 - screenHeight/2;
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if (windowPosX < 0) windowPosX = 0;
if (windowPosY < 0) windowPosY = 0;
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glfwSetWindowPos(window, windowPosX, windowPosY);
#endif
renderWidth = screenWidth;
renderHeight = screenHeight;
}
if (!window)
{
glfwTerminate();
TraceLog(ERROR, "GLFW Failed to initialize Window");
}
else
{
TraceLog(INFO, "Display device initialized successfully");
#if defined(PLATFORM_DESKTOP)
TraceLog(INFO, "Display size: %i x %i", displayWidth, displayHeight);
#endif
TraceLog(INFO, "Render size: %i x %i", renderWidth, renderHeight);
TraceLog(INFO, "Screen size: %i x %i", screenWidth, screenHeight);
TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
}
glfwSetWindowSizeCallback(window, WindowSizeCallback); // NOTE: Resizing not allowed by default!
glfwSetCursorEnterCallback(window, CursorEnterCallback);
glfwSetKeyCallback(window, KeyCallback);
glfwSetMouseButtonCallback(window, MouseButtonCallback);
glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes
glfwSetCharCallback(window, CharCallback);
glfwSetScrollCallback(window, ScrollCallback);
glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
#if defined(PLATFORM_DESKTOP)
glfwSetDropCallback(window, WindowDropCallback);
#endif
glfwMakeContextCurrent(window);
glfwSwapInterval(0); // Disable VSync by default
#if defined(PLATFORM_DESKTOP)
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// Load OpenGL 3.3 extensions
// NOTE: GLFW loader function is passed as parameter
rlglLoadExtensions(glfwGetProcAddress);
#endif
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// Enables GPU v-sync, so frames are not limited to screen refresh rate (60Hz -> 60 FPS)
// If not set, swap interval uses GPU v-sync configuration
// Framerate can be setup using SetTargetFPS()
if (configFlags & FLAG_VSYNC_HINT)
{
glfwSwapInterval(1);
TraceLog(INFO, "Trying to enable VSYNC");
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}
#endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
fullscreen = true;
// Screen size security check
if (screenWidth <= 0) screenWidth = displayWidth;
if (screenHeight <= 0) screenHeight = displayHeight;
#if defined(PLATFORM_RPI)
bcm_host_init();
DISPMANX_ELEMENT_HANDLE_T dispmanElement;
DISPMANX_DISPLAY_HANDLE_T dispmanDisplay;
DISPMANX_UPDATE_HANDLE_T dispmanUpdate;
VC_RECT_T dstRect;
VC_RECT_T srcRect;
#endif
2015-08-07 18:25:05 +03:00
EGLint samples = 0;
EGLint sampleBuffer = 0;
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if (configFlags & FLAG_MSAA_4X_HINT)
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{
samples = 4;
sampleBuffer = 1;
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TraceLog(INFO, "Trying to enable MSAA x4");
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}
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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!
2014-09-19 14:34:25 +04:00
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
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EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
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//EGL_STENCIL_SIZE, 8, // Stencil buffer size
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EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
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EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
EGL_NONE
};
EGLint contextAttribs[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
EGLint numConfigs;
// Get an EGL display connection
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
// Initialize the EGL display connection
eglInitialize(display, NULL, NULL);
// Get an appropriate EGL framebuffer configuration
eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs);
// Set rendering API
eglBindAPI(EGL_OPENGL_ES_API);
// Create an EGL rendering context
context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
// Create an EGL window surface
//---------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
EGLint displayFormat;
displayWidth = ANativeWindow_getWidth(app->window);
displayHeight = ANativeWindow_getHeight(app->window);
// 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(display, 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: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
SetupFramebufferSize(displayWidth, displayHeight);
ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
//ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size
surface = eglCreateWindowSurface(display, config, app->window, NULL);
#endif // defined(PLATFORM_ANDROID)
#if defined(PLATFORM_RPI)
graphics_get_display_size(0, &displayWidth, &displayHeight);
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
SetupFramebufferSize(displayWidth, displayHeight);
dstRect.x = 0;
dstRect.y = 0;
dstRect.width = displayWidth;
dstRect.height = displayHeight;
srcRect.x = 0;
srcRect.y = 0;
srcRect.width = renderWidth << 16;
srcRect.height = renderHeight << 16;
// NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost)
// Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
VC_DISPMANX_ALPHA_T alpha;
alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
alpha.opacity = 255;
alpha.mask = 0;
dispmanDisplay = vc_dispmanx_display_open(0); // LCD
dispmanUpdate = vc_dispmanx_update_start(0);
dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
&srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
nativeWindow.element = dispmanElement;
nativeWindow.width = renderWidth;
nativeWindow.height = renderHeight;
vc_dispmanx_update_submit_sync(dispmanUpdate);
surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL);
//---------------------------------------------------------------------------------
#endif // defined(PLATFORM_RPI)
// There must be at least one frame displayed before the buffers are swapped
//eglSwapInterval(display, 1);
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
{
TraceLog(ERROR, "Unable to attach EGL rendering context to EGL surface");
}
else
{
// Grab the width and height of the surface
//eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth);
//eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight);
TraceLog(INFO, "Display device initialized successfully");
TraceLog(INFO, "Display size: %i x %i", displayWidth, displayHeight);
TraceLog(INFO, "Render size: %i x %i", renderWidth, renderHeight);
TraceLog(INFO, "Screen size: %i x %i", screenWidth, screenHeight);
TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
}
#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
// Initialize OpenGL context (states and resources)
// NOTE: screenWidth and screenHeight not used, just stored as globals
2016-06-26 15:13:11 +03:00
rlglInit(screenWidth, screenHeight);
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// Setup default viewport
SetupViewport();
// Initialize internal projection and modelview matrices
// NOTE: Default to orthographic projection mode with top-left corner at (0,0)
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
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rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
2016-06-03 01:53:51 +03:00
2015-02-26 15:52:03 +03:00
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID)
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windowReady = true; // IMPORTANT!
2015-02-26 15:52:03 +03:00
#endif
}
// Set viewport parameters
static void SetupViewport(void)
{
#ifdef __APPLE__
// Get framebuffer size of current window
// NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
// is automatically reasized to adapt to new DPI.
// When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
int fbWidth, fbHeight;
glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
#else
// Initialize screen viewport (area of the screen that you will actually draw to)
// NOTE: Viewport must be recalculated if screen is resized
rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
#endif
}
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// Compute framebuffer size relative to screen size and display size
2016-06-24 20:34:47 +03:00
// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
2016-05-02 15:11:57 +03:00
static void SetupFramebufferSize(int displayWidth, int displayHeight)
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{
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// Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var)
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
TraceLog(WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight);
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// Downscaling to fit display with border-bars
float widthRatio = (float)displayWidth/(float)screenWidth;
float heightRatio = (float)displayHeight/(float)screenHeight;
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if (widthRatio <= heightRatio)
{
renderWidth = displayWidth;
renderHeight = (int)round((float)screenHeight*widthRatio);
renderOffsetX = 0;
renderOffsetY = (displayHeight - renderHeight);
}
else
{
renderWidth = (int)round((float)screenWidth*heightRatio);
renderHeight = displayHeight;
renderOffsetX = (displayWidth - renderWidth);
renderOffsetY = 0;
}
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// NOTE: downscale matrix required!
float scaleRatio = (float)renderWidth/(float)screenWidth;
downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
// NOTE: We render to full display resolution!
// We just need to calculate above parameters for downscale matrix and offsets
renderWidth = displayWidth;
renderHeight = displayHeight;
TraceLog(WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight);
}
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else if ((screenWidth < displayWidth) || (screenHeight < displayHeight))
{
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// Required screen size is smaller than display size
TraceLog(INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight);
// Upscaling to fit display with border-bars
float displayRatio = (float)displayWidth/(float)displayHeight;
float screenRatio = (float)screenWidth/(float)screenHeight;
if (displayRatio <= screenRatio)
{
renderWidth = screenWidth;
renderHeight = (int)round((float)screenWidth/displayRatio);
renderOffsetX = 0;
renderOffsetY = (renderHeight - screenHeight);
}
else
{
renderWidth = (int)round((float)screenHeight*displayRatio);
renderHeight = screenHeight;
renderOffsetX = (renderWidth - screenWidth);
renderOffsetY = 0;
}
}
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else // screen == display
{
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renderWidth = screenWidth;
renderHeight = screenHeight;
renderOffsetX = 0;
renderOffsetY = 0;
}
}
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// Initialize hi-resolution timer
static void InitTimer(void)
{
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srand(time(NULL)); // Initialize random seed
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
struct timespec now;
if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
{
baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec;
}
else TraceLog(WARNING, "No hi-resolution timer available");
#endif
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previousTime = GetTime(); // Get time as double
}
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// Get current time measure (in seconds) since InitTimer()
static double GetTime(void)
{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetTime();
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#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
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return (double)(time - baseTime)*1e-9;
#endif
}
// Wait for some milliseconds (stop program execution)
static void Wait(int ms)
{
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#if defined _WIN32
Sleep(ms);
#elif defined __linux || defined(PLATFORM_WEB)
struct timespec req = { 0 };
time_t sec = (int)(ms/1000);
ms -= (sec*1000);
req.tv_sec=sec;
req.tv_nsec=ms*1000000L;
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// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
while (nanosleep(&req,&req) == -1) continue;
//#elif defined __APPLE__
// TODO:
#else
double prevTime = GetTime();
double nextTime = 0.0;
// Busy wait loop
while ((nextTime - prevTime) < (double)ms/1000.0) nextTime = GetTime();
#endif
}
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// Get one key state
static bool GetKeyStatus(int key)
{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetKey(window, key);
#elif defined(PLATFORM_ANDROID)
// NOTE: Android supports up to 260 keys
if (key < 0 || key > 260) return false;
else return currentKeyState[key];
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#elif defined(PLATFORM_RPI)
// NOTE: Keys states are filled in PollInputEvents()
if (key < 0 || key > 511) return false;
else return currentKeyState[key];
#endif
}
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// Get one mouse button state
static bool GetMouseButtonStatus(int button)
{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetMouseButton(window, button);
#elif defined(PLATFORM_ANDROID)
// TODO: Check for virtual mouse?
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return false;
#elif defined(PLATFORM_RPI)
// NOTE: Mouse buttons states are filled in PollInputEvents()
return currentMouseState[button];
#endif
}
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// Poll (store) all input events
static void PollInputEvents(void)
{
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// NOTE: Gestures update must be called every frame to reset gestures correctly
// because ProcessGestureEvent() is just called on an event, not every frame
UpdateGestures();
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// Reset last key pressed registered
lastKeyPressed = -1;
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#if !defined(PLATFORM_RPI)
// Reset last gamepad button/axis registered state
lastGamepadButtonPressed = -1;
gamepadAxisCount = 0;
#endif
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
double mouseX;
double mouseY;
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glfwGetCursorPos(window, &mouseX, &mouseY);
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mousePosition.x = (float)mouseX;
mousePosition.y = (float)mouseY;
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// Keyboard input polling (automatically managed by GLFW3 through callback)
// Register previous keys states
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
// Register previous mouse states
for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
#endif
#if defined(PLATFORM_DESKTOP)
// Check if gamepads are ready
// NOTE: We do it here in case of disconection
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (glfwJoystickPresent(i)) gamepadReady[i] = true;
else gamepadReady[i] = false;
}
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// Register gamepads buttons events
for (int i = 0; i < MAX_GAMEPADS; i++)
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{
if (gamepadReady[i]) // Check if gamepad is available
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{
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
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// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
const unsigned char *buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(i, &buttonsCount);
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for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
{
if (buttons[k] == GLFW_PRESS)
{
currentGamepadState[i][k] = 1;
lastGamepadButtonPressed = k;
}
else currentGamepadState[i][k] = 0;
}
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// Get current axis state
const float *axes;
int axisCount = 0;
axes = glfwGetJoystickAxes(i, &axisCount);
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for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++)
{
gamepadAxisState[i][k] = axes[k];
}
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gamepadAxisCount = axisCount;
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}
}
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glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
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#endif
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// Gamepad support using emscripten API
// NOTE: GLFW3 joystick functionality not available in web
#if defined(PLATFORM_WEB)
// Get number of gamepads connected
int numGamepads = emscripten_get_num_gamepads();
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for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
{
// Register previous gamepad button states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
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EmscriptenGamepadEvent gamepadState;
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int result = emscripten_get_gamepad_status(i, &gamepadState);
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if (result == EMSCRIPTEN_RESULT_SUCCESS)
{
// Register buttons data for every connected gamepad
for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
{
if (gamepadState.digitalButton[j] == 1)
{
currentGamepadState[i][j] = 1;
lastGamepadButtonPressed = j;
}
else currentGamepadState[i][j] = 0;
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//printf("Gamepad %d, button %d: Digital: %d, Analog: %g\n", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
}
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// Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
{
gamepadAxisState[i][j] = gamepadState.axis[j];
}
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gamepadAxisCount = gamepadState.numAxes;
}
}
#endif
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#if defined(PLATFORM_ANDROID)
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// Register previous keys states
// NOTE: Android supports up to 260 keys
for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i];
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// Poll Events (registered events)
// NOTE: Activity is paused if not enabled (appEnabled)
while ((ident = ALooper_pollAll(appEnabled ? 0 : -1, NULL, &events,(void**)&source)) >= 0)
{
// Process this event
if (source != NULL) source->process(app, source);
// NOTE: Never close window, native activity is controlled by the system!
if (app->destroyRequested != 0)
{
//TraceLog(INFO, "Closing Window...");
//windowShouldClose = true;
//ANativeActivity_finish(app->activity);
}
}
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#endif
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#if defined(PLATFORM_RPI)
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// NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread()
// NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin,
// we use method 2 (stdin) but maybe in a future we should change to method 1...
ProcessKeyboard();
// NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
#endif
}
// Copy back buffer to front buffers
static void SwapBuffers(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSwapBuffers(window);
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#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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eglSwapBuffers(display, surface);
#endif
}
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
// Takes a screenshot and saves it in the same folder as executable
static void TakeScreenshot(void)
{
static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution
char buffer[20]; // Buffer to store file name
unsigned char *imgData = rlglReadScreenPixels(renderWidth, renderHeight);
sprintf(buffer, "screenshot%03i.png", shotNum);
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// Save image as PNG
SavePNG(buffer, imgData, renderWidth, renderHeight, 4);
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free(imgData);
shotNum++;
TraceLog(INFO, "[%s] Screenshot taken!", buffer);
}
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// GLFW3 Error Callback, runs on GLFW3 error
static void ErrorCallback(int error, const char *description)
{
TraceLog(WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description);
}
// GLFW3 Srolling Callback, runs on mouse wheel
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
currentMouseWheelY = (int)yoffset;
}
// GLFW3 Keyboard Callback, runs on key pressed
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (key == exitKey && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
// NOTE: Before closing window, while loop must be left!
}
#if defined(PLATFORM_DESKTOP)
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) TakeScreenshot();
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#endif
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else
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{
currentKeyState[key] = action;
if (action == GLFW_PRESS) lastKeyPressed = key;
}
}
// GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
currentMouseState[button] = action;
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#define ENABLE_MOUSE_GESTURES
#if defined(ENABLE_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent;
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// Register touch actions
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN;
else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP;
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// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
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// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
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// Register touch points count
gestureEvent.pointCount = 1;
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// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
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// Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
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ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Cursor Position Callback, runs on mouse move
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{
#define ENABLE_MOUSE_GESTURES
#if defined(ENABLE_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent;
gestureEvent.touchAction = TOUCH_MOVE;
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// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
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// Register touch points position, only one point registered
gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
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touchPosition[0] = gestureEvent.position[0];
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// Normalize gestureEvent.position[0] for screenWidth and screenHeight
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gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Char Key Callback, runs on key pressed (get char value)
static void CharCallback(GLFWwindow *window, unsigned int key)
{
lastKeyPressed = key;
//TraceLog(INFO, "Char Callback Key pressed: %i\n", key);
}
// GLFW3 CursorEnter Callback, when cursor enters the window
static void CursorEnterCallback(GLFWwindow *window, int enter)
{
if (enter == true) cursorOnScreen = true;
else 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)
{
// If window is resized, viewport and projection matrix needs to be re-calculated
rlViewport(0, 0, width, height); // Set viewport width and height
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, width, 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)
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// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
screenWidth = width;
screenHeight = height;
renderWidth = width;
renderHeight = height;
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// 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) windowMinimized = true; // The window was iconified
else windowMinimized = false; // The window was restored
}
#endif
#if defined(PLATFORM_DESKTOP)
// GLFW3 Window Drop Callback, runs when drop files into window
// NOTE: Paths are stored in dinamic memory for further retrieval
// Everytime new files are dropped, old ones are discarded
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
{
ClearDroppedFiles();
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dropFilesPath = (char **)malloc(sizeof(char *)*count);
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for (int i = 0; i < count; i++)
{
dropFilesPath[i] = (char *)malloc(sizeof(char)*256); // Max path length set to 256 char
strcpy(dropFilesPath[i], paths[i]);
}
dropFilesCount = count;
}
#endif
#if defined(PLATFORM_ANDROID)
// Android: Process activity lifecycle commands
static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
{
switch (cmd)
{
case APP_CMD_START:
{
//rendering = true;
TraceLog(INFO, "APP_CMD_START");
} break;
case APP_CMD_RESUME:
{
TraceLog(INFO, "APP_CMD_RESUME");
} break;
case APP_CMD_INIT_WINDOW:
{
TraceLog(INFO, "APP_CMD_INIT_WINDOW");
if (app->window != NULL)
{
if (contextRebindRequired)
{
// Reset screen scaling to full display size
EGLint displayFormat;
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
// Recreate display surface and re-attach OpenGL context
surface = eglCreateWindowSurface(display, config, app->window, NULL);
eglMakeCurrent(display, surface, surface, context);
contextRebindRequired = false;
}
else
{
// Init graphics device (display device and OpenGL context)
InitGraphicsDevice(screenWidth, screenHeight);
#if defined(RL_LOAD_DEFAULT_FONT)
// Load default font
// NOTE: External function (defined in module: text)
LoadDefaultFont();
#endif
// TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display
/*
if (assetsReloadRequired)
{
for (int i = 0; i < assetsCount; i++)
{
// TODO: Unload old asset if required
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// Load texture again to pointed texture
(*textureAsset + i) = LoadTexture(assetPath[i]);
}
}
*/
// Init hi-res timer
InitTimer();
// raylib logo appearing animation (if enabled)
if (showLogo)
{
SetTargetFPS(60); // Not required on Android
LogoAnimation();
}
}
}
} break;
case APP_CMD_GAINED_FOCUS:
{
TraceLog(INFO, "APP_CMD_GAINED_FOCUS");
appEnabled = true;
//ResumeMusicStream();
} break;
case APP_CMD_PAUSE:
{
TraceLog(INFO, "APP_CMD_PAUSE");
} break;
case APP_CMD_LOST_FOCUS:
{
//DrawFrame();
TraceLog(INFO, "APP_CMD_LOST_FOCUS");
appEnabled = false;
//PauseMusicStream();
} break;
case APP_CMD_TERM_WINDOW:
{
// Dettach OpenGL context and destroy display surface
// NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
// NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(display, surface);
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contextRebindRequired = true;
TraceLog(INFO, "APP_CMD_TERM_WINDOW");
} break;
case APP_CMD_SAVE_STATE:
{
TraceLog(INFO, "APP_CMD_SAVE_STATE");
} break;
case APP_CMD_STOP:
{
TraceLog(INFO, "APP_CMD_STOP");
} break;
case APP_CMD_DESTROY:
{
// TODO: Finish activity?
//ANativeActivity_finish(app->activity);
TraceLog(INFO, "APP_CMD_DESTROY");
} break;
case APP_CMD_CONFIG_CHANGED:
{
//AConfiguration_fromAssetManager(app->config, app->activity->assetManager);
//print_cur_config(app);
// Check screen orientation here!
TraceLog(INFO, "APP_CMD_CONFIG_CHANGED");
} break;
default: break;
}
}
// Android: Get input events
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
{
//http://developer.android.com/ndk/reference/index.html
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int type = AInputEvent_getType(event);
if (type == AINPUT_EVENT_TYPE_MOTION)
{
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// Get first touch position
touchPosition[0].x = AMotionEvent_getX(event, 0);
touchPosition[0].y = AMotionEvent_getY(event, 0);
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// Get second touch position
touchPosition[1].x = AMotionEvent_getX(event, 1);
touchPosition[1].y = AMotionEvent_getY(event, 1);
}
else if (type == AINPUT_EVENT_TYPE_KEY)
{
int32_t keycode = AKeyEvent_getKeyCode(event);
//int32_t AKeyEvent_getMetaState(event);
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// Save current button and its state
// NOTE: Android key action is 0 for down and 1 for up
if (AKeyEvent_getAction(event) == 0)
{
currentKeyState[keycode] = 1; // Key down
lastKeyPressed = keycode;
}
else currentKeyState[keycode] = 0; // Key up
if (keycode == AKEYCODE_POWER)
{
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
return 0;
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}
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
{
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
return 1;
}
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
{
// Set default OS behaviour
return 0;
}
}
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int32_t action = AMotionEvent_getAction(event);
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
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GestureEvent gestureEvent;
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// Register touch actions
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
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// Register touch points count
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
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// Register touch points id
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
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// Register touch points position
// NOTE: Only two points registered
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
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// Normalize gestureEvent.position[x] for screenWidth and screenHeight
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gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
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gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
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// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
return 0; // return 1;
}
#endif
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#if defined(PLATFORM_WEB)
// Register fullscreen change events
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static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData)
{
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//isFullscreen: int e->isFullscreen
//fullscreenEnabled: int e->fullscreenEnabled
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//fs element nodeName: (char *) e->nodeName
//fs element id: (char *) e->id
//Current element size: (int) e->elementWidth, (int) e->elementHeight
//Screen size:(int) e->screenWidth, (int) e->screenHeight
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if (e->isFullscreen)
{
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TraceLog(INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
}
else
{
TraceLog(INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
}
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// TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input
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return 0;
}
// Register touch input events
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static EM_BOOL EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{
/*
for (int i = 0; i < touchEvent->numTouches; i++)
{
long x, y, id;
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if (!touchEvent->touches[i].isChanged) continue;
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id = touchEvent->touches[i].identifier;
x = touchEvent->touches[i].canvasX;
y = touchEvent->touches[i].canvasY;
}
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printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches,
event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : "");
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for (int i = 0; i < event->numTouches; ++i)
{
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const EmscriptenTouchPoint *t = &event->touches[i];
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printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n",
t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY);
}
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*/
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GestureEvent gestureEvent;
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// Register touch actions
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
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// Register touch points count
gestureEvent.pointCount = touchEvent->numTouches;
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// Register touch points id
gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
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// Register touch points position
// NOTE: Only two points registered
// TODO: Touch data should be scaled accordingly!
//gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY };
//gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY };
gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
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touchPosition[0] = gestureEvent.position[0];
touchPosition[1] = gestureEvent.position[1];
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// Normalize gestureEvent.position[x] for screenWidth and screenHeight
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gestureEvent.position[0].x /= (float)GetScreenWidth();
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gestureEvent.position[0].y /= (float)GetScreenHeight();
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gestureEvent.position[1].x /= (float)GetScreenWidth();
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gestureEvent.position[1].y /= (float)GetScreenHeight();
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// Gesture data is sent to gestures system for processing
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ProcessGestureEvent(gestureEvent);
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return 1;
}
// Register connected/disconnected gamepads events
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
{
/*
printf("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"\n",
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eventType != 0 ? emscripten_event_type_to_string(eventType) : "Gamepad state",
gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
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for(int i = 0; i < gamepadEvent->numAxes; ++i) printf("Axis %d: %g\n", i, gamepadEvent->axis[i]);
for(int i = 0; i < gamepadEvent->numButtons; ++i) printf("Button %d: Digital: %d, Analog: %g\n", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
*/
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if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true;
else gamepadReady[gamepadEvent->index] = false;
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// TODO: Test gamepadEvent->index
return 0;
}
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#endif
#if defined(PLATFORM_RPI)
// Initialize Keyboard system (using standard input)
static void InitKeyboard(void)
{
// NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
// Make stdin non-blocking (not enough, need to configure to non-canonical mode)
int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
// Save terminal keyboard settings and reconfigure terminal with new settings
struct termios keyboardNewSettings;
tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings
keyboardNewSettings = defaultKeyboardSettings;
// New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
// NOTE: ISIG controls if ^C and ^Z generate break signals or not
keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
//keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
keyboardNewSettings.c_cc[VMIN] = 1;
keyboardNewSettings.c_cc[VTIME] = 0;
// Set new keyboard settings (change occurs immediately)
tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
// NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! -> WHY???
// Save old keyboard mode to restore it at the end
if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0)
{
// NOTE: It could mean we are using a remote keyboard through ssh!
TraceLog(WARNING, "Could not change keyboard mode (SSH keyboard?)");
}
else
{
// We reconfigure keyboard mode to get:
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// - scancodes (K_RAW)
// - keycodes (K_MEDIUMRAW)
// - ASCII chars (K_XLATE)
// - UNICODE chars (K_UNICODE)
ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
}
// Register keyboard restore when program finishes
atexit(RestoreKeyboard);
}
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// Process keyboard inputs
// TODO: Most probably input reading and processing should be in a separate thread
static void ProcessKeyboard(void)
{
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#define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
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// Keyboard input polling (fill keys[256] array with status)
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int bufferByteCount = 0; // Bytes available on the buffer
char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time
// Reset pressed keys array
for (int i = 0; i < 512; i++) currentKeyState[i] = 0;
// Read availables keycodes from stdin
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bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
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// Fill all read bytes (looking for keys)
for (int i = 0; i < bufferByteCount; i++)
{
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TraceLog(DEBUG, "Bytes on keysBuffer: %i", bufferByteCount);
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//printf("Key(s) bytes: ");
//for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]);
//printf("\n");
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// NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
if (keysBuffer[i] == 0x1b)
{
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// Detect ESC to stop program
if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE
else
{
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if (keysBuffer[i + 1] == 0x5b) // Special function key
{
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if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
{
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// Process special function keys (F1 - F12)
switch (keysBuffer[i + 3])
{
case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1
case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2
case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3
case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4
case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5
case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6
case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7
case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8
case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9
case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10
case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11
case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12
default: break;
}
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if (keysBuffer[i + 2] == 0x5b) i += 4;
else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
}
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else
{
switch (keysBuffer[i + 2])
{
case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP
case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN
case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT
case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT
default: break;
}
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i += 3; // Jump to next key
}
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// NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
}
}
}
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else if (keysBuffer[i] == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
else if (keysBuffer[i] == 0x7f) currentKeyState[259] = 1; // raylib KEY_BACKSPACE
else
{
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TraceLog(DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]);
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// Translate lowercase a-z letters to A-Z
if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
{
currentKeyState[(int)keysBuffer[i] - 32] = 1;
}
else currentKeyState[(int)keysBuffer[i]] = 1;
}
}
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// Check exit key (same functionality as GLFW3 KeyCallback())
if (currentKeyState[exitKey] == 1) windowShouldClose = true;
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// Check screen capture key
if (currentKeyState[301] == 1) TakeScreenshot(); // raylib key: KEY_F12 (GLFW_KEY_F12)
}
// Restore default keyboard input
static void RestoreKeyboard(void)
{
// Reset to default keyboard settings
tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
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// Reconfigure keyboard to default mode
ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
}
// Mouse initialization (including mouse thread)
static void InitMouse(void)
{
// NOTE: We can use /dev/input/mice to read from all available mice
if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0)
{
TraceLog(WARNING, "Mouse device could not be opened, no mouse available");
}
else
{
mouseReady = true;
int error = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL);
if (error != 0) TraceLog(WARNING, "Error creating mouse input event thread");
else TraceLog(INFO, "Mouse device initialized successfully");
}
}
// Mouse reading thread
// NOTE: We need a separate thread to avoid loosing mouse events,
2015-09-02 21:34:14 +03:00
// if too much time passes between reads, queue gets full and new events override older ones...
static void *MouseThread(void *arg)
{
const unsigned char XSIGN = (1 << 4);
const unsigned char YSIGN = (1 << 5);
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typedef struct {
char buttons;
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char dx, dy;
} MouseEvent;
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MouseEvent mouse;
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int mouseRelX = 0;
int mouseRelY = 0;
while (!windowShouldClose)
{
if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
{
if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set
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// Check Left button pressed
if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1;
else currentMouseState[0] = 0;
// Check Right button pressed
if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1;
else currentMouseState[1] = 0;
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// Check Middle button pressed
if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1;
else currentMouseState[2] = 0;
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mouseRelX = (int)mouse.dx;
mouseRelY = (int)mouse.dy;
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if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX);
if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY);
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// NOTE: Mouse movement is normalized to not be screen resolution dependant
// We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width)
// Result after normalization is multiplied by MOUSE_SENSITIVITY factor
mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY;
mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY;
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if (mousePosition.x < 0) mousePosition.x = 0;
if (mousePosition.y < 0) mousePosition.y = 0;
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if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
}
//else read(mouseStream, &mouse, 1); // Try to sync up again
}
return NULL;
}
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// Touch initialization (including touch thread)
static void InitTouch(void)
{
if ((touchStream = open(DEFAULT_TOUCH_DEV, O_RDONLY|O_NONBLOCK)) < 0)
{
TraceLog(WARNING, "Touch device could not be opened, no touchscreen available");
}
else
{
touchReady = true;
int error = pthread_create(&touchThreadId, NULL, &TouchThread, NULL);
if (error != 0) TraceLog(WARNING, "Error creating touch input event thread");
else TraceLog(INFO, "Touch device initialized successfully");
}
}
// Touch reading thread.
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// This reads from a Virtual Input Event /dev/input/event4 which is
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// created by the ts_uinput daemon. This takes, filters and scales
// raw input from the Touchscreen (which appears in /dev/input/event3)
// based on the Calibration data referenced by tslib.
static void *TouchThread(void *arg)
{
struct input_event ev;
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GestureEvent gestureEvent;
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while (!windowShouldClose)
{
if (read(touchStream, &ev, sizeof(ev)) == (int)sizeof(ev))
{
// if pressure > 0 then simulate left mouse button click
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if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1)
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{
currentMouseState[0] = 0;
gestureEvent.touchAction = TOUCH_UP;
gestureEvent.pointCount = 1;
gestureEvent.pointerId[0] = 0;
gestureEvent.pointerId[1] = 1;
gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
ProcessGestureEvent(gestureEvent);
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}
if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0)
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{
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currentMouseState[0] = 1;
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gestureEvent.touchAction = TOUCH_DOWN;
gestureEvent.pointCount = 1;
gestureEvent.pointerId[0] = 0;
gestureEvent.pointerId[1] = 1;
gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
ProcessGestureEvent(gestureEvent);
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}
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// x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data
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if (ev.type == EV_ABS && ev.code == 0)
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{
mousePosition.x = ev.value;
if (mousePosition.x < 0) mousePosition.x = 0;
if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
gestureEvent.touchAction = TOUCH_MOVE;
gestureEvent.pointCount = 1;
gestureEvent.pointerId[0] = 0;
gestureEvent.pointerId[1] = 1;
gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
ProcessGestureEvent(gestureEvent);
}
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if (ev.type == EV_ABS && ev.code == 1)
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{
mousePosition.y = ev.value;
if (mousePosition.y < 0) mousePosition.y = 0;
if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
gestureEvent.touchAction = TOUCH_MOVE;
gestureEvent.pointCount = 1;
gestureEvent.pointerId[0] = 0;
gestureEvent.pointerId[1] = 1;
gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
ProcessGestureEvent(gestureEvent);
}
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}
}
return NULL;
}
// Init gamepad system
static void InitGamepad(void)
{
char gamepadDev[128] = "";
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for (int i = 0; i < MAX_GAMEPADS; i++)
{
sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
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if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
{
// NOTE: Only show message for first gamepad
if (i == 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
}
else
{
gamepadReady[i] = true;
// NOTE: Only create one thread
if (i == 0)
{
int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
if (error != 0) TraceLog(WARNING, "Error creating gamepad input event thread");
else TraceLog(INFO, "Gamepad device initialized successfully");
}
}
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}
}
// Process Gamepad (/dev/input/js0)
static void *GamepadThread(void *arg)
{
#define JS_EVENT_BUTTON 0x01 // Button pressed/released
#define JS_EVENT_AXIS 0x02 // Joystick axis moved
#define JS_EVENT_INIT 0x80 // Initial state of device
struct js_event {
unsigned int time; // event timestamp in milliseconds
short value; // event value
unsigned char type; // event type
unsigned char number; // event axis/button number
};
// Read gamepad event
struct js_event gamepadEvent;
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while (!windowShouldClose)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{
gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
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// Process gamepad events by type
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if (gamepadEvent.type == JS_EVENT_BUTTON)
{
TraceLog(DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
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if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
{
// 1 - button pressed, 0 - button released
currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
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if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
else lastGamepadButtonPressed = -1;
}
}
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else if (gamepadEvent.type == JS_EVENT_AXIS)
{
TraceLog(DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
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if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
{
// NOTE: Scaling of gamepadEvent.value to get values between -1..1
gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
}
}
}
}
}
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return NULL;
}
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#endif // PLATFORM_RPI
// Plays raylib logo appearing animation
static void LogoAnimation(void)
{
#ifndef PLATFORM_WEB
int logoPositionX = screenWidth/2 - 128;
int logoPositionY = screenHeight/2 - 128;
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int framesCounter = 0;
int lettersCount = 0;
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int topSideRecWidth = 16;
int leftSideRecHeight = 16;
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int bottomSideRecWidth = 16;
int rightSideRecHeight = 16;
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int state = 0; // Tracking animation states (State Machine)
float alpha = 1.0f; // Useful for fading
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while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (state == 0) // State 0: Small box blinking
{
framesCounter++;
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if (framesCounter == 84)
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{
state = 1;
framesCounter = 0; // Reset counter... will be used later...
}
}
else if (state == 1) // State 1: Top and left bars growing
{
topSideRecWidth += 4;
leftSideRecHeight += 4;
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if (topSideRecWidth == 256) state = 2;
}
else if (state == 2) // State 2: Bottom and right bars growing
{
bottomSideRecWidth += 4;
rightSideRecHeight += 4;
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if (bottomSideRecWidth == 256) state = 3;
}
else if (state == 3) // State 3: Letters appearing (one by one)
{
framesCounter++;
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if (framesCounter/12) // Every 12 frames, one more letter!
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{
lettersCount++;
framesCounter = 0;
}
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if (lettersCount >= 10) // When all letters have appeared, just fade out everything
{
alpha -= 0.02f;
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if (alpha <= 0.0f)
{
alpha = 0.0f;
state = 4;
}
}
}
//----------------------------------------------------------------------------------
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// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
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ClearBackground(RAYWHITE);
if (state == 0)
{
if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
}
else if (state == 1)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
}
else if (state == 2)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
}
else if (state == 3)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
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DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
}
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EndDrawing();
//----------------------------------------------------------------------------------
}
#endif
showLogo = false; // Prevent for repeating when reloading window (Android)
}