raylib/src/core.c

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/*********************************************************************************************
*
* raylib.core
*
* Basic functions to manage Windows, OpenGL context and Input
*
* Uses external lib:
* GLFW3 - Window, context and Input management (static lib version)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#include <GLFW/glfw3.h> // GLFW3 lib: Windows, OpenGL context and Input management
//#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h)
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#include <time.h> // Useful to initialize random seed
#include <math.h> // Math related functions, tan() used to set perspective
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//#include "vector3.h" // Basic Vector3 functions, not required any more, replaced by raymath
#include "utils.h" // WritePNG() function
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#include "raymath.h" // Required for data type Matrix and Matrix functions
//#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version!
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Nop...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
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// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static GLFWwindow* window; // Main window
static bool fullscreen; // Fullscreen mode track
static double currentTime, previousTime; // Used to track timmings
static double updateTime, drawTime; // Time measures for update and draw
static double frameTime; // Time measure for one frame
static double targetTime = 0; // Desired time for one frame, if 0 not applied
static int windowWidth, windowHeight; // Required to switch between windowed/fullscren mode (F11)
static const char *windowTitle; // Required to switch between windowed/fullscren mode (F11)
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static int exitKey = GLFW_KEY_ESCAPE; // Default exit key (ESC)
static bool customCursor = false; // Tracks if custom cursor has been set
static bool cursorOnScreen = false; // Tracks if cursor is inside client area
static Texture2D cursor; // Cursor texture
static char previousKeyState[512] = { 0 }; // Required to check if key pressed/released once
static char currentKeyState[512] = { 0 }; // Required to check if key pressed/released once
static char previousMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once
static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once
static char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once
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static int previousMouseWheelY = 0; // Required to track mouse wheel variation
static int currentMouseWheelY = 0; // Required to track mouse wheel variation
static Color background = { 0, 0, 0, 0 }; // Screen background color
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
//----------------------------------------------------------------------------------
extern void LoadDefaultFont(); // [Module: text] Loads default font on InitWindow()
extern void UnloadDefaultFont(); // [Module: text] Unloads default font from GPU memory
extern void UpdateMusicStream(); // [Module: audio] Updates buffers for music streaming
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
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 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 TakeScreenshot(); // Takes a screenshot and saves it in the same folder as executable
//----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions
//----------------------------------------------------------------------------------
// Initialize Window and Graphics Context (OpenGL)
void InitWindow(int width, int height, const char *title)
{
InitWindowEx(width, height, title, true, NULL);
}
// Initialize Window and Graphics Context (OpenGL) with extended parameters
void InitWindowEx(int width, int height, const char* title, bool resizable, const char *cursorImage)
{
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit()) TraceLog(ERROR, "Failed to initialize GLFW");
//glfwDefaultWindowHints() // Set default windows hints
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if (!resizable) glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
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#ifdef USE_OPENGL_33
//glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE);
#endif
window = glfwCreateWindow(width, height, title, NULL, NULL);
windowWidth = width;
windowHeight = height;
windowTitle = title;
if (!window)
{
glfwTerminate();
TraceLog(ERROR, "Failed to initialize Window");
}
glfwSetWindowSizeCallback(window, WindowSizeCallback);
glfwSetCursorEnterCallback(window, CursorEnterCallback);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, KeyCallback);
glfwSetScrollCallback(window, ScrollCallback);
glfwSwapInterval(0); // Disables GPU v-sync (if set), 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()
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//------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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rlglInit(); // Init rlgl
#endif
//------------------------------------------------------
int fbWidth, fbHeight;
glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
//------------------------------------------------------
rlglInitGraphicsDevice(fbWidth, fbHeight);
//------------------------------------------------------
previousTime = glfwGetTime();
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LoadDefaultFont(); // NOTE: External function (defined in module: text)
if (cursorImage != NULL) SetCustomCursor(cursorImage);
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srand(time(NULL)); // Initialize random seed
ClearBackground(RAYWHITE); // Default background color for raylib games :P
}
// Close Window and Terminate Context
void CloseWindow()
{
UnloadDefaultFont();
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//------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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rlglClose(); // De-init rlgl
#endif
//------------------------------------------------------
glfwDestroyWindow(window);
glfwTerminate();
}
// Set a custom cursor icon/image
void SetCustomCursor(const char *cursorImage)
{
if (customCursor) UnloadTexture(cursor);
cursor = LoadTexture(cursorImage);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
customCursor = true;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
exitKey = key;
}
// Detect if KEY_ESCAPE pressed or Close icon pressed
bool WindowShouldClose()
{
return (glfwWindowShouldClose(window));
}
// Fullscreen toggle (by default F11)
void ToggleFullscreen()
{
if (glfwGetKey(window, GLFW_KEY_F11))
{
fullscreen = !fullscreen; // Toggle fullscreen flag
UnloadDefaultFont();
glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
// TODO: WARNING! All loaded resources are lost, we loose Context!
// NOTE: Window aspect ratio is always windowWidth / windowHeight
if (fullscreen)
{
// TODO: Get desktop window size and adapt aspect-ratio (?)
//const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
//windowWidth = mode->width;
//windowHeight = mode->height;
window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); // Fullscreen mode
}
else window = glfwCreateWindow(windowWidth, windowHeight, windowTitle, NULL, NULL);
if (!window)
{
glfwTerminate();
TraceLog(ERROR, "Failed to initialize Window when switching fullscreen mode");
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, KeyCallback);
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int fbWidth, fbHeight;
glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
rlglInitGraphicsDevice(fbWidth, fbHeight);
LoadDefaultFont();
}
}
// Sets Background Color
void ClearBackground(Color color)
{
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if ((color.r != background.r) || (color.g != background.g) || (color.b != background.b) || (color.a != background.a))
{
rlClearColor(color.r, color.g, color.b, color.a);
background = color;
}
}
// Setup drawing canvas to start drawing
void BeginDrawing()
{
currentTime = glfwGetTime(); // glfwGetTime() returns a 'double' containing the number of elapsed seconds since glfwInit() was called
updateTime = currentTime - previousTime;
previousTime = currentTime;
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rlClearScreenBuffers();
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
//#ifdef USE_OPENGL_11
// rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL
// NOTE: Not required with OpenGL 3.3+
//#endif
}
// End canvas drawing and Swap Buffers (Double Buffering)
void EndDrawing()
{
if (customCursor && cursorOnScreen) DrawTexture(cursor, GetMouseX(), GetMouseY(), WHITE);
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//------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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rlglDraw(); // Draw Buffers
#endif
//------------------------------------------------------
glfwSwapBuffers(window); // Swap back and front buffers
glfwPollEvents(); // Register keyboard/mouse events
UpdateMusicStream(); // NOTE: Function checks if music is enabled
currentTime = glfwGetTime();
drawTime = currentTime - previousTime;
previousTime = currentTime;
frameTime = updateTime + drawTime;
double extraTime = 0;
while (frameTime < targetTime)
{
// Implement a delay
currentTime = glfwGetTime();
extraTime = currentTime - previousTime;
previousTime = currentTime;
frameTime += extraTime;
}
}
// Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera)
{
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//------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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rlglDraw(); // Draw Buffers
#endif
//------------------------------------------------------
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)
// Setup perspective projection
float aspect = (GLfloat)windowWidth/(GLfloat)windowHeight;
double top = 0.1f*tan(45.0f*PI / 360.0);
double right = top*aspect;
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rlFrustum(-right, right, -top, top, 0.1f, 100.0f);
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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 matLookAt = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(GetMatrixVector(matLookAt)); // Multiply MODELVIEW matrix by view matrix (camera)
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode()
{
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//------------------------------------------------------
#if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2)
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rlglDraw(); // Draw Buffers
#endif
//------------------------------------------------------
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)
}
// Set target FPS for the game
void SetTargetFPS(int fps)
{
targetTime = 1 / (float)fps;
TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
}
// Returns current FPS
float GetFPS()
{
return (1/(float)frameTime);
}
// Returns time in seconds for one frame
float GetFrameTime()
{
// As we are operating quite a lot with frameTime, it could be no stable
// so we round it before before passing around to be used
// NOTE: There are still problems with high framerates (>500fps)
double roundedFrameTime = round(frameTime*10000) / 10000;
return (float)roundedFrameTime; // Time in seconds to run a frame
}
// Returns a Color struct from hexadecimal value
Color GetColor(int hexValue)
{
Color color;
color.r = (unsigned char)(hexValue >> 24) & 0xFF;
color.g = (unsigned char)(hexValue >> 16) & 0xFF;
color.b = (unsigned char)(hexValue >> 8) & 0xFF;
color.a = (unsigned char)hexValue & 0xFF;
return color;
}
// Returns hexadecimal value for a Color
int GetHexValue(Color color)
{
return ((color.a << 24) + (color.r << 16) + (color.g << 8) + color.b);
}
// 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 < 0.0) alpha = 0.0;
else if (alpha > 1.0) alpha = 1.0;
return (Color){color.r, color.g, color.b, color.a*alpha};
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
// Detect if a key has been pressed once
bool IsKeyPressed(int key)
{
bool pressed = false;
currentKeyState[key] = IsKeyDown(key);
if (currentKeyState[key] != previousKeyState[key])
{
if (currentKeyState[key]) pressed = true;
previousKeyState[key] = currentKeyState[key];
}
else pressed = false;
return pressed;
}
// Detect if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
if (glfwGetKey(window, key) == GLFW_PRESS) return true;
else return false;
}
// Detect if a key has been released once
bool IsKeyReleased(int key)
{
bool released = false;
currentKeyState[key] = IsKeyUp(key);
if (currentKeyState[key] != previousKeyState[key])
{
if (currentKeyState[key]) released = true;
previousKeyState[key] = currentKeyState[key];
}
else released = false;
return released;
}
// Detect if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
if (glfwGetKey(window, key) == GLFW_RELEASE) return true;
else return false;
}
// Detect if a mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
bool pressed = false;
currentMouseState[button] = IsMouseButtonDown(button);
if (currentMouseState[button] != previousMouseState[button])
{
if (currentMouseState[button]) pressed = true;
previousMouseState[button] = currentMouseState[button];
}
else pressed = false;
return pressed;
}
// Detect if a mouse button is being pressed
bool IsMouseButtonDown(int button)
{
if (glfwGetMouseButton(window, button) == GLFW_PRESS) return true;
else return false;
}
// Detect if a mouse button has been released once
bool IsMouseButtonReleased(int button)
{
bool released = false;
currentMouseState[button] = IsMouseButtonUp(button);
if (currentMouseState[button] != previousMouseState[button])
{
if (currentMouseState[button]) released = true;
previousMouseState[button] = currentMouseState[button];
}
else released = false;
return released;
}
// Detect if a mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
if (glfwGetMouseButton(window, button) == GLFW_RELEASE) return true;
else return false;
}
// Returns mouse position X
int GetMouseX()
{
double mouseX;
double mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
return (int)mouseX;
}
// Returns mouse position Y
int GetMouseY()
{
double mouseX;
double mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
return (int)mouseY;
}
// Returns mouse position XY
Vector2 GetMousePosition()
{
double mouseX;
double mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
Vector2 position = { (float)mouseX, (float)mouseY };
return position;
}
// Returns mouse wheel movement Y
int GetMouseWheelMove()
{
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
return previousMouseWheelY;
}
// Detect if a gamepad is available
bool IsGamepadAvailable(int gamepad)
{
int result = glfwJoystickPresent(gamepad);
if (result == 1) return true;
else return false;
}
// Return axis movement vector for a gamepad
Vector2 GetGamepadMovement(int gamepad)
{
Vector2 vec = { 0, 0 };
const float *axes;
int axisCount;
axes = glfwGetJoystickAxes(gamepad, &axisCount);
if (axisCount >= 2)
{
vec.x = axes[0]; // Left joystick X
vec.y = axes[1]; // Left joystick Y
//vec.x = axes[2]; // Right joystick X
//vec.x = axes[3]; // Right joystick Y
}
return vec;
}
// Detect if a gamepad button is being pressed
bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
currentGamepadState[button] = IsGamepadButtonDown(gamepad, button);
if (currentGamepadState[button] != previousGamepadState[button])
{
if (currentGamepadState[button]) pressed = true;
previousGamepadState[button] = currentGamepadState[button];
}
else pressed = false;
return pressed;
}
bool IsGamepadButtonDown(int gamepad, int button)
{
const unsigned char* buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
if ((buttons != NULL) && (buttons[button] == GLFW_PRESS))
{
return true;
}
else return false;
}
// Detect if a gamepad button is NOT being pressed
bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
currentGamepadState[button] = IsGamepadButtonUp(gamepad, button);
if (currentGamepadState[button] != previousGamepadState[button])
{
if (currentGamepadState[button]) released = true;
previousGamepadState[button] = currentGamepadState[button];
}
else released = false;
return released;
}
bool IsGamepadButtonUp(int gamepad, int button)
{
const unsigned char* buttons;
int buttonsCount;
buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE))
{
return true;
}
else return false;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// GLFW3 Error Callback, runs on GLFW3 error
static void ErrorCallback(int error, const char *description)
{
TraceLog(WARNING, "GLFW3 Error: %s", 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!
}
else if (key == GLFW_KEY_F11 && action == GLFW_PRESS)
{
ToggleFullscreen();
}
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
{
TakeScreenshot();
}
}
static void CursorEnterCallback(GLFWwindow* window, int enter)
{
if (enter == GL_TRUE) cursorOnScreen = true;
else cursorOnScreen = false;
}
// GLFW3 WindowSize Callback, runs when window is resized
static void WindowSizeCallback(GLFWwindow* window, int width, int height)
{
int fbWidth, fbHeight;
glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
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// If window is resized, graphics device is re-initialized
// NOTE: Aspect ratio does not change, so, image can be deformed
rlglInitGraphicsDevice(fbWidth, fbHeight);
}
// Takes a bitmap (BMP) screenshot and saves it in the same folder as executable
static void TakeScreenshot()
{
static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution
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char buffer[20]; // Buffer to store file name
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int fbWidth, fbHeight; // Frame buffer width and height
glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Get framebuffer size of current window
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unsigned char *imgData = rlglReadScreenPixels(fbWidth, fbHeight);
sprintf(buffer, "screenshot%03i.png", shotNum);
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WritePNG(buffer, imgData, fbWidth, fbHeight);
free(imgData);
shotNum++;
TraceLog(INFO, "[%s] Screenshot taken!", buffer);
}