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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*
* The following platforms are supported:
* PLATFORM_DESKTOP - Windows, Linux, Mac (OSX)
* PLATFORM_ANDROID - Only OpenGL ES 2.0 devices
* PLATFORM_RPI - Rapsberry Pi (tested on Raspbian)
* PLATFORM_WEB - Emscripten, HTML5
*
* On PLATFORM_DESKTOP, the external lib GLFW3 (www.glfw.com) is used to manage graphic
* device, OpenGL context and input on multiple operating systems (Windows, Linux, OSX).
*
* On PLATFORM_ANDROID, graphic device is managed by EGL and input system by Android activity.
*
* On PLATFORM_RPI, graphic device is managed by EGL and input system is coded in raw mode.
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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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" // raylib main header
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#include "raymath.h" // Required for data type Matrix and Matrix functions
#include "utils.h" // TraceLog() function
// NOTE: Includes Android fopen map, InitAssetManager()
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#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
#include <stdint.h> // Required for typedef unsigned long long int uint64_t, used by hi-res timer
#include <time.h> // Useful to initialize random seed - Android/RPI hi-res timer (NOTE: Linux only!)
#include <math.h> // Math related functions, tan() used to set perspective
#include <string.h> // String function definitions, memset()
#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
#include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
#ifdef __linux
#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)
#include <jni.h> // Java native interface
#include <android/sensor.h> // Android sensors functions
#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>
#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
#define DEFAULT_KEYBOARD_DEV "/dev/input/event0" // Not used, keyboard inputs are read raw from stdin
#define DEFAULT_MOUSE_DEV "/dev/input/event1"
//#define DEFAULT_MOUSE_DEV "/dev/input/mouse0"
#define DEFAULT_GAMEPAD_DEV "/dev/input/js0"
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define MAX_TOUCH_POINTS 256
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
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// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static GLFWwindow *window; // Native window (graphic device)
static bool windowMinimized = false;
#elif defined(PLATFORM_ANDROID)
static struct android_app *app; // Android activity
static struct android_poll_source *source; // Android events polling source
static int ident, events;
static bool windowReady = false; // Used to detect display initialization
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#elif defined(PLATFORM_RPI)
static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
// Input variables (mouse/keyboard)
static int mouseStream = -1; // Mouse device file descriptor
static bool mouseReady = false; // Flag to know if mouse is ready
pthread_t mouseThreadId; // Mouse reading thread id
// NOTE: For keyboard we will use the standard input (but reconfigured...)
static int defaultKeyboardMode; // Used to store default keyboard mode
static struct termios defaultKeyboardSettings; // Used to staore default keyboard settings
static int keyboardMode = 0; // Keyboard mode: 1 (KEYCODES), 2 (ASCII)
// This array maps Unix keycodes to ASCII equivalent and to GLFW3 equivalent for special function keys (>256)
const short UnixKeycodeToASCII[128] = { 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 9, 81, 87, 69, 82, 84, 89, 85, 73, 79, 80, 91, 93, 257, 341, 65, 83, 68,
70, 71, 72, 74, 75, 76, 59, 39, 96, 340, 92, 90, 88, 67, 86, 66, 78, 77, 44, 46, 47, 344, -1, 342, 32, -1, 290, 291, 292, 293, 294, 295, 296,
297, 298, 299, -1, -1, -1, -1, -1, 45, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 257, 345, 47, -1,
346, -1, -1, 265, -1, 263, 262, -1, 264, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 };
static int gamepadStream = -1; // Gamepad device file descriptor
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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 uint64_t baseTime; // Base time measure for hi-res timer
static bool windowShouldClose = false; // Flag to set window for closing
#endif
static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...)
static int screenWidth, screenHeight; // Screen width and height (used render area)
static int renderWidth, renderHeight; // Framebuffer width and height (render area)
// NOTE: Framebuffer could include black bars
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 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 Vector2 mousePosition;
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 int exitKey = KEY_ESCAPE; // Default exit key (ESC)
static int lastKeyPressed = -1;
static bool cursorHidden;
#endif
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 = 0.0; // Desired time for one frame, if 0 not applied
static char configFlags = 0;
static bool showLogo = false;
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
//----------------------------------------------------------------------------------
extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
extern void UpdateMusicStream(void); // [Module: audio] Updates buffers for music streaming
extern Vector2 GetRawPosition(void);
extern void ResetGestures(void);
#if defined(PLATFORM_ANDROID)
extern void InitAndroidGestures(struct android_app *app);
#endif
#if defined(PLATFORM_WEB)
extern void InitWebGestures(void); // [Module: gestures] Initializes emscripten gestures for web
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void InitDisplay(int width, int height); // Initialize display device and framebuffer
static void InitGraphics(void); // Initialize OpenGL graphics
static void InitTimer(void); // Initialize timer
static double GetTime(void); // Returns time since InitTimer() was run
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 SwapBuffers(void); // Copy back buffer to front buffers
static void PollInputEvents(void); // Register user events
static void LogoAnimation(void); // Plays raylib logo appearing animation
static void SetupFramebufferSize(int displayWidth, int displayHeight);
#if defined(PLATFORM_RPI)
static void InitMouse(void); // Mouse initialization (including mouse thread)
static void *MouseThread(void *arg); // Mouse reading thread
static void InitKeyboard(void); // Init raw keyboard system (standard input reading)
static void RestoreKeyboard(void); // Restore keyboard system
static void InitGamepad(void); // Init raw gamepad input
#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 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) || defined(PLATFORM_RPI)
static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable
#endif
#if defined(PLATFORM_ANDROID)
static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
#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)
{
TraceLog(INFO, "Initializing raylib (v1.3.0)");
// Store window title (could be useful...)
windowTitle = title;
// Init device display (monitor, LCD, ...)
InitDisplay(width, height);
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// Init OpenGL graphics
InitGraphics();
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// Load default font for convenience
// NOTE: External function (defined in module: text)
LoadDefaultFont();
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// Init hi-res timer
InitTimer();
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#if defined(PLATFORM_RPI)
// Init raw input system
InitMouse(); // Mouse init
InitKeyboard(); // Keyboard init
InitGamepad(); // Gamepad init
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#endif
#if defined(PLATFORM_WEB)
InitWebGestures(); // Init touch input events for web
#endif
mousePosition.x = screenWidth/2;
mousePosition.y = screenHeight/2;
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// raylib logo appearing animation (if enabled)
if (showLogo)
{
SetTargetFPS(60);
LogoAnimation();
}
}
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#elif defined(PLATFORM_ANDROID)
// Android activity initialization
void InitWindow(int width, int height, struct android_app *state)
{
TraceLog(INFO, "Initializing raylib (v1.3.0)");
app_dummy();
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screenWidth = width;
screenHeight = height;
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app = state;
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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");
// TODO: Review, it doesn't 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;
InitAndroidGestures(app);
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InitAssetManager(app->activity->assetManager);
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TraceLog(INFO, "Android app initialized successfully");
while (!windowReady)
{
// Wait for window to be initialized (display and context)
// Process events loop
while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0)
{
// Process this event
if (source != NULL) source->process(app, source);
// Check if we are exiting
if (app->destroyRequested != 0) windowShouldClose = true;
}
}
}
#endif
// Close Window and Terminate Context
void CloseWindow(void)
{
UnloadDefaultFont();
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rlglClose(); // De-init rlgl
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwDestroyWindow(window);
glfwTerminate();
#elif 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;
}
#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) glfwPollEvents();
return (glfwWindowShouldClose(window));
#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
return windowShouldClose;
#endif
}
// Fullscreen toggle
void ToggleFullscreen(void)
{
#if defined(PLATFORM_DESKTOP)
fullscreen = !fullscreen; // Toggle fullscreen flag
rlglClose(); // De-init rlgl
glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
InitWindow(screenWidth, screenHeight, windowTitle);
#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
TraceLog(WARNING, "Could not toggle to windowed mode");
#endif
}
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
// Set a custom cursor icon/image
void SetCustomCursor(const char *cursorImage)
{
if (customCursor) UnloadTexture(cursor);
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cursor = LoadTexture(cursorImage);
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#if defined(PLATFORM_DESKTOP)
// NOTE: emscripten not implemented
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
customCursor = true;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
exitKey = key;
}
#endif
// Get current screen width
int GetScreenWidth(void)
{
return screenWidth;
}
// Get current screen height
int GetScreenHeight(void)
{
return screenHeight;
}
// 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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if (IsPosproShaderEnabled()) rlEnableFBO();
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rlClearScreenBuffers();
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(GetMatrixVector(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)
if (IsPosproShaderEnabled()) rlglDrawPostpro(); // Draw postprocessing effect (shader)
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SwapBuffers(); // Copy back buffer to front buffer
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
ResetGestures();
#endif
PollInputEvents(); // Poll user events
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UpdateMusicStream(); // NOTE: Function checks if music is enabled
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currentTime = GetTime();
drawTime = currentTime - previousTime;
previousTime = currentTime;
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frameTime = updateTime + drawTime;
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double extraTime = 0.0;
while (frameTime < targetTime)
{
// Implement a delay
currentTime = GetTime();
extraTime = currentTime - previousTime;
previousTime = currentTime;
frameTime += extraTime;
}
}
// Initializes 3D mode for drawing (Camera setup)
void Begin3dMode(Camera camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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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
float aspect = (GLfloat)screenWidth/(GLfloat)screenHeight;
double top = 0.1f*tan(45.0f*PI / 360.0f);
double right = top*aspect;
rlFrustum(-right, right, -top, top, 0.1f, 1000.0f);
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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 view = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(GetMatrixVector(view)); // Multiply MODELVIEW matrix by view matrix (camera)
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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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)
}
// Set target FPS for the game
void SetTargetFPS(int fps)
{
targetTime = 1 / (float)fps;
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TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
}
// Returns current FPS
float GetFPS(void)
{
return (1/(float)frameTime);
}
// Returns time in seconds for one frame
float GetFrameTime(void)
{
// 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;
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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;
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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;
return (Color){color.r, color.g, color.b, color.a*alpha};
}
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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;
}
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{
Ray ray;
Matrix proj = MatrixIdentity();
Matrix view = MatrixLookAt(camera.position, camera.target, camera.up);
float aspect = (GLfloat)GetScreenWidth()/(GLfloat)GetScreenHeight();
double top = 0.1f*tanf(45.0f*PI / 360.0f);
double right = top*aspect;
proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f);
MatrixTranspose(&proj);
float realy = (float)GetScreenHeight() - mousePosition.y;
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//float z;
// glReadPixels(mousePosition.x, mousePosition.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
//http://www.bfilipek.com/2012/06/select-mouse-opengl.html
Vector3 nearPoint = { mousePosition.x, realy, 0.0f };
Vector3 farPoint = { mousePosition.x, realy, 1.0f };
//nearPoint = internalCamera.position;
farPoint = rlglUnproject(farPoint, proj, view);
Vector3 direction = VectorSubtract(farPoint, nearPoint);
VectorNormalize(&direction);
ray.position = nearPoint;
ray.direction = direction;
return ray;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
// 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;
}
// Detect if a mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
bool pressed = false;
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
else pressed = false;
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return pressed;
}
// Detect if a mouse button is being pressed
bool IsMouseButtonDown(int button)
{
if (GetMouseButtonStatus(button) == 1) return true;
else return false;
}
// Detect if a mouse button has been released once
bool IsMouseButtonReleased(int button)
{
bool released = false;
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true;
else released = false;
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return released;
}
// Detect if a mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
if (GetMouseButtonStatus(button) == 0) return true;
else return false;
}
// Returns mouse position X
int GetMouseX(void)
{
return (int)mousePosition.x;
}
// Returns mouse position Y
int GetMouseY(void)
{
return (int)mousePosition.y;
}
// Returns mouse position XY
Vector2 GetMousePosition(void)
{
return mousePosition;
}
// Set mouse position XY
void SetMousePosition(Vector2 position)
{
mousePosition = position;
#if defined(PLATFORM_DESKTOP)
// NOTE: emscripten not implemented
glfwSetCursorPos(window, position.x, position.y);
#endif
}
// Returns mouse wheel movement Y
int GetMouseWheelMove(void)
{
return previousMouseWheelY;
}
// Hide mouse cursor
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void HideCursor()
{
#if defined(PLATFORM_DESKTOP)
#ifdef __linux
XColor Col;
const char Nil[] = {0};
Pixmap Pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), Nil, 1, 1);
Cursor Cur = XCreatePixmapCursor(glfwGetX11Display(), Pix, Pix, &Col, &Col, 0, 0);
XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), Cur);
XFreeCursor(glfwGetX11Display(), Cur);
#else
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
#endif
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cursorHidden = true;
}
// Show mouse cursor
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void ShowCursor()
{
#if defined(PLATFORM_DESKTOP)
#ifdef __linux
XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window));
#else
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#endif
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cursorHidden = false;
}
// Check if mouse cursor is hidden
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bool IsCursorHidden()
{
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return cursorHidden;
}
#endif
// TODO: Enable gamepad usage on Rapsberry Pi
// NOTE: emscripten not implemented
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Detect if a gamepad is available
bool IsGamepadAvailable(int gamepad)
{
int result = glfwJoystickPresent(gamepad);
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if (result == 1) return true;
else return false;
}
// Return axis movement vector for a gamepad
Vector2 GetGamepadMovement(int gamepad)
{
Vector2 vec = { 0, 0 };
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const float *axes;
int axisCount;
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axes = glfwGetJoystickAxes(gamepad, &axisCount);
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if (axisCount >= 2)
{
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vec.x = axes[0]; // Left joystick X
vec.y = axes[1]; // Left joystick Y
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//vec.x = axes[2]; // Right joystick X
//vec.x = axes[3]; // Right joystick Y
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}
return vec;
}
// Detect if a gamepad button has been pressed once
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;
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return pressed;
}
// Detect if a gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
const unsigned char *buttons;
int buttonsCount;
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buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
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if ((buttons != NULL) && (buttons[button] == GLFW_PRESS))
{
return true;
}
else return false;
}
// Detect if a gamepad button has NOT been pressed once
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;
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return released;
}
// Detect if a mouse button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
const unsigned char *buttons;
int buttonsCount;
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buttons = glfwGetJoystickButtons(gamepad, &buttonsCount);
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if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE))
{
return true;
}
else return false;
}
#endif
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
// Returns touch position X
int GetTouchX(void)
{
return (int)GetRawPosition().x;
}
// Returns touch position Y
int GetTouchY(void)
{
return (int)GetRawPosition().y;
}
// Returns touch position XY
Vector2 GetTouchPosition(void)
{
Vector2 position = GetRawPosition();
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
// TODO: Seems to work ok but... review!
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;
}
return position;
}
#endif
//----------------------------------------------------------------------------------
// 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 InitDisplay(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();
#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;
#elif defined(PLATFORM_WEB)
displayWidth = screenWidth;
displayHeight = screenHeight;
#endif
glfwDefaultWindowHints(); // Set default windows hints
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
//glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window
//glfwWindowHint(GLFW_RED_BITS, 8); // Bit depths of color components for default framebuffer
//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
//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.
if (rlGetVersion() == OPENGL_33)
{
if (configFlags & FLAG_MSAA_4X_HINT)
{
glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
TraceLog(INFO, "Enabled MSAA x4");
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.2 and above!
// Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.0 and above!
}
if (fullscreen)
{
// 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);
window = glfwCreateWindow(renderWidth, renderHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
}
else
{
// No-fullscreen window creation
window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL);
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);
glfwSetCursorEnterCallback(window, CursorEnterCallback);
glfwSetKeyCallback(window, KeyCallback);
glfwSetMouseButtonCallback(window, MouseButtonCallback);
glfwSetCharCallback(window, CharCallback);
glfwSetScrollCallback(window, ScrollCallback);
glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
glfwMakeContextCurrent(window);
// 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");
}
//glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window
#elif 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
// TODO: if (configFlags & FLAG_MSAA_4X_HINT) activate (EGL_SAMPLES, 4)
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!
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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
EGL_DEPTH_SIZE, 8, // Depth buffer size (Required to use Depth testing!)
//EGL_STENCIL_SIZE, 8, // Stencil buffer size
//EGL_SAMPLE_BUFFERS, 1, // Activate MSAA
//EGL_SAMPLES, 4, // 4x Antialiasing (Free on MALI GPUs)
EGL_NONE
};
EGLint contextAttribs[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
EGLint numConfigs;
EGLConfig config;
// 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);
#elif 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
// 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
}
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// Initialize OpenGL graphics
static void InitGraphics(void)
{
rlglInit(); // Init rlgl
rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID)
windowReady = true; // IMPORTANT!
#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);
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// NOTE: Before closing window, while loop must be left!
}
#if defined(PLATFORM_DESKTOP)
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
{
TakeScreenshot();
}
#endif
else currentKeyState[key] = action;
// HACK for GuiTextBox, to deteck back key
// TODO: Review...
if ((key == 259) && (action == GLFW_PRESS)) lastKeyPressed = 3;
}
// GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
currentMouseState[button] = action;
}
// 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
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
// If window is resized, graphics device is re-initialized (but only ortho mode)
rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight);
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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;
// TODO: Update render size?
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// Background must be also re-cleared
ClearBackground(RAYWHITE);
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowIconifyCallback(GLFWwindow* window, int iconified)
{
if (iconified)
{
// The window was iconified
PauseMusicStream();
windowMinimized = true;
}
else
{
// The window was restored
ResumeMusicStream();
windowMinimized = false;
}
}
#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)
{
// Init device display (monitor, LCD, ...)
InitDisplay(screenWidth, screenHeight);
// Init OpenGL graphics
InitGraphics();
// Load default font for convenience
// NOTE: External function (defined in module: text)
LoadDefaultFont();
// Init hi-res timer
InitTimer();
// raylib logo appearing animation (if enabled)
if (showLogo)
{
SetTargetFPS(60);
LogoAnimation();
}
}
} break;
case APP_CMD_GAINED_FOCUS:
{
TraceLog(INFO, "APP_CMD_GAINED_FOCUS");
ResumeMusicStream();
} break;
case APP_CMD_PAUSE:
{
TraceLog(INFO, "APP_CMD_PAUSE");
} break;
case APP_CMD_LOST_FOCUS:
{
//DrawFrame();
TraceLog(INFO, "APP_CMD_LOST_FOCUS");
PauseMusicStream();
} break;
case APP_CMD_TERM_WINDOW:
{
// TODO: Do display destruction here? -> Yes but only display, don't free buffers!
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;
}
}
#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);
// Save image as PNG
WritePNG(buffer, imgData, renderWidth, renderHeight);
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free(imgData);
shotNum++;
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TraceLog(INFO, "[%s] Screenshot taken!", buffer);
}
#endif
// Initialize hi-resolution timer
static void InitTimer(void)
{
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
previousTime = GetTime(); // Get time as double
}
// Get current time measure since InitTimer()
static double GetTime(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetTime();
#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
uint64_t time = ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
return (double)(time - baseTime) * 1e-9;
#endif
}
// Get one key state
static bool GetKeyStatus(int key)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetKey(window, key);
#elif defined(PLATFORM_ANDROID)
// TODO: Check virtual keyboard (?)
return false;
#elif defined(PLATFORM_RPI)
// NOTE: Keys states are filled in PollInputEvents()
if (key < 0 || key > 511) return false;
else return currentKeyState[key];
#endif
}
// Get one mouse button state
static bool GetMouseButtonStatus(int button)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetMouseButton(window, button);
#elif defined(PLATFORM_ANDROID)
// TODO: Check virtual keyboard (?)
return false;
#elif defined(PLATFORM_RPI)
// NOTE: mouse buttons array is filled on PollInputEvents()
return currentMouseState[button];
#endif
}
// Poll (store) all input events
static void PollInputEvents(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
double mouseX;
double mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
mousePosition.x = (float)mouseX;
mousePosition.y = (float)mouseY;
// Keyboard polling
// Automatically managed by GLFW3 through callback
lastKeyPressed = -1;
// 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;
glfwPollEvents(); // Register keyboard/mouse events... and window events!
#elif defined(PLATFORM_ANDROID)
// TODO: Check virtual keyboard (?)
// Poll Events (registered events)
// TODO: Enable/disable activityMinimized to block activity if minimized
//while ((ident = ALooper_pollAll(activityMinimized ? 0 : -1, NULL, &events,(void**)&source)) >= 0)
while ((ident = ALooper_pollAll(0, NULL, &events, (void**)&source)) >= 0)
{
// Process this event
if (source != NULL) source->process(app, source);
// Check if we are exiting
if (app->destroyRequested != 0)
{
// NOTE: Never close window, native activity is controlled by the system!
//TraceLog(INFO, "Closing Window...");
//windowShouldClose = true;
//ANativeActivity_finish(app->activity);
}
}
#elif defined(PLATFORM_RPI)
// 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...
// Keyboard input polling (fill keys[256] array with status)
int numKeysBuffer = 0; // Keys available on buffer
char keysBuffer[32]; // 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
numKeysBuffer = read(STDIN_FILENO, keysBuffer, 32); // POSIX system call
// Fill array with pressed keys
for (int i = 0; i < numKeysBuffer; i++)
{
//TraceLog(INFO, "Bytes on keysBuffer: %i", numKeysBuffer);
int key = keysBuffer[i];
if (keyboardMode == 2)
{
// 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 (key == 0x1b)
{
if (keysBuffer[i+1] == 0x5b) // Special function key
{
switch (keysBuffer[i+2])
{
case 0x41: currentKeyState[265] = 1; break;
case 0x42: currentKeyState[264] = 1; break;
case 0x43: currentKeyState[262] = 1; break;
case 0x44: currentKeyState[263] = 1; break;
default: break;
}
i += 2; // Jump to next key
// NOTE: Other special function keys (F1, F2...) are not contempled for this keyboardMode...
// ...or they are just not directly keymapped (CTRL, ALT, SHIFT)
}
}
else if (key == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
else if (key == 0x7f) currentKeyState[259] = 1;
else
{
TraceLog(INFO, "Pressed key (ASCII): 0x%02x", key);
currentKeyState[key] = 1;
}
// Detect ESC to stop program
if ((key == 0x1b) && (numKeysBuffer == 1)) windowShouldClose = true;
}
else if (keyboardMode == 1)
{
TraceLog(INFO, "Pressed key (keycode): 0x%02x", key);
int asciiKey = -1;
// Convert keycode to some recognized key (ASCII or GLFW3 equivalent)
if (key < 128) asciiKey = (int)UnixKeycodeToASCII[key];
// Record equivalent key state
if ((asciiKey >= 0) && (asciiKey < 512)) currentKeyState[asciiKey] = 1;
// In case of letter, we also activate lower case version
if ((asciiKey >= 65) && (asciiKey <=90)) currentKeyState[asciiKey + 32] = 1;
// Detect KEY_ESC to stop program
if (key == 0x01) windowShouldClose = true;
}
// Same fucnionality as GLFW3 KeyCallback()
/*
if (asciiKey == exitKey) windowShouldClose = true;
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
{
TakeScreenshot();
}
*/
}
// TODO: Gamepad support (use events, easy!)
/*
struct js_event gamepadEvent;
read(gamepadStream, &gamepadEvent, sizeof(struct js_event));
if (gamepadEvent.type == JS_EVENT_BUTTON)
{
switch (gamepadEvent.number)
{
case 0: // 1st Axis X
case 1: // 1st Axis Y
case 2: // 2st Axis X
case 3: // 2st Axis Y
case 4:
{
if (gamepadEvent.value == 1) // Button pressed, 0 release
} break;
// Buttons is similar, variable for every joystick
}
}
else if (gamepadEvent.type == JS_EVENT_AXIS)
{
switch (gamepadEvent.number)
{
case 0: // 1st Axis X
case 1: // 1st Axis Y
case 2: // 2st Axis X
case 3: // 2st Axis Y
// Buttons is similar, variable for every joystick
}
}
*/
#endif
}
#if defined(PLATFORM_RPI)
// 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,
// if too much time passes between reads, queue gets full and new events override older wants...
static void *MouseThread(void *arg)
{
struct input_event mouseEvent;
while(1)
{
// NOTE: read() will return -1 if the events queue is empty
read(mouseStream, &mouseEvent, sizeof(struct input_event));
// Check event types
if (mouseEvent.type == EV_REL) // Relative motion event
{
if (mouseEvent.code == REL_X)
{
mousePosition.x += (float)mouseEvent.value;
// Screen limits X check
if (mousePosition.x < 0) mousePosition.x = 0;
if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
}
if (mouseEvent.code == REL_Y)
{
mousePosition.y += (float)mouseEvent.value;
// Screen limits Y check
if (mousePosition.y < 0) mousePosition.y = 0;
if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
}
if (mouseEvent.code == REL_WHEEL)
{
// mouseEvent.value give 1 or -1 (direction)
}
}
else if (mouseEvent.type == EV_KEY) // Mouse button event
{
if (mouseEvent.code == BTN_LEFT) currentMouseState[0] = mouseEvent.value;
if (mouseEvent.code == BTN_RIGHT) currentMouseState[1] = mouseEvent.value;
if (mouseEvent.code == BTN_MIDDLE) currentMouseState[2] = mouseEvent.value;
}
}
return NULL;
}
// 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!
// 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?)");
keyboardMode = 2; // ASCII
}
else
{
// We reconfigure keyboard mode to get scancodes (K_RAW) or keycodes (K_MEDIUMRAW)
ioctl(STDIN_FILENO, KDSKBMODE, K_MEDIUMRAW); // ASCII chars (K_XLATE), UNICODE chars (K_UNICODE)
keyboardMode = 1; // keycodes
}
// Register keyboard restore when program finishes
atexit(RestoreKeyboard);
}
// Restore default keyboard input
static void RestoreKeyboard(void)
{
tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
}
// Init gamepad system
static void InitGamepad(void)
{
// TODO: Gamepad support
if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available");
else TraceLog(INFO, "Gamepad device initialized successfully");
}
#endif
// Copy back buffer to front buffers
static void SwapBuffers(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSwapBuffers(window);
#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
eglSwapBuffers(display, surface);
#endif
}
// Compute framebuffer size relative to screen size and display size
// NOTE: Global variables renderWidth/renderHeight can be modified
static void SetupFramebufferSize(int displayWidth, int displayHeight)
{
// 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);
// Downscaling to fit display with border-bars
float widthRatio = (float)displayWidth/(float)screenWidth;
float heightRatio = (float)displayHeight/(float)screenHeight;
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;
}
// 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);
}
else if ((screenWidth < displayWidth) || (screenHeight < displayHeight))
{
// 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;
}
}
else // screen == display
{
renderWidth = screenWidth;
renderHeight = screenHeight;
renderOffsetX = 0;
renderOffsetY = 0;
}
}
// 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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char raylib[8] = " "; // raylib text array, max 8 letters
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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switch (lettersCount)
{
case 1: raylib[0] = 'r'; break;
case 2: raylib[1] = 'a'; break;
case 3: raylib[2] = 'y'; break;
case 4: raylib[3] = 'l'; break;
case 5: raylib[4] = 'i'; break;
case 6: raylib[5] = 'b'; break;
default: break;
}
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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(raylib, 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)
}