ADDED: Custom platform template! #3313
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src/rcore_custom.c
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789
src/rcore_custom.c
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/**********************************************************************************************
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*
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* rcore_<platform> - Functions to manage window, graphics device and inputs
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*
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* PLATFORM: <PLATFORM>
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* - TODO: Define the target platform for the core
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*
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* LIMITATIONS:
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* - Limitation 01
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* - Limitation 02
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*
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* POSSIBLE IMPROVEMENTS:
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* - Improvement 01
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* - Improvement 02
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*
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* ADDITIONAL NOTES:
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* - TRACELOG() function is located in raylib [utils] module
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*
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* CONFIGURATION:
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* #define RCORE_CUSTOM_FLAG
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* Custom flag for rcore on PLATFORM_<platform> -not used-
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*
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* DEPENDENCIES:
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* - Dependency 01
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* - Dependency 02
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) and contributors
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "rcore.h"
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// TODO: Include the platform specific libraries
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct {
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// TODO: Define the platform specific variables required
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// Display data
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EGLDisplay device; // Native display device (physical screen connection)
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EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
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EGLContext context; // Graphic context, mode in which drawing can be done
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EGLConfig config; // Graphic config
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} PlatformData;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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extern CoreData CORE; // Global CORE state context
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static PlatformData platform = { 0 }; // Platform specific data
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//----------------------------------------------------------------------------------
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// Module Internal Functions Declaration
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//----------------------------------------------------------------------------------
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static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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// NOTE: Functions declaration is provided by raylib.h
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Window and Graphics Device
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//----------------------------------------------------------------------------------
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// Initialize window and OpenGL context
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// NOTE: data parameter could be used to pass any kind of required data to the initialization
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void InitWindow(int width, int height, const char *title)
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{
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TRACELOG(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
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TRACELOG(LOG_INFO, "Supported raylib modules:");
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TRACELOG(LOG_INFO, " > rcore:..... loaded (mandatory)");
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TRACELOG(LOG_INFO, " > rlgl:...... loaded (mandatory)");
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#if defined(SUPPORT_MODULE_RSHAPES)
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TRACELOG(LOG_INFO, " > rshapes:... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rshapes:... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RTEXTURES)
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TRACELOG(LOG_INFO, " > rtextures:. loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rtextures:. not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RTEXT)
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TRACELOG(LOG_INFO, " > rtext:..... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rtext:..... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RMODELS)
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TRACELOG(LOG_INFO, " > rmodels:... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > rmodels:... not loaded (optional)");
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#endif
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#if defined(SUPPORT_MODULE_RAUDIO)
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TRACELOG(LOG_INFO, " > raudio:.... loaded (optional)");
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#else
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TRACELOG(LOG_INFO, " > raudio:.... not loaded (optional)");
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#endif
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// NOTE: Keep internal pointer to input title string (no copy)
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if ((title != NULL) && (title[0] != 0)) CORE.Window.title = title;
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// Initialize global input state
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memset(&CORE.Input, 0, sizeof(CORE.Input));
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CORE.Input.Keyboard.exitKey = KEY_ESCAPE;
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CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
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CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
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CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
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CORE.Window.eventWaiting = false;
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CORE.Window.screen.width = width;
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CORE.Window.screen.height = height;
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CORE.Window.currentFbo.width = width;
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CORE.Window.currentFbo.height = height;
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// TODO: Initialize window/display system
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// TODO: Initialize input events system
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// TODO: Initialize assets manager
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// TODO: Initialize base path for storage
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//CORE.Storage.basePath = platform.app->activity->internalDataPath;
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TRACELOG(LOG_INFO, "PLATFORM: Application initialized successfully");
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}
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// Close window and unload OpenGL context
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void CloseWindow(void)
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{
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#if defined(SUPPORT_GIF_RECORDING)
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if (gifRecording)
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{
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MsfGifResult result = msf_gif_end(&gifState);
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msf_gif_free(result);
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gifRecording = false;
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}
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#endif
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#if defined(SUPPORT_MODULE_RTEXT) && defined(SUPPORT_DEFAULT_FONT)
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UnloadFontDefault(); // WARNING: Module required: rtext
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#endif
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rlglClose(); // De-init rlgl
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#if defined(_WIN32) && defined(SUPPORT_WINMM_HIGHRES_TIMER) && !defined(SUPPORT_BUSY_WAIT_LOOP)
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timeEndPeriod(1); // Restore time period
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#endif
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// TODO: Close surface, context and display
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#if defined(SUPPORT_EVENTS_AUTOMATION)
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RL_FREE(events);
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#endif
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CORE.Window.ready = false;
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TRACELOG(LOG_INFO, "Window closed successfully");
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}
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// Check if application should close
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bool WindowShouldClose(void)
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{
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if (CORE.Window.ready) return CORE.Window.shouldClose;
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else return true;
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}
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// Check if window is currently hidden
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bool IsWindowHidden(void)
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{
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return false;
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}
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// Check if window has been minimized
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bool IsWindowMinimized(void)
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{
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return false;
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}
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// Check if window has been maximized
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bool IsWindowMaximized(void)
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{
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return false;
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}
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// Check if window has the focus
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bool IsWindowFocused(void)
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{
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return platform.appEnabled;
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}
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// Check if window has been resizedLastFrame
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bool IsWindowResized(void)
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{
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return false;
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}
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// Toggle fullscreen mode
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void ToggleFullscreen(void)
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{
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TRACELOG(LOG_WARNING, "ToggleFullscreen() not available on PLATFORM_CUSTOM");
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}
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// Set window state: maximized, if resizable
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void MaximizeWindow(void)
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{
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TRACELOG(LOG_WARNING, "MaximizeWindow() not available on PLATFORM_CUSTOM");
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}
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// Set window state: minimized
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void MinimizeWindow(void)
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{
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TRACELOG(LOG_WARNING, "MinimizeWindow() not available on PLATFORM_CUSTOM");
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}
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// Set window state: not minimized/maximized
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void RestoreWindow(void)
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{
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TRACELOG(LOG_WARNING, "RestoreWindow() not available on PLATFORM_CUSTOM");
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}
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// Toggle borderless windowed mode
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void ToggleBorderlessWindowed(void)
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{
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TRACELOG(LOG_WARNING, "ToggleBorderlessWindowed() not available on PLATFORM_CUSTOM");
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}
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// Set window configuration state using flags
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void SetWindowState(unsigned int flags)
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{
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TRACELOG(LOG_WARNING, "SetWindowState() not available on PLATFORM_CUSTOM");
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}
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// Clear window configuration state flags
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void ClearWindowState(unsigned int flags)
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{
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TRACELOG(LOG_WARNING, "ClearWindowState() not available on PLATFORM_CUSTOM");
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}
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// Set icon for window
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void SetWindowIcon(Image image)
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{
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TRACELOG(LOG_WARNING, "SetWindowIcon() not available on PLATFORM_CUSTOM");
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}
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// Set icon for window
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void SetWindowIcons(Image *images, int count)
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{
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TRACELOG(LOG_WARNING, "SetWindowIcons() not available on PLATFORM_CUSTOM");
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}
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// Set title for window
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void SetWindowTitle(const char *title)
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{
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CORE.Window.title = title;
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}
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// Set window position on screen (windowed mode)
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void SetWindowPosition(int x, int y)
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{
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TRACELOG(LOG_WARNING, "SetWindowPosition() not available on PLATFORM_CUSTOM");
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}
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// Set monitor for the current window
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void SetWindowMonitor(int monitor)
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{
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TRACELOG(LOG_WARNING, "SetWindowMonitor() not available on PLATFORM_CUSTOM");
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}
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// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMinSize(int width, int height)
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{
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CORE.Window.windowMin.width = width;
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CORE.Window.windowMin.height = height;
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}
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// Set window maximum dimensions (FLAG_WINDOW_RESIZABLE)
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void SetWindowMaxSize(int width, int height)
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{
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CORE.Window.windowMax.width = width;
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CORE.Window.windowMax.height = height;
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}
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// Set window dimensions
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void SetWindowSize(int width, int height)
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{
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TRACELOG(LOG_WARNING, "SetWindowSize() not available on PLATFORM_CUSTOM");
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}
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// Set window opacity, value opacity is between 0.0 and 1.0
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void SetWindowOpacity(float opacity)
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{
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TRACELOG(LOG_WARNING, "SetWindowOpacity() not available on PLATFORM_CUSTOM");
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}
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// Set window focused
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void SetWindowFocused(void)
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{
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TRACELOG(LOG_WARNING, "SetWindowFocused() not available on PLATFORM_CUSTOM");
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}
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// Get native window handle
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void *GetWindowHandle(void)
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{
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TRACELOG(LOG_WARNING, "GetWindowHandle() not implemented on PLATFORM_CUSTOM");
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return NULL;
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}
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// Get number of monitors
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int GetMonitorCount(void)
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{
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TRACELOG(LOG_WARNING, "GetMonitorCount() not implemented on PLATFORM_CUSTOM");
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return 1;
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}
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// Get number of monitors
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int GetCurrentMonitor(void)
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{
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TRACELOG(LOG_WARNING, "GetCurrentMonitor() not implemented on PLATFORM_CUSTOM");
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return 0;
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}
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// Get selected monitor position
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Vector2 GetMonitorPosition(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorPosition() not implemented on PLATFORM_CUSTOM");
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return (Vector2){ 0, 0 };
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}
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// Get selected monitor width (currently used by monitor)
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int GetMonitorWidth(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorWidth() not implemented on PLATFORM_CUSTOM");
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return 0;
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}
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// Get selected monitor height (currently used by monitor)
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int GetMonitorHeight(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorHeight() not implemented on PLATFORM_CUSTOM");
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return 0;
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}
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// Get selected monitor physical width in millimetres
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int GetMonitorPhysicalWidth(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorPhysicalWidth() not implemented on PLATFORM_CUSTOM");
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return 0;
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}
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// Get selected monitor physical height in millimetres
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int GetMonitorPhysicalHeight(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorPhysicalHeight() not implemented on PLATFORM_CUSTOM");
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return 0;
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}
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// Get selected monitor refresh rate
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int GetMonitorRefreshRate(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorRefreshRate() not implemented on PLATFORM_CUSTOM");
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return 0;
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}
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// Get the human-readable, UTF-8 encoded name of the selected monitor
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const char *GetMonitorName(int monitor)
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{
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TRACELOG(LOG_WARNING, "GetMonitorName() not implemented on PLATFORM_CUSTOM");
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return "";
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}
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// Get window position XY on monitor
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Vector2 GetWindowPosition(void)
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{
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TRACELOG(LOG_WARNING, "GetWindowPosition() not implemented on PLATFORM_CUSTOM");
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return (Vector2){ 0, 0 };
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}
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// Get window scale DPI factor for current monitor
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Vector2 GetWindowScaleDPI(void)
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{
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TRACELOG(LOG_WARNING, "GetWindowScaleDPI() not implemented on PLATFORM_CUSTOM");
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return (Vector2){ 1.0f, 1.0f };
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}
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// Set clipboard text content
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void SetClipboardText(const char *text)
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{
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TRACELOG(LOG_WARNING, "SetClipboardText() not implemented on PLATFORM_CUSTOM");
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}
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// Get clipboard text content
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// NOTE: returned string is allocated and freed by GLFW
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const char *GetClipboardText(void)
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{
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TRACELOG(LOG_WARNING, "GetClipboardText() not implemented on PLATFORM_CUSTOM");
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return NULL;
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}
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// Show mouse cursor
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void ShowCursor(void)
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{
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CORE.Input.Mouse.cursorHidden = false;
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}
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// Hides mouse cursor
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void HideCursor(void)
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{
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CORE.Input.Mouse.cursorHidden = true;
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}
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// Enables cursor (unlock cursor)
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void EnableCursor(void)
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{
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// Set cursor position in the middle
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SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
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CORE.Input.Mouse.cursorHidden = false;
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}
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// Disables cursor (lock cursor)
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void DisableCursor(void)
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{
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// Set cursor position in the middle
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SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
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CORE.Input.Mouse.cursorHidden = true;
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}
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// Swap back buffer with front buffer (screen drawing)
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void SwapScreenBuffer(void)
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{
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eglSwapBuffers(platform.device, platform.surface);
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Misc
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//----------------------------------------------------------------------------------
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// Get elapsed time measure in seconds since InitTimer()
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double GetTime(void)
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{
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double time = 0.0;
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struct timespec ts = { 0 };
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clock_gettime(CLOCK_MONOTONIC, &ts);
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unsigned long long int nanoSeconds = (unsigned long long int)ts.tv_sec*1000000000LLU + (unsigned long long int)ts.tv_nsec;
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time = (double)(nanoSeconds - CORE.Time.base)*1e-9; // Elapsed time since InitTimer()
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return time;
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}
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// Open URL with default system browser (if available)
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// NOTE: This function is only safe to use if you control the URL given.
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// A user could craft a malicious string performing another action.
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// Only call this function yourself not with user input or make sure to check the string yourself.
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// Ref: https://github.com/raysan5/raylib/issues/686
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void OpenURL(const char *url)
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{
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// Security check to (partially) avoid malicious code on PLATFORM_CUSTOM
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if (strchr(url, '\'') != NULL) TRACELOG(LOG_WARNING, "SYSTEM: Provided URL could be potentially malicious, avoid [\'] character");
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else
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{
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JNIEnv *env = NULL;
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JavaVM *vm = platform.app->activity->vm;
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(*vm)->AttachCurrentThread(vm, &env, NULL);
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jstring urlString = (*env)->NewStringUTF(env, url);
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jclass uriClass = (*env)->FindClass(env, "android/net/Uri");
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jmethodID uriParse = (*env)->GetStaticMethodID(env, uriClass, "parse", "(Ljava/lang/String;)Landroid/net/Uri;");
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jobject uri = (*env)->CallStaticObjectMethod(env, uriClass, uriParse, urlString);
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jclass intentClass = (*env)->FindClass(env, "android/content/Intent");
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jfieldID actionViewId = (*env)->GetStaticFieldID(env, intentClass, "ACTION_VIEW", "Ljava/lang/String;");
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jobject actionView = (*env)->GetStaticObjectField(env, intentClass, actionViewId);
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jmethodID newIntent = (*env)->GetMethodID(env, intentClass, "<init>", "(Ljava/lang/String;Landroid/net/Uri;)V");
|
||||
jobject intent = (*env)->AllocObject(env, intentClass);
|
||||
|
||||
(*env)->CallVoidMethod(env, intent, newIntent, actionView, uri);
|
||||
jclass activityClass = (*env)->FindClass(env, "android/app/Activity");
|
||||
jmethodID startActivity = (*env)->GetMethodID(env, activityClass, "startActivity", "(Landroid/content/Intent;)V");
|
||||
(*env)->CallVoidMethod(env, platform.app->activity->clazz, startActivity, intent);
|
||||
|
||||
(*vm)->DetachCurrentThread(vm);
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition: Inputs
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Set a custom key to exit program
|
||||
void SetExitKey(int key)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SetExitKey() not implemented on PLATFORM_CUSTOM");
|
||||
}
|
||||
|
||||
// Get gamepad internal name id
|
||||
const char *GetGamepadName(int gamepad)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "GetGamepadName() not implemented on PLATFORM_CUSTOM");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Get gamepad axis count
|
||||
int GetGamepadAxisCount(int gamepad)
|
||||
{
|
||||
return CORE.Input.Gamepad.axisCount;
|
||||
}
|
||||
|
||||
// Set internal gamepad mappings
|
||||
int SetGamepadMappings(const char *mappings)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SetGamepadMappings() not implemented on PLATFORM_CUSTOM");
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Get mouse position X
|
||||
int GetMouseX(void)
|
||||
{
|
||||
return (int)CORE.Input.Touch.position[0].x;
|
||||
}
|
||||
|
||||
// Get mouse position Y
|
||||
int GetMouseY(void)
|
||||
{
|
||||
return (int)CORE.Input.Touch.position[0].y;
|
||||
}
|
||||
|
||||
// Get mouse position XY
|
||||
Vector2 GetMousePosition(void)
|
||||
{
|
||||
return GetTouchPosition(0);
|
||||
}
|
||||
|
||||
// Set mouse position XY
|
||||
void SetMousePosition(int x, int y)
|
||||
{
|
||||
CORE.Input.Mouse.currentPosition = (Vector2){ (float)x, (float)y };
|
||||
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
|
||||
}
|
||||
|
||||
// Get mouse wheel movement Y
|
||||
float GetMouseWheelMove(void)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "GetMouseWheelMove() not implemented on PLATFORM_CUSTOM");
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// Set mouse cursor
|
||||
void SetMouseCursor(int cursor)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on PLATFORM_CUSTOM");
|
||||
}
|
||||
|
||||
// Get touch position X for touch point 0 (relative to screen size)
|
||||
int GetTouchX(void)
|
||||
{
|
||||
return (int)CORE.Input.Touch.position[0].x;
|
||||
}
|
||||
|
||||
// Get touch position Y for touch point 0 (relative to screen size)
|
||||
int GetTouchY(void)
|
||||
{
|
||||
return (int)CORE.Input.Touch.position[0].y;
|
||||
}
|
||||
|
||||
// Get touch position XY for a touch point index (relative to screen size)
|
||||
// TODO: Touch position should be scaled depending on display size and render size
|
||||
Vector2 GetTouchPosition(int index)
|
||||
{
|
||||
Vector2 position = { -1.0f, -1.0f };
|
||||
|
||||
if (index < MAX_TOUCH_POINTS) position = CORE.Input.Touch.position[index];
|
||||
else TRACELOG(LOG_WARNING, "INPUT: Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
// Register all input events
|
||||
void PollInputEvents(void)
|
||||
{
|
||||
#if defined(SUPPORT_GESTURES_SYSTEM)
|
||||
// NOTE: Gestures update must be called every frame to reset gestures correctly
|
||||
// because ProcessGestureEvent() is just called on an event, not every frame
|
||||
UpdateGestures();
|
||||
#endif
|
||||
|
||||
// Reset keys/chars pressed registered
|
||||
CORE.Input.Keyboard.keyPressedQueueCount = 0;
|
||||
CORE.Input.Keyboard.charPressedQueueCount = 0;
|
||||
|
||||
// Reset key repeats
|
||||
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++) CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
||||
|
||||
// Reset last gamepad button/axis registered state
|
||||
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
||||
CORE.Input.Gamepad.axisCount = 0;
|
||||
|
||||
// Register previous touch states
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
|
||||
|
||||
// Reset touch positions
|
||||
// TODO: It resets on PLATFORM_CUSTOM the mouse position and not filled again until a move-event,
|
||||
// so, if mouse is not moved it returns a (0, 0) position... this behaviour should be reviewed!
|
||||
//for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.position[i] = (Vector2){ 0, 0 };
|
||||
|
||||
// Register previous keys states
|
||||
// NOTE: Android supports up to 260 keys
|
||||
for (int i = 0; i < 260; i++)
|
||||
{
|
||||
CORE.Input.Keyboard.previousKeyState[i] = CORE.Input.Keyboard.currentKeyState[i];
|
||||
CORE.Input.Keyboard.keyRepeatInFrame[i] = 0;
|
||||
}
|
||||
|
||||
// TODO: Poll input events for current plaform
|
||||
}
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Internal Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Initialize display device and framebuffer
|
||||
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
|
||||
// If width or height are 0, default display size will be used for framebuffer size
|
||||
// NOTE: returns false in case graphic device could not be created
|
||||
static bool InitGraphicsDevice(int width, int height)
|
||||
{
|
||||
CORE.Window.screen.width = width; // User desired width
|
||||
CORE.Window.screen.height = height; // User desired height
|
||||
CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
|
||||
|
||||
// Set the screen minimum and maximum default values to 0
|
||||
CORE.Window.screenMin.width = 0;
|
||||
CORE.Window.screenMin.height = 0;
|
||||
CORE.Window.screenMax.width = 0;
|
||||
CORE.Window.screenMax.height = 0;
|
||||
|
||||
// NOTE: Framebuffer (render area - CORE.Window.render.width, CORE.Window.render.height) could include black bars...
|
||||
// ...in top-down or left-right to match display aspect ratio (no weird scaling)
|
||||
|
||||
CORE.Window.fullscreen = true;
|
||||
CORE.Window.flags |= FLAG_FULLSCREEN_MODE;
|
||||
|
||||
EGLint samples = 0;
|
||||
EGLint sampleBuffer = 0;
|
||||
if (CORE.Window.flags & FLAG_MSAA_4X_HINT)
|
||||
{
|
||||
samples = 4;
|
||||
sampleBuffer = 1;
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
|
||||
}
|
||||
|
||||
const EGLint framebufferAttribs[] =
|
||||
{
|
||||
EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
|
||||
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_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
|
||||
EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
|
||||
//EGL_STENCIL_SIZE, 8, // Stencil buffer size
|
||||
EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
|
||||
EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
|
||||
EGL_NONE
|
||||
};
|
||||
|
||||
const EGLint contextAttribs[] =
|
||||
{
|
||||
EGL_CONTEXT_CLIENT_VERSION, 2,
|
||||
EGL_NONE
|
||||
};
|
||||
|
||||
EGLint numConfigs = 0;
|
||||
|
||||
// Get an EGL device connection
|
||||
platform.device = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
||||
if (platform.device == EGL_NO_DISPLAY)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the EGL device connection
|
||||
if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE)
|
||||
{
|
||||
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get an appropriate EGL framebuffer configuration
|
||||
eglChooseConfig(platform.device, framebufferAttribs, &platform.config, 1, &numConfigs);
|
||||
|
||||
// Set rendering API
|
||||
eglBindAPI(EGL_OPENGL_ES_API);
|
||||
|
||||
// Create an EGL rendering context
|
||||
platform.context = eglCreateContext(platform.device, platform.config, EGL_NO_CONTEXT, contextAttribs);
|
||||
if (platform.context == EGL_NO_CONTEXT)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to create EGL context");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create an EGL window surface
|
||||
//---------------------------------------------------------------------------------
|
||||
EGLint displayFormat = 0;
|
||||
|
||||
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
|
||||
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
|
||||
eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
||||
|
||||
// At this point we need to manage render size vs screen size
|
||||
// NOTE: This function use and modify global module variables:
|
||||
// -> CORE.Window.screen.width/CORE.Window.screen.height
|
||||
// -> CORE.Window.render.width/CORE.Window.render.height
|
||||
// -> CORE.Window.screenScale
|
||||
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
|
||||
|
||||
ANativeWindow_setBuffersGeometry(platform.app->window, CORE.Window.render.width, CORE.Window.render.height, displayFormat);
|
||||
//ANativeWindow_setBuffersGeometry(platform.app->window, 0, 0, displayFormat); // Force use of native display size
|
||||
|
||||
platform.surface = eglCreateWindowSurface(platform.device, platform.config, platform.app->window, NULL);
|
||||
|
||||
// There must be at least one frame displayed before the buffers are swapped
|
||||
//eglSwapInterval(platform.device, 1);
|
||||
|
||||
if (eglMakeCurrent(platform.device, platform.surface, platform.surface, platform.context) == EGL_FALSE)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to attach EGL rendering context to EGL surface");
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Window.render.width = CORE.Window.screen.width;
|
||||
CORE.Window.render.height = CORE.Window.screen.height;
|
||||
CORE.Window.currentFbo.width = CORE.Window.render.width;
|
||||
CORE.Window.currentFbo.height = CORE.Window.render.height;
|
||||
|
||||
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully");
|
||||
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
|
||||
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
|
||||
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
|
||||
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
|
||||
}
|
||||
|
||||
// Load OpenGL extensions
|
||||
// NOTE: GL procedures address loader is required to load extensions
|
||||
rlLoadExtensions(eglGetProcAddress);
|
||||
|
||||
// Initialize OpenGL context (states and resources)
|
||||
// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
|
||||
rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
|
||||
|
||||
// Setup default viewport
|
||||
// NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
|
||||
SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
|
||||
|
||||
CORE.Window.ready = true;
|
||||
|
||||
if ((CORE.Window.flags & FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// EOF
|
Loading…
x
Reference in New Issue
Block a user