/********************************************************************************************** * * raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms * * PLATFORMS SUPPORTED: * - PLATFORM_DESKTOP: Windows (Win32, Win64) * - PLATFORM_DESKTOP: Linux (X11 desktop mode) * - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop) * - PLATFORM_DESKTOP: OSX/macOS * - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64) * - PLATFORM_RPI: Raspberry Pi 0,1,2,3 (Raspbian) * - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox) * - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One * * CONFIGURATION: * * #define PLATFORM_DESKTOP * Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly * NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it * * #define PLATFORM_ANDROID * Windowing and input system configured for Android device, app activity managed internally in this module. * NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL * * #define PLATFORM_RPI * Windowing and input system configured for Raspberry Pi i native mode (no X.org required, tested on Raspbian), * graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/ * * #define PLATFORM_WEB * Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js * using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code. * * #define PLATFORM_UWP * Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms, * including Windows 10 App, Windows Phone and Xbox One platforms. * * #define SUPPORT_DEFAULT_FONT (default) * Default font is loaded on window initialization to be available for the user to render simple text. * NOTE: If enabled, uses external module functions to load default raylib font (module: text) * * #define SUPPORT_CAMERA_SYSTEM * Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital * * #define SUPPORT_GESTURES_SYSTEM * Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag * * #define SUPPORT_MOUSE_GESTURES * Mouse gestures are directly mapped like touches and processed by gestures system. * * #define SUPPORT_TOUCH_AS_MOUSE * Touch input and mouse input are shared. Mouse functions also return touch information. * * #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only) * Reconfigure standard input to receive key inputs, works with SSH connection. * WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or * blocking the device is not restored properly. Use with care. * * #define SUPPORT_BUSY_WAIT_LOOP * Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used * * #define SUPPORT_EVENTS_WAITING * Wait for events passively (sleeping while no events) instead of polling them actively every frame * * #define SUPPORT_SCREEN_CAPTURE * Allow automatic screen capture of current screen pressing F12, defined in KeyCallback() * * #define SUPPORT_GIF_RECORDING * Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback() * * #define SUPPORT_HIGH_DPI * Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP) * NOTE: This flag is forced on macOS, since most displays are high-DPI * * DEPENDENCIES: * rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly) * raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion) * camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person) * gestures - Gestures system for touch-ready devices (or simulated from mouse inputs) * * * LICENSE: zlib/libpng * * Copyright (c) 2013-2019 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #include "raylib.h" // Declares module functions // Check if config flags have been externally provided on compilation line #if !defined(EXTERNAL_CONFIG_FLAGS) #include "config.h" // Defines module configuration flags #else #define RAYLIB_VERSION "2.5" #endif #if (defined(__linux__) || defined(PLATFORM_WEB)) && _POSIX_C_SOURCE < 199309L #undef _POSIX_C_SOURCE #define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext. #endif #define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here #include "raymath.h" // Required for: Vector3 and Matrix functions #define RLGL_IMPLEMENTATION #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 #include "utils.h" // Required for: fopen() Android mapping #if defined(SUPPORT_GESTURES_SYSTEM) #define GESTURES_IMPLEMENTATION #include "gestures.h" // Gestures detection functionality #endif #if defined(SUPPORT_CAMERA_SYSTEM) && !defined(PLATFORM_ANDROID) #define CAMERA_IMPLEMENTATION #include "camera.h" // Camera system functionality #endif #if defined(SUPPORT_GIF_RECORDING) #define RGIF_IMPLEMENTATION #include "external/rgif.h" // Support GIF recording #endif #if defined(__APPLE__) #define SUPPORT_HIGH_DPI // Force HighDPI support on macOS #endif #include // Standard input / output lib #include // Required for: malloc(), free(), rand(), atexit() #include // Required for: typedef unsigned long long int uint64_t, used by hi-res timer #include // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!) #include // Required for: tan() [Used in BeginMode3D() to set perspective] #include // Required for: strrchr(), strcmp() //#include // Macros for reporting and retrieving error conditions through error codes #include // Required for: tolower() [Used in IsFileExtension()] #include // Required for stat() [Used in GetLastWriteTime()] #if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__)) #include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()] #else #include // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()] #endif #if defined(_WIN32) #include // Required for: _getch(), _chdir() #define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir() #define CHDIR _chdir #include // Required for _access() [Used in FileExists()] #else #include "unistd.h" // Required for: getch(), chdir() (POSIX), access() #define GETCWD getcwd #define CHDIR chdir #endif #if defined(PLATFORM_DESKTOP) #define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 // NOTE: Already provided by rlgl implementation (on glad.h) #include // GLFW3 library: Windows, OpenGL context and Input management // NOTE: GLFW3 already includes gl.h (OpenGL) headers // Support retrieving native window handlers #if defined(_WIN32) #define GLFW_EXPOSE_NATIVE_WIN32 #include // WARNING: It requires customization to avoid windows.h inclusion! #if !defined(SUPPORT_BUSY_WAIT_LOOP) // NOTE: Those functions require linking with winmm library unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod); unsigned int __stdcall timeEndPeriod(unsigned int uPeriod); #endif #elif defined(__linux__) #include // Required for: timespec, nanosleep(), select() - POSIX //#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type //#define GLFW_EXPOSE_NATIVE_WAYLAND //#define GLFW_EXPOSE_NATIVE_MIR #include // Required for: glfwGetX11Window() #elif defined(__APPLE__) #include // Required for: usleep() //#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition #include // Required for: glfwGetCocoaWindow() #endif #endif #if defined(__linux__) #include // for NAME_MAX and PATH_MAX defines #define MAX_FILEPATH_LENGTH PATH_MAX // Use Linux define (4096) #else #define MAX_FILEPATH_LENGTH 512 // Use common value #endif #if defined(PLATFORM_ANDROID) //#include // Android sensors functions (accelerometer, gyroscope, light...) #include // Defines AWINDOW_FLAG_FULLSCREEN and others #include // Defines basic app state struct and manages activity #include // Khronos EGL library - Native platform display device control functions #include // Khronos OpenGL ES 2.0 library #endif #if defined(PLATFORM_RPI) #include // POSIX file control definitions - open(), creat(), fcntl() #include // POSIX standard function definitions - read(), close(), STDIN_FILENO #include // POSIX terminal control definitions - tcgetattr(), tcsetattr() #include // POSIX threads management (mouse input) #include // POSIX directory browsing #include // UNIX System call for device-specific input/output operations - ioctl() #include // Linux: KDSKBMODE, K_MEDIUMRAM constants definition #include // Linux: Keycodes constants definition (KEY_A, ...) #include // Linux: Joystick support library #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions #include "EGL/eglext.h" // Khronos EGL library - Extensions #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library #endif #if defined(PLATFORM_UWP) #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions #include "EGL/eglext.h" // Khronos EGL library - Extensions #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library #endif #if defined(PLATFORM_WEB) #define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL) #include // GLFW3 library: Windows, OpenGL context and Input management #include // Required for: timespec, nanosleep(), select() - POSIX #include // Emscripten library - LLVM to JavaScript compiler #include // Emscripten HTML5 library #endif //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #if defined(PLATFORM_RPI) #define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event number // Old device inputs system #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) #define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events // New device input events (evdev) (must be detected) //#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN" //#define DEFAULT_MOUSE_DEV "/dev/input/eventN" //#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN" #define MOUSE_SENSITIVITY 0.8f #endif #define MAX_GAMEPADS 4 // Max number of gamepads supported #define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) #define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad) #define STORAGE_FILENAME "storage.data" //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- // Window/Graphics related variables //----------------------------------------------------------------------------------- #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) static GLFWwindow *window; // Native window (graphic device) #endif static bool windowReady = false; // Check if window has been initialized successfully static bool windowMinimized = false; // Check if window has been minimized static bool windowResized = false; // Check if window has been resized static const char *windowTitle = NULL; // Window text title... 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, including black bars if required) static int currentWidth, currentHeight; // Current render width and height, it could change on BeginTextureMode() 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 screenScaling; // Matrix to scale screen (framebuffer rendering) #if defined(PLATFORM_RPI) static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) static EGLDisplay display; // Native display device (physical screen connection) static EGLSurface surface; // Surface to draw on, framebuffers (connected to context) static EGLContext context; // Graphic context, mode in which drawing can be done static EGLConfig config; // Graphic config static uint64_t baseTime; // Base time measure for hi-res timer static bool windowShouldClose = false; // Flag to set window for closing #endif #if defined(PLATFORM_UWP) extern EGLNativeWindowType uwpWindow; // Native EGL window handler for UWP (external, defined in UWP App) #endif //----------------------------------------------------------------------------------- #if defined(PLATFORM_ANDROID) static struct android_app *androidApp; // Android activity static struct android_poll_source *source; // Android events polling source static int ident, events; // Android ALooper_pollAll() variables static const char *internalDataPath = NULL; // Android internal data path to write data (/data/data//files) static bool appEnabled = true; // Used to detec if app is active static bool contextRebindRequired = false; // Used to know context rebind required #endif // Inputs related variables //----------------------------------------------------------------------------------- // Keyboard states static char previousKeyState[512] = { 0 }; // Registers previous frame key state static char currentKeyState[512] = { 0 }; // Registers current frame key state static int lastKeyPressed = -1; // Register last key pressed static int exitKey = KEY_ESCAPE; // Default exit key (ESC) #if defined(PLATFORM_RPI) // NOTE: For keyboard we will use the standard input (but reconfigured...) static struct termios defaultKeyboardSettings; // Used to store default keyboard settings static int defaultKeyboardMode; // Used to store default keyboard mode #endif // Mouse states static Vector2 mousePosition = { 0.0f, 0.0f }; // Mouse position on screen static Vector2 mouseScale = { 1.0f, 1.0f }; // Mouse scaling static Vector2 mouseOffset = { 0.0f, 0.0f }; // Mouse offset static bool cursorHidden = false; // Track if cursor is hidden static bool cursorOnScreen = false; // Tracks if cursor is inside client area static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) static char previousMouseState[3] = { 0 }; // Registers previous mouse button state static char currentMouseState[3] = { 0 }; // Registers current mouse button state static int previousMouseWheelY = 0; // Registers previous mouse wheel variation static int currentMouseWheelY = 0; // Registers current mouse wheel variation #endif #if defined(PLATFORM_RPI) static char currentMouseStateEvdev[3] = { 0 }; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update) typedef struct { pthread_t threadId; // Event reading thread id int fd; // File descriptor to the device it is assigned to int eventNum; // Number of 'event' device Rectangle absRange; // Range of values for absolute pointing devices (touchscreens) int touchSlot; // Hold the touch slot number of the currently being sent multitouch block bool isMouse; // True if device supports relative X Y movements bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH bool isKeyboard; // True if device has letter keycodes bool isGamepad; // True if device has gamepad buttons } InputEventWorker; static InputEventWorker eventWorkers[10]; // List of worker threads for every monitored "/dev/input/event" typedef struct{ int Contents[8]; char Head; char Tail; } KeyEventFifo; static KeyEventFifo lastKeyPressedEvdev; // Buffer for holding keydown events as they arrive (Needed due to multitreading of event workers) static char currentKeyStateEvdev[512] = { 0 }; // Registers current frame key state from event based driver (Needs to be seperate because the legacy console based method clears keys on every frame) #endif #if defined(PLATFORM_WEB) static bool toggleCursorLock = false; // Ask for cursor pointer lock on next click #endif // Gamepads states static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed static int gamepadAxisCount = 0; // Register number of available gamepad axis #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state #endif #if defined(PLATFORM_RPI) static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor static pthread_t gamepadThreadId; // Gamepad reading thread id static char gamepadName[64]; // Gamepad name holder #endif //----------------------------------------------------------------------------------- // Timming system variables //----------------------------------------------------------------------------------- static double currentTime = 0.0; // Current time measure static double previousTime = 0.0; // Previous time measure static double updateTime = 0.0; // Time measure for frame update static double drawTime = 0.0; // Time measure for frame draw static double frameTime = 0.0; // Time measure for one frame static double targetTime = 0.0; // Desired time for one frame, if 0 not applied //----------------------------------------------------------------------------------- // Config internal variables //----------------------------------------------------------------------------------- static unsigned char configFlags = 0; // Configuration flags (bit based) static bool showLogo = false; // Track if showing logo at init is enabled static char **dropFilesPath; // Store dropped files paths as strings static int dropFilesCount = 0; // Count dropped files strings static char **dirFilesPath; // Store directory files paths as strings static int dirFilesCount = 0; // Count directory files strings #if defined(SUPPORT_SCREEN_CAPTURE) static int screenshotCounter = 0; // Screenshots counter #endif #if defined(SUPPORT_GIF_RECORDING) static int gifFramesCounter = 0; // GIF frames counter static bool gifRecording = false; // GIF recording state #endif //----------------------------------------------------------------------------------- //---------------------------------------------------------------------------------- // Other Modules Functions Declaration (required by core) //---------------------------------------------------------------------------------- #if defined(SUPPORT_DEFAULT_FONT) extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow() extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory #endif //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static bool InitGraphicsDevice(int width, int height); // Initialize graphics device static void SetupFramebuffer(int width, int height); // Setup main framebuffer static void SetupViewport(int width, int height); // Set viewport for a provided width and height static void SwapBuffers(void); // Copy back buffer to front buffers static void InitTimer(void); // Initialize timer static void Wait(float ms); // Wait for some milliseconds (stop program execution) static bool GetKeyStatus(int key); // Returns if a key has been pressed static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed static int GetGamepadButton(int button); // Get gamepad button generic to all platforms static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms static void PollInputEvents(void); // Register user events static void LogoAnimation(void); // Plays raylib logo appearing animation #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window #endif #if defined(PLATFORM_ANDROID) static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs #endif #if defined(PLATFORM_WEB) static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData); static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData); static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData); static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData); #endif #if defined(PLATFORM_RPI) #if defined(SUPPORT_SSH_KEYBOARD_RPI) static void InitKeyboard(void); // Init raw keyboard system (standard input reading) static void ProcessKeyboard(void); // Process keyboard events static void RestoreKeyboard(void); // Restore keyboard system #else static void InitTerminal(void); // Init terminal (block echo and signal short cuts) static void RestoreTerminal(void); // Restore terminal #endif static void InitEvdevInput(void); // Evdev inputs initialization static void EventThreadSpawn(char *device); // Identifies a input device and spawns a thread to handle it if needed static void *EventThread(void *arg); // Input device events reading thread static void InitGamepad(void); // Init raw gamepad input static void *GamepadThread(void *arg); // Mouse reading thread #endif // PLATFORM_RPI #if defined(_WIN32) // NOTE: We include Sleep() function signature here to avoid windows.h inclusion void __stdcall Sleep(unsigned long msTimeout); // Required for Wait() #endif //---------------------------------------------------------------------------------- // Module Functions Definition - Window and OpenGL Context Functions //---------------------------------------------------------------------------------- #if defined(PLATFORM_ANDROID) // To allow easier porting to android, we allow the user to define a // main function which we call from android_main, defined by ourselves extern int main(int argc, char *argv[]); void android_main(struct android_app *app) { char arg0[] = "raylib"; // NOTE: argv[] are mutable androidApp = app; // TODO: Should we maybe report != 0 return codes somewhere? (void)main(1, (char *[]) { arg0, NULL }); } // TODO: Add this to header (if apps really need it) struct android_app *GetAndroidApp(void) { return androidApp; } #endif #if defined(PLATFORM_RPI) && !defined(SUPPORT_SSH_KEYBOARD_RPI) // Init terminal (block echo and signal short cuts) static void InitTerminal(void) { TraceLog(LOG_INFO, "Reconfigure Terminal ..."); // 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 // NOTE: ISIG controls if ^C and ^Z generate break signals or not keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG); keyboardNewSettings.c_cc[VMIN] = 1; keyboardNewSettings.c_cc[VTIME] = 0; // Set new keyboard settings (change occurs immediately) tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings); // 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 or from the desktop TraceLog(LOG_WARNING, "Could not change keyboard mode (Not a local Terminal)"); } else { ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE); } // Register terminal restore when program finishes atexit(RestoreTerminal); } // Restore terminal static void RestoreTerminal(void) { TraceLog(LOG_INFO, "Restore Terminal ..."); // Reset to default keyboard settings tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings); // Reconfigure keyboard to default mode ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode); } #endif // Initialize window and OpenGL context // NOTE: data parameter could be used to pass any kind of required data to the initialization void InitWindow(int width, int height, const char *title) { TraceLog(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION); windowTitle = title; #if defined(PLATFORM_ANDROID) screenWidth = width; screenHeight = height; currentWidth = width; currentHeight = height; // Input data is android app pointer internalDataPath = androidApp->activity->internalDataPath; // Set desired windows flags before initializing anything ANativeActivity_setWindowFlags(androidApp->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER //ANativeActivity_setWindowFlags(androidApp->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN); int orientation = AConfiguration_getOrientation(androidApp->config); if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation"); else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation"); // TODO: Automatic orientation doesn't seem to work if (width <= height) { AConfiguration_setOrientation(androidApp->config, ACONFIGURATION_ORIENTATION_PORT); TraceLog(LOG_WARNING, "Window set to portraid mode"); } else { AConfiguration_setOrientation(androidApp->config, ACONFIGURATION_ORIENTATION_LAND); TraceLog(LOG_WARNING, "Window set to landscape mode"); } //AConfiguration_getDensity(androidApp->config); //AConfiguration_getKeyboard(androidApp->config); //AConfiguration_getScreenSize(androidApp->config); //AConfiguration_getScreenLong(androidApp->config); androidApp->onAppCmd = AndroidCommandCallback; androidApp->onInputEvent = AndroidInputCallback; InitAssetManager(androidApp->activity->assetManager); TraceLog(LOG_INFO, "Android app initialized successfully"); // Wait for window to be initialized (display and context) while (!windowReady) { // Process events loop while ((ident = ALooper_pollAll(0, NULL, &events, (void**)&source)) >= 0) { // Process this event if (source != NULL) source->process(androidApp, source); // NOTE: Never close window, native activity is controlled by the system! //if (androidApp->destroyRequested != 0) windowShouldClose = true; } } #else // Init graphics device (display device and OpenGL context) // NOTE: returns true if window and graphic device has been initialized successfully windowReady = InitGraphicsDevice(width, height); if (!windowReady) return; // Init hi-res timer InitTimer(); #if defined(SUPPORT_DEFAULT_FONT) // Load default font // NOTE: External function (defined in module: text) LoadDefaultFont(); #endif #if defined(PLATFORM_RPI) // Init raw input system InitEvdevInput(); // Evdev inputs initialization InitGamepad(); // Gamepad init #if defined(SUPPORT_SSH_KEYBOARD_RPI) InitKeyboard(); // Keyboard init #else InitTerminal(); // Terminal init #endif #endif #if defined(PLATFORM_WEB) emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback); // Support keyboard events emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback); // Support mouse events emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback); // Support touch events emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback); emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback); emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback); emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback); // Support gamepad events (not provided by GLFW3 on emscripten) emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback); emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback); #endif mousePosition.x = (float)screenWidth/2.0f; mousePosition.y = (float)screenHeight/2.0f; // raylib logo appearing animation (if enabled) if (showLogo) { SetTargetFPS(60); LogoAnimation(); } #endif // PLATFORM_ANDROID } // Close window and unload OpenGL context void CloseWindow(void) { #if defined(SUPPORT_GIF_RECORDING) if (gifRecording) { GifEnd(); gifRecording = false; } #endif #if defined(SUPPORT_DEFAULT_FONT) UnloadDefaultFont(); #endif rlglClose(); // De-init rlgl #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) glfwDestroyWindow(window); glfwTerminate(); #endif #if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) timeEndPeriod(1); // Restore time period #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) // 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 #if defined(PLATFORM_RPI) // Wait for mouse and gamepad threads to finish before closing // NOTE: Those threads should already have finished at this point // because they are controlled by windowShouldClose variable windowShouldClose = true; // Added to force threads to exit when the close window is called for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i) { if (eventWorkers[i].threadId == 0) { pthread_join(eventWorkers[i].threadId, NULL); } } pthread_join(gamepadThreadId, NULL); #endif TraceLog(LOG_INFO, "Window closed successfully"); } // Check if window has been initialized successfully bool IsWindowReady(void) { return windowReady; } // Check if KEY_ESCAPE pressed or Close icon pressed bool WindowShouldClose(void) { #if defined(PLATFORM_WEB) // Emterpreter-Async required to run sync code // https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code // By default, this function is never called on a web-ready raylib example because we encapsulate // frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously // but now emscripten allows sync code to be executed in an interpreted way, using emterpreter! emscripten_sleep(16); return false; #endif #if defined(PLATFORM_DESKTOP) if (windowReady) { // While window minimized, stop loop execution while (windowMinimized) glfwWaitEvents(); return (glfwWindowShouldClose(window)); } else return true; #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) if (windowReady) return windowShouldClose; else return true; #endif } // Check if window has been minimized (or lost focus) bool IsWindowMinimized(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) return windowMinimized; #else return false; #endif } // Check if window has been resized bool IsWindowResized(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP) return windowResized; #else return false; #endif } // Check if window is currently hidden bool IsWindowHidden(void) { #if defined(PLATFORM_DESKTOP) return (glfwGetWindowAttrib(window, GLFW_VISIBLE) == GL_FALSE); #endif return false; } // Toggle fullscreen mode (only PLATFORM_DESKTOP) void ToggleFullscreen(void) { #if defined(PLATFORM_DESKTOP) fullscreen = !fullscreen; // Toggle fullscreen flag // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs) if (fullscreen) glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); else glfwSetWindowMonitor(window, NULL, 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) TraceLog(LOG_WARNING, "Could not toggle to windowed mode"); #endif } // Set icon for window (only PLATFORM_DESKTOP) // NOTE: Image must be in RGBA format, 8bit per channel void SetWindowIcon(Image image) { #if defined(PLATFORM_DESKTOP) if (image.format == UNCOMPRESSED_R8G8B8A8) { GLFWimage icon[1] = { 0 }; icon[0].width = image.width; icon[0].height = image.height; icon[0].pixels = (unsigned char *)image.data; // NOTE 1: We only support one image icon // NOTE 2: The specified image data is copied before this function returns glfwSetWindowIcon(window, 1, icon); } else TraceLog(LOG_WARNING, "Window icon image must be in R8G8B8A8 pixel format"); #endif } // Set title for window (only PLATFORM_DESKTOP) void SetWindowTitle(const char *title) { windowTitle = title; #if defined(PLATFORM_DESKTOP) glfwSetWindowTitle(window, title); #endif } // Set window position on screen (windowed mode) void SetWindowPosition(int x, int y) { #if defined(PLATFORM_DESKTOP) glfwSetWindowPos(window, x, y); #endif } // Set monitor for the current window (fullscreen mode) void SetWindowMonitor(int monitor) { #if defined(PLATFORM_DESKTOP) int monitorCount; GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); if ((monitor >= 0) && (monitor < monitorCount)) { //glfwSetWindowMonitor(window, monitors[monitor], 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor])); } else TraceLog(LOG_WARNING, "Selected monitor not found"); #endif } // Set window minimum dimensions (FLAG_WINDOW_RESIZABLE) void SetWindowMinSize(int width, int height) { #if defined(PLATFORM_DESKTOP) const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); glfwSetWindowSizeLimits(window, width, height, mode->width, mode->height); #endif } // Set window dimensions // TODO: Issues on HighDPI scaling void SetWindowSize(int width, int height) { #if defined(PLATFORM_DESKTOP) glfwSetWindowSize(window, width, height); #endif } // Show the window void UnhideWindow(void) { #if defined(PLATFORM_DESKTOP) glfwShowWindow(window); #endif } // Hide the window void HideWindow(void) { #if defined(PLATFORM_DESKTOP) glfwHideWindow(window); #endif } // Get current screen width int GetScreenWidth(void) { return screenWidth; } // Get current screen height int GetScreenHeight(void) { return screenHeight; } // Get native window handle void *GetWindowHandle(void) { #if defined(PLATFORM_DESKTOP) && defined(_WIN32) // NOTE: Returned handle is: void *HWND (windows.h) return glfwGetWin32Window(window); #elif defined(__linux__) // NOTE: Returned handle is: unsigned long Window (X.h) // typedef unsigned long XID; // typedef XID Window; //unsigned long id = (unsigned long)glfwGetX11Window(window); return NULL; // TODO: Find a way to return value... cast to void *? #elif defined(__APPLE__) // NOTE: Returned handle is: (objc_object *) return NULL; // TODO: return (void *)glfwGetCocoaWindow(window); #else return NULL; #endif } // Get number of monitors int GetMonitorCount(void) { #if defined(PLATFORM_DESKTOP) int monitorCount; glfwGetMonitors(&monitorCount); return monitorCount; #else return 1; #endif } // Get primary monitor width int GetMonitorWidth(int monitor) { #if defined(PLATFORM_DESKTOP) int monitorCount; GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); if ((monitor >= 0) && (monitor < monitorCount)) { const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); return mode->width; } else TraceLog(LOG_WARNING, "Selected monitor not found"); #endif return 0; } // Get primary monitor width int GetMonitorHeight(int monitor) { #if defined(PLATFORM_DESKTOP) int monitorCount; GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); if ((monitor >= 0) && (monitor < monitorCount)) { const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]); return mode->height; } else TraceLog(LOG_WARNING, "Selected monitor not found"); #endif return 0; } // Get primary montior physical width in millimetres int GetMonitorPhysicalWidth(int monitor) { #if defined(PLATFORM_DESKTOP) int monitorCount; GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); if ((monitor >= 0) && (monitor < monitorCount)) { int physicalWidth; glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL); return physicalWidth; } else TraceLog(LOG_WARNING, "Selected monitor not found"); #endif return 0; } // Get primary monitor physical height in millimetres int GetMonitorPhysicalHeight(int monitor) { #if defined(PLATFORM_DESKTOP) int monitorCount; GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); if ((monitor >= 0) && (monitor < monitorCount)) { int physicalHeight; glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight); return physicalHeight; } else TraceLog(LOG_WARNING, "Selected monitor not found"); #endif return 0; } // Get the human-readable, UTF-8 encoded name of the primary monitor const char *GetMonitorName(int monitor) { #if defined(PLATFORM_DESKTOP) int monitorCount; GLFWmonitor **monitors = glfwGetMonitors(&monitorCount); if ((monitor >= 0) && (monitor < monitorCount)) { return glfwGetMonitorName(monitors[monitor]); } else TraceLog(LOG_WARNING, "Selected monitor not found"); #endif return ""; } // Get clipboard text content // NOTE: returned string is allocated and freed by GLFW const char *GetClipboardText(void) { #if defined(PLATFORM_DESKTOP) return glfwGetClipboardString(window); #else return NULL; #endif } // Set clipboard text content void SetClipboardText(const char *text) { #if defined(PLATFORM_DESKTOP) glfwSetClipboardString(window, text); #endif } // Show mouse cursor void ShowCursor(void) { #if defined(PLATFORM_DESKTOP) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); #endif #if defined(PLATFORM_UWP) UWPMessage *msg = CreateUWPMessage(); msg->type = UWP_MSG_SHOW_MOUSE; SendMessageToUWP(msg); #endif cursorHidden = false; } // Hides mouse cursor void HideCursor(void) { #if defined(PLATFORM_DESKTOP) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); #endif #if defined(PLATFORM_UWP) UWPMessage *msg = CreateUWPMessage(); msg->type = UWP_MSG_HIDE_MOUSE; SendMessageToUWP(msg); #endif cursorHidden = true; } // Check if cursor is not visible bool IsCursorHidden(void) { return cursorHidden; } // Enables cursor (unlock cursor) void EnableCursor(void) { #if defined(PLATFORM_DESKTOP) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); #endif #if defined(PLATFORM_WEB) toggleCursorLock = true; #endif #if defined(PLATFORM_UWP) UWPMessage *msg = CreateUWPMessage(); msg->type = UWP_MSG_LOCK_MOUSE; SendMessageToUWP(msg); #endif cursorHidden = false; } // Disables cursor (lock cursor) void DisableCursor(void) { #if defined(PLATFORM_DESKTOP) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); #endif #if defined(PLATFORM_WEB) toggleCursorLock = true; #endif #if defined(PLATFORM_UWP) UWPMessage *msg = CreateUWPMessage(); msg->type = UWP_MSG_UNLOCK_MOUSE; SendMessageToUWP(msg); #endif cursorHidden = true; } // Set background color (framebuffer clear color) void ClearBackground(Color color) { rlClearColor(color.r, color.g, color.b, color.a); // Set clear color rlClearScreenBuffers(); // Clear current framebuffers } // Setup canvas (framebuffer) to start drawing void BeginDrawing(void) { currentTime = GetTime(); // Number of elapsed seconds since InitTimer() updateTime = currentTime - previousTime; previousTime = currentTime; rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1 // 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 defined(SUPPORT_GIF_RECORDING) #define GIF_RECORD_FRAMERATE 10 if (gifRecording) { gifFramesCounter++; // NOTE: We record one gif frame every 10 game frames if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0) { // Get image data for the current frame (from backbuffer) // NOTE: This process is very slow... :( unsigned char *screenData = rlReadScreenPixels(screenWidth, screenHeight); GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false); RL_FREE(screenData); // Free image data } if (((gifFramesCounter/15)%2) == 1) { DrawCircle(30, screenHeight - 20, 10, RED); DrawText("RECORDING", 50, screenHeight - 25, 10, MAROON); } rlglDraw(); // Draw RECORDING message } #endif SwapBuffers(); // Copy back buffer to front buffer PollInputEvents(); // Poll user events // Frame time control system currentTime = GetTime(); drawTime = currentTime - previousTime; previousTime = currentTime; frameTime = updateTime + drawTime; // Wait for some milliseconds... if (frameTime < targetTime) { Wait((float)(targetTime - frameTime)*1000.0f); currentTime = GetTime(); double extraTime = currentTime - previousTime; previousTime = currentTime; frameTime += extraTime; } return; } // Initialize 2D mode with custom camera (2D) void BeginMode2D(Camera2D camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required // Camera rotation and scaling is always relative to target Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f); Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD); Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f); Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f); Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation); rlMultMatrixf(MatrixToFloat(matTransform)); // Apply transformation to modelview } // Ends 2D mode with custom camera void EndMode2D(void) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required } // Initializes 3D mode with custom camera (3D) void BeginMode3D(Camera3D camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlMatrixMode(RL_PROJECTION); // Switch to projection matrix rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection rlLoadIdentity(); // Reset current matrix (PROJECTION) float aspect = (float)currentWidth/(float)currentHeight; if (camera.type == CAMERA_PERSPECTIVE) { // Setup perspective projection double top = 0.01*tan(camera.fovy*0.5*DEG2RAD); double right = top*aspect; rlFrustum(-right, right, -top, top, 0.01, 1000.0); } else if (camera.type == CAMERA_ORTHOGRAPHIC) { // Setup orthographic projection double top = camera.fovy/2.0; double right = top*aspect; rlOrtho(-right,right,-top,top, 0.01, 1000.0); } // NOTE: zNear and zFar values are important when computing depth buffer values rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) // Setup Camera view Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera) rlEnableDepthTest(); // Enable DEPTH_TEST for 3D } // Ends 3D mode and returns to default 2D orthographic mode void EndMode3D(void) { rlglDraw(); // Process internal buffers (update + draw) rlMatrixMode(RL_PROJECTION); // Switch to projection matrix rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required rlDisableDepthTest(); // Disable DEPTH_TEST for 2D } // Initializes render texture for drawing void BeginTextureMode(RenderTexture2D target) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlEnableRenderTexture(target.id); // Enable render target // Set viewport to framebuffer size rlViewport(0, 0, target.texture.width, target.texture.height); rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) // Set orthographic projection to current framebuffer size // NOTE: Configured top-left corner as (0, 0) rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f); rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) //rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?) // Setup current width/height for proper aspect ratio // calculation when using BeginMode3D() currentWidth = target.texture.width; currentHeight = target.texture.height; } // Ends drawing to render texture void EndTextureMode(void) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlDisableRenderTexture(); // Disable render target // Set viewport to default framebuffer size SetupViewport(renderWidth, renderHeight); // Reset current screen size currentWidth = GetScreenWidth(); currentHeight = GetScreenHeight(); } // Returns a ray trace from mouse position Ray GetMouseRay(Vector2 mousePosition, Camera camera) { Ray ray; // Calculate normalized device coordinates // NOTE: y value is negative float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f; float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight(); float z = 1.0f; // Store values in a vector Vector3 deviceCoords = { x, y, z }; // Calculate view matrix from camera look at Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); Matrix matProj = MatrixIdentity(); if (camera.type == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); } else if (camera.type == CAMERA_ORTHOGRAPHIC) { float aspect = (float)screenWidth/(float)screenHeight; double top = camera.fovy/2.0; double right = top*aspect; // Calculate projection matrix from orthographic matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0); } // Unproject far/near points Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); // Unproject the mouse cursor in the near plane. // We need this as the source position because orthographic projects, compared to perspect doesn't have a // convergence point, meaning that the "eye" of the camera is more like a plane than a point. Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView); // Calculate normalized direction vector Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint)); if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position; else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos; // Apply calculated vectors to ray ray.direction = direction; return ray; } // Returns the screen space position from a 3d world space position Vector2 GetWorldToScreen(Vector3 position, Camera camera) { // Calculate projection matrix (from perspective instead of frustum Matrix matProj = MatrixIdentity(); if (camera.type == CAMERA_PERSPECTIVE) { // Calculate projection matrix from perspective matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); } else if (camera.type == CAMERA_ORTHOGRAPHIC) { float aspect = (float)screenWidth/(float)screenHeight; double top = camera.fovy/2.0; double right = top*aspect; // Calculate projection matrix from orthographic matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0); } // Calculate view matrix from camera look at (and transpose it) Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); // Convert world position vector to quaternion Quaternion worldPos = { position.x, position.y, position.z, 1.0f }; // Transform world position to view worldPos = QuaternionTransform(worldPos, matView); // Transform result to projection (clip space position) worldPos = QuaternionTransform(worldPos, matProj); // Calculate normalized device coordinates (inverted y) Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w }; // Calculate 2d screen position vector Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() }; return screenPosition; } // Get transform matrix for camera Matrix GetCameraMatrix(Camera camera) { return MatrixLookAt(camera.position, camera.target, camera.up); } // Set target FPS (maximum) void SetTargetFPS(int fps) { if (fps < 1) targetTime = 0.0; else targetTime = 1.0/(double)fps; TraceLog(LOG_INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000); } // Returns current FPS int GetFPS(void) { return (int)(1.0f/GetFrameTime()); } // Returns time in seconds for last frame drawn float GetFrameTime(void) { // NOTE: We round value to milliseconds return (float)frameTime; } // Get elapsed time measure in seconds since InitTimer() // NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow() // NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit() double GetTime(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) return glfwGetTime(); // Elapsed time since glfwInit() #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) struct timespec ts; clock_gettime(CLOCK_MONOTONIC, &ts); uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec; return (double)(time - baseTime)*1e-9; // Elapsed time since InitTimer() #endif #if defined(PLATFORM_UWP) // Updated through messages return currentTime; #endif } // Returns hexadecimal value for a Color int ColorToInt(Color color) { return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a); } // Returns color normalized as float [0..1] Vector4 ColorNormalize(Color color) { Vector4 result; result.x = (float)color.r/255.0f; result.y = (float)color.g/255.0f; result.z = (float)color.b/255.0f; result.w = (float)color.a/255.0f; return result; } // Returns HSV values for a Color // NOTE: Hue is returned as degrees [0..360] Vector3 ColorToHSV(Color color) { Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f }; Vector3 hsv = { 0.0f, 0.0f, 0.0f }; float min, max, delta; min = rgb.x < rgb.y? rgb.x : rgb.y; min = min < rgb.z? min : rgb.z; max = rgb.x > rgb.y? rgb.x : rgb.y; max = max > rgb.z? max : rgb.z; hsv.z = max; // Value delta = max - min; if (delta < 0.00001f) { hsv.y = 0.0f; hsv.x = 0.0f; // Undefined, maybe NAN? return hsv; } if (max > 0.0f) { // NOTE: If max is 0, this divide would cause a crash hsv.y = (delta/max); // Saturation } else { // NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined hsv.y = 0.0f; hsv.x = NAN; // Undefined return hsv; } // NOTE: Comparing float values could not work properly if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta; // Between yellow & magenta else { if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta; // Between cyan & yellow else hsv.x = 4.0f + (rgb.x - rgb.y)/delta; // Between magenta & cyan } hsv.x *= 60.0f; // Convert to degrees if (hsv.x < 0.0f) hsv.x += 360.0f; return hsv; } // Returns a Color from HSV values // Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion // NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors Color ColorFromHSV(Vector3 hsv) { Color color = { 0, 0, 0, 255 }; float h = hsv.x, s = hsv.y, v = hsv.z; // Red channel float k = fmod((5.0f + h/60.0f), 6); float t = 4.0f - k; k = (t < k)? t : k; k = (k < 1)? k : 1; k = (k > 0)? k : 0; color.r = (v - v*s*k)*255; // Green channel k = fmod((3.0f + h/60.0f), 6); t = 4.0f - k; k = (t < k)? t : k; k = (k < 1)? k : 1; k = (k > 0)? k : 0; color.g = (v - v*s*k)*255; // Blue channel k = fmod((1.0f + h/60.0f), 6); t = 4.0f - k; k = (t < k)? t : k; k = (k < 1)? k : 1; k = (k > 0)? k : 0; color.b = (v - v*s*k)*255; return color; } // Returns a Color struct from hexadecimal value Color GetColor(int hexValue) { Color color; color.r = (unsigned char)(hexValue >> 24) & 0xFF; color.g = (unsigned char)(hexValue >> 16) & 0xFF; color.b = (unsigned char)(hexValue >> 8) & 0xFF; color.a = (unsigned char)hexValue & 0xFF; return color; } // Returns a random value between min and max (both included) int GetRandomValue(int min, int max) { if (min > max) { int tmp = max; max = min; min = tmp; } return (rand()%(abs(max - min) + 1) + min); } // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f Color Fade(Color color, float alpha) { if (alpha < 0.0f) alpha = 0.0f; else if (alpha > 1.0f) alpha = 1.0f; return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)}; } // Setup window configuration flags (view FLAGS) void SetConfigFlags(unsigned char flags) { configFlags = flags; if (configFlags & FLAG_SHOW_LOGO) showLogo = true; if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true; } // NOTE TraceLog() function is located in [utils.h] // Takes a screenshot of current screen (saved a .png) // NOTE: This function could work in any platform but some platforms: PLATFORM_ANDROID and PLATFORM_WEB // have their own internal file-systems, to dowload image to user file-system some additional mechanism is required void TakeScreenshot(const char *fileName) { unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight); Image image = { imgData, renderWidth, renderHeight, 1, UNCOMPRESSED_R8G8B8A8 }; char path[512] = { 0 }; #if defined(PLATFORM_ANDROID) strcpy(path, internalDataPath); strcat(path, "/"); strcat(path, fileName); #else strcpy(path, fileName); #endif ExportImage(image, path); RL_FREE(imgData); #if defined(PLATFORM_WEB) // Download file from MEMFS (emscripten memory filesystem) // saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path))); #endif TraceLog(LOG_INFO, "Screenshot taken: %s", path); } // Check if the file exists bool FileExists(const char *fileName) { bool result = false; #if defined(_WIN32) if (_access(fileName, 0) != -1) result = true; #else if (access(fileName, F_OK) != -1) result = true; #endif return result; } // Check file extension bool IsFileExtension(const char *fileName, const char *ext) { bool result = false; const char *fileExt; if ((fileExt = strrchr(fileName, '.')) != NULL) { #if defined(_WIN32) result = true; int extLen = strlen(ext); if (strlen(fileExt) == extLen) { for (int i = 0; i < extLen; i++) { if (tolower(fileExt[i]) != tolower(ext[i])) { result = false; break; } } } else result = false; #else if (strcmp(fileExt, ext) == 0) result = true; #endif } return result; } // Get pointer to extension for a filename string const char *GetExtension(const char *fileName) { const char *dot = strrchr(fileName, '.'); if (!dot || dot == fileName) return NULL; return (dot + 1); } // String pointer reverse break: returns right-most occurrence of charset in s static const char *strprbrk(const char *s, const char *charset) { const char *latestMatch = NULL; for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { } return latestMatch; } // Get pointer to filename for a path string const char *GetFileName(const char *filePath) { const char *fileName = strprbrk(filePath, "\\/"); if (!fileName || fileName == filePath) return filePath; return fileName + 1; } // Get filename string without extension (memory should be freed) const char *GetFileNameWithoutExt(const char *filePath) { #define MAX_FILENAMEWITHOUTEXT_LENGTH 64 static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH]; memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH); strcpy(fileName, GetFileName(filePath)); // Get filename with extension int len = strlen(fileName); for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++) { if (fileName[i] == '.') { // NOTE: We break on first '.' found fileName[i] = '\0'; break; } } return fileName; } // Get directory for a given fileName (with path) const char *GetDirectoryPath(const char *fileName) { const char *lastSlash = NULL; static char filePath[MAX_FILEPATH_LENGTH]; memset(filePath, 0, MAX_FILEPATH_LENGTH); lastSlash = strprbrk(fileName, "\\/"); if (!lastSlash) return NULL; // NOTE: Be careful, strncpy() is not safe, it does not care about '\0' strncpy(filePath, fileName, strlen(fileName) - (strlen(lastSlash) - 1)); filePath[strlen(fileName) - strlen(lastSlash)] = '\0'; // Add '\0' manually return filePath; } // Get current working directory const char *GetWorkingDirectory(void) { static char currentDir[MAX_FILEPATH_LENGTH]; memset(currentDir, 0, MAX_FILEPATH_LENGTH); GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1); return currentDir; } // Get filenames in a directory path (max 512 files) // NOTE: Files count is returned by parameters pointer char **GetDirectoryFiles(const char *dirPath, int *fileCount) { #define MAX_DIRECTORY_FILES 512 ClearDirectoryFiles(); // Memory allocation for MAX_DIRECTORY_FILES dirFilesPath = (char **)RL_MALLOC(sizeof(char *)*MAX_DIRECTORY_FILES); for (int i = 0; i < MAX_DIRECTORY_FILES; i++) dirFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH); int counter = 0; struct dirent *ent; DIR *dir = opendir(dirPath); if (dir != NULL) // It's a directory { // TODO: Reading could be done in two passes, // first one to count files and second one to read names // That way we can allocate required memory, instead of a limited pool while ((ent = readdir(dir)) != NULL) { strcpy(dirFilesPath[counter], ent->d_name); counter++; } closedir(dir); } else TraceLog(LOG_WARNING, "Can not open directory...\n"); // Maybe it's a file... dirFilesCount = counter; *fileCount = dirFilesCount; return dirFilesPath; } // Clear directory files paths buffers void ClearDirectoryFiles(void) { if (dirFilesCount > 0) { for (int i = 0; i < dirFilesCount; i++) RL_FREE(dirFilesPath[i]); RL_FREE(dirFilesPath); dirFilesCount = 0; } } // Change working directory, returns true if success bool ChangeDirectory(const char *dir) { return (CHDIR(dir) == 0); } // Check if a file has been dropped into window bool IsFileDropped(void) { if (dropFilesCount > 0) return true; else return false; } // Get dropped files names char **GetDroppedFiles(int *count) { *count = dropFilesCount; return dropFilesPath; } // Clear dropped files paths buffer void ClearDroppedFiles(void) { if (dropFilesCount > 0) { for (int i = 0; i < dropFilesCount; i++) RL_FREE(dropFilesPath[i]); RL_FREE(dropFilesPath); dropFilesCount = 0; } } // Get file modification time (last write time) long GetFileModTime(const char *fileName) { struct stat result = { 0 }; if (stat(fileName, &result) == 0) { time_t mod = result.st_mtime; return (long)mod; } return 0; } // Save integer value to storage file (to defined position) // NOTE: Storage positions is directly related to file memory layout (4 bytes each integer) void StorageSaveValue(int position, int value) { FILE *storageFile = NULL; char path[512] = { 0 }; #if defined(PLATFORM_ANDROID) strcpy(path, internalDataPath); strcat(path, "/"); strcat(path, STORAGE_FILENAME); #else strcpy(path, STORAGE_FILENAME); #endif // Try open existing file to append data storageFile = fopen(path, "rb+"); // If file doesn't exist, create a new storage data file if (!storageFile) storageFile = fopen(path, "wb"); if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be created"); else { // Get file size fseek(storageFile, 0, SEEK_END); int fileSize = ftell(storageFile); // Size in bytes fseek(storageFile, 0, SEEK_SET); if (fileSize < (position*sizeof(int))) TraceLog(LOG_WARNING, "Storage position could not be found"); else { fseek(storageFile, (position*sizeof(int)), SEEK_SET); fwrite(&value, 1, sizeof(int), storageFile); } fclose(storageFile); } } // Load integer value from storage file (from defined position) // NOTE: If requested position could not be found, value 0 is returned int StorageLoadValue(int position) { int value = 0; char path[512] = { 0 }; #if defined(PLATFORM_ANDROID) strcpy(path, internalDataPath); strcat(path, "/"); strcat(path, STORAGE_FILENAME); #else strcpy(path, STORAGE_FILENAME); #endif // Try open existing file to append data FILE *storageFile = fopen(path, "rb"); if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be found"); else { // Get file size fseek(storageFile, 0, SEEK_END); int fileSize = ftell(storageFile); // Size in bytes rewind(storageFile); if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found"); else { fseek(storageFile, (position*4), SEEK_SET); fread(&value, 4, 1, storageFile); // Read 1 element of 4 bytes size } fclose(storageFile); } return value; } // Open URL with default system browser (if available) // NOTE: This function is onlyl safe to use if you control the URL given. // A user could craft a malicious string performing another action. // Only call this function yourself not with user input or make sure to check the string yourself. // CHECK: https://github.com/raysan5/raylib/issues/686 void OpenURL(const char *url) { // Small security check trying to avoid (partially) malicious code... // sorry for the inconvenience when you hit this point... if (strchr(url, '\'') != NULL) { TraceLog(LOG_WARNING, "Provided URL does not seem to be valid."); } else { char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char)); #if defined(_WIN32) sprintf(cmd, "explorer %s", url); #elif defined(__linux__) sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser #elif defined(__APPLE__) sprintf(cmd, "open '%s'", url); #endif system(cmd); RL_FREE(cmd); } } //---------------------------------------------------------------------------------- // Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions //---------------------------------------------------------------------------------- // Detect if a key has been pressed once bool IsKeyPressed(int key) { bool pressed = false; if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true; else pressed = false; 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) { bool released = false; if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true; else released = false; return released; } // Detect if a key is NOT being pressed (key not held down) bool IsKeyUp(int key) { if (GetKeyStatus(key) == 0) return true; else return false; } // Get the last key pressed int GetKeyPressed(void) { return lastKeyPressed; } // Set a custom key to exit program // NOTE: default exitKey is ESCAPE void SetExitKey(int key) { #if !defined(PLATFORM_ANDROID) exitKey = key; #endif } // NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB) // Detect if a gamepad is available bool IsGamepadAvailable(int gamepad) { bool result = false; #if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true; #endif return result; } // Check gamepad name (if available) bool IsGamepadName(int gamepad, const char *name) { bool result = false; #if !defined(PLATFORM_ANDROID) const char *gamepadName = NULL; if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad); if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0); #endif return result; } // Return gamepad internal name id const char *GetGamepadName(int gamepad) { #if defined(PLATFORM_DESKTOP) if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad); else return NULL; #elif defined(PLATFORM_RPI) if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName); return gamepadName; #else return NULL; #endif } // Return gamepad axis count int GetGamepadAxisCount(int gamepad) { #if defined(PLATFORM_RPI) int axisCount = 0; if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount); gamepadAxisCount = axisCount; #endif return gamepadAxisCount; } // Return axis movement vector for a gamepad float GetGamepadAxisMovement(int gamepad, int axis) { float value = 0; #if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis]; #endif return value; } // Detect if a gamepad button has been pressed once bool IsGamepadButtonPressed(int gamepad, int button) { bool pressed = false; #if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && (currentGamepadState[gamepad][button] == 1)) pressed = true; #endif return pressed; } // Detect if a gamepad button is being pressed bool IsGamepadButtonDown(int gamepad, int button) { bool result = false; #if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && (currentGamepadState[gamepad][button] == 1)) result = true; #endif return result; } // Detect if a gamepad button has NOT been pressed once bool IsGamepadButtonReleased(int gamepad, int button) { bool released = false; #if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && (currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && (currentGamepadState[gamepad][button] == 0)) released = true; #endif return released; } // Detect if a mouse button is NOT being pressed bool IsGamepadButtonUp(int gamepad, int button) { bool result = false; #if !defined(PLATFORM_ANDROID) if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && (currentGamepadState[gamepad][button] == 0)) result = true; #endif return result; } // Get the last gamepad button pressed int GetGamepadButtonPressed(void) { return lastGamepadButtonPressed; } // Detect if a mouse button has been pressed once bool IsMouseButtonPressed(int button) { bool pressed = false; // TODO: Review, gestures could be not supported despite being on Android platform! #if defined(PLATFORM_ANDROID) if (IsGestureDetected(GESTURE_TAP)) pressed = true; #else if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true; #endif /* #if defined(PLATFORM_WEB) Vector2 pos = GetTouchPosition(0); if ((pos.x > 0) && (pos.y > 0)) pressed = true; // There was a touch! #endif */ return pressed; } // Detect if a mouse button is being pressed bool IsMouseButtonDown(int button) { bool down = false; #if defined(PLATFORM_ANDROID) if (IsGestureDetected(GESTURE_HOLD)) down = true; #else if (GetMouseButtonStatus(button) == 1) down = true; #endif return down; } // Detect if a mouse button has been released once bool IsMouseButtonReleased(int button) { bool released = false; #if !defined(PLATFORM_ANDROID) if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true; #endif return released; } // Detect if a mouse button is NOT being pressed bool IsMouseButtonUp(int button) { bool up = false; #if !defined(PLATFORM_ANDROID) if (GetMouseButtonStatus(button) == 0) up = true; #endif return up; } // Returns mouse position X int GetMouseX(void) { #if defined(PLATFORM_ANDROID) return (int)touchPosition[0].x; #else return (int)((mousePosition.x + mouseOffset.x)*mouseScale.x); #endif } // Returns mouse position Y int GetMouseY(void) { #if defined(PLATFORM_ANDROID) return (int)touchPosition[0].x; #else return (int)((mousePosition.y + mouseOffset.y)*mouseScale.y); #endif } // Returns mouse position XY Vector2 GetMousePosition(void) { Vector2 position = { 0.0f, 0.0f }; #if defined(PLATFORM_ANDROID) position = GetTouchPosition(0); #else position = (Vector2){ (mousePosition.x + mouseOffset.x)*mouseScale.x, (mousePosition.y + mouseOffset.y)*mouseScale.y }; #endif /* #if defined(PLATFORM_WEB) Vector2 pos = GetTouchPosition(0); // Touch position has priority over mouse position if ((pos.x > 0) && (pos.y > 0)) position = pos; // There was a touch! #endif */ return position; } // Set mouse position XY void SetMousePosition(int x, int y) { mousePosition = (Vector2){ (float)x, (float)y }; #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // NOTE: emscripten not implemented glfwSetCursorPos(window, mousePosition.x, mousePosition.y); #endif #if defined(PLATFORM_UWP) UWPMessage *msg = CreateUWPMessage(); msg->type = UWP_MSG_SET_MOUSE_LOCATION; msg->paramVector0.x = mousePosition.x; msg->paramVector0.y = mousePosition.y; SendMessageToUWP(msg); #endif } // Set mouse offset // NOTE: Useful when rendering to different size targets void SetMouseOffset(int offsetX, int offsetY) { mouseOffset = (Vector2){ (float)offsetX, (float)offsetY }; } // Set mouse scaling // NOTE: Useful when rendering to different size targets void SetMouseScale(float scaleX, float scaleY) { mouseScale = (Vector2){ scaleX, scaleY }; } // Returns mouse wheel movement Y int GetMouseWheelMove(void) { #if defined(PLATFORM_ANDROID) return 0; #elif defined(PLATFORM_WEB) return previousMouseWheelY/100; #else return previousMouseWheelY; #endif } // Returns touch position X for touch point 0 (relative to screen size) int GetTouchX(void) { #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) return (int)touchPosition[0].x; #else // PLATFORM_DESKTOP, PLATFORM_RPI return GetMouseX(); #endif } // Returns touch position Y for touch point 0 (relative to screen size) int GetTouchY(void) { #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) return (int)touchPosition[0].y; #else // PLATFORM_DESKTOP, PLATFORM_RPI return GetMouseY(); #endif } // Returns 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 defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) if (index < MAX_TOUCH_POINTS) position = touchPosition[index]; else TraceLog(LOG_WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS); if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) { // TODO: Review touch position scaling for screenSize vs displaySize position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2; position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2; } else { position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2; position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2; } #elif defined(PLATFORM_RPI) position = touchPosition[index]; #else // PLATFORM_DESKTOP if (index == 0) position = GetMousePosition(); #endif return position; } //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- // Initialize display device and framebuffer // NOTE: width and height represent the screen (framebuffer) desired size, not actual display size // If width or height are 0, default display size will be used for framebuffer size // NOTE: returns false in case graphic device could not be created static bool InitGraphicsDevice(int width, int height) { screenWidth = width; // User desired width screenHeight = height; // User desired height currentWidth = width; currentHeight = height; screenScaling = MatrixIdentity(); // No draw scaling required by default // NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars... // ...in top-down or left-right to match display aspect ratio (no weird scalings) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) glfwSetErrorCallback(ErrorCallback); #if defined(__APPLE__) glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE); #endif if (!glfwInit()) { TraceLog(LOG_WARNING, "Failed to initialize GLFW"); return false; } // NOTE: Getting video modes is not implemented in emscripten GLFW3 version #if defined(PLATFORM_DESKTOP) // Find monitor resolution GLFWmonitor *monitor = glfwGetPrimaryMonitor(); if (!monitor) { TraceLog(LOG_WARNING, "Failed to get monitor"); return false; } const GLFWvidmode *mode = glfwGetVideoMode(monitor); displayWidth = mode->width; displayHeight = mode->height; // Screen size security check if (screenWidth <= 0) screenWidth = displayWidth; if (screenHeight <= 0) screenHeight = displayHeight; #endif // PLATFORM_DESKTOP #if defined(PLATFORM_WEB) displayWidth = screenWidth; displayHeight = screenHeight; #endif // PLATFORM_WEB glfwDefaultWindowHints(); // Set default windows hints: //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits //glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits //glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits //glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits //glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers #if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI) // NOTE: If using external GLFW, it requires latest GLFW 3.3 for this functionality glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on #endif // Check some Window creation flags if (configFlags & FLAG_WINDOW_HIDDEN) glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // Visible window else glfwWindowHint(GLFW_VISIBLE, GL_TRUE); // Window initially hidden if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable if (configFlags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window // FLAG_WINDOW_TRANSPARENT not supported on HTML5 and not included in any released GLFW version yet #if defined(GLFW_TRANSPARENT_FRAMEBUFFER) if (configFlags & FLAG_WINDOW_TRANSPARENT) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer #endif if (configFlags & FLAG_MSAA_4X_HINT) glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0 // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version // with forward compatibility to older OpenGL versions. // For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible. // Check selection OpenGL version if (rlGetVersion() == OPENGL_21) { glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint) glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint) } else if (rlGetVersion() == OPENGL_33) { glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint) glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above! // Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE #if defined(__APPLE__) glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility #else glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! #endif //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context } else if (rlGetVersion() == OPENGL_ES_20) // Request OpenGL ES 2.0 context { glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API); #if defined(PLATFORM_DESKTOP) glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API); #else glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); #endif } if (fullscreen) { // Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor int count; const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count); // Get closest videomode to desired screenWidth/screenHeight for (int i = 0; i < count; i++) { if (modes[i].width >= screenWidth) { if (modes[i].height >= screenHeight) { displayWidth = modes[i].width; displayHeight = modes[i].height; break; } } } TraceLog(LOG_WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight); // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example, // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3), // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched // by the sides to fit all monitor space... // Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight // It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset) // Modified global variables: screenWidth/screenHeight - renderWidth/renderHeight - renderOffsetX/renderOffsetY - screenScaling // TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed... // HighDPI monitors are properly considered in a following similar function: SetupViewport() SetupFramebuffer(displayWidth, displayHeight); window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); // NOTE: Full-screen change, not working properly... //glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE); } else { // No-fullscreen window creation window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL); if (window) { #if defined(PLATFORM_DESKTOP) // Center window on screen int windowPosX = displayWidth/2 - screenWidth/2; int windowPosY = displayHeight/2 - screenHeight/2; if (windowPosX < 0) windowPosX = 0; if (windowPosY < 0) windowPosY = 0; glfwSetWindowPos(window, windowPosX, windowPosY); #endif renderWidth = screenWidth; renderHeight = screenHeight; } } if (!window) { glfwTerminate(); TraceLog(LOG_WARNING, "GLFW Failed to initialize Window"); return false; } else { TraceLog(LOG_INFO, "Display device initialized successfully"); #if defined(PLATFORM_DESKTOP) TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight); #endif TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight); TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight); TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); } glfwSetWindowSizeCallback(window, WindowSizeCallback); // NOTE: Resizing not allowed by default! glfwSetCursorEnterCallback(window, CursorEnterCallback); glfwSetKeyCallback(window, KeyCallback); glfwSetMouseButtonCallback(window, MouseButtonCallback); glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes glfwSetCharCallback(window, CharCallback); glfwSetScrollCallback(window, ScrollCallback); glfwSetWindowIconifyCallback(window, WindowIconifyCallback); glfwSetDropCallback(window, WindowDropCallback); glfwMakeContextCurrent(window); // Try to disable GPU V-Sync by default, set framerate using SetTargetFPS() // NOTE: V-Sync can be enabled by graphic driver configuration #if !defined(PLATFORM_WEB) glfwSwapInterval(0); #endif #if defined(PLATFORM_DESKTOP) // Load OpenGL 3.3 extensions // NOTE: GLFW loader function is passed as parameter rlLoadExtensions(glfwGetProcAddress); #endif // Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS) // NOTE: V-Sync can be enabled by graphic driver configuration if (configFlags & FLAG_VSYNC_HINT) { // WARNING: It seems to hits a critical render path in Intel HD Graphics glfwSwapInterval(1); TraceLog(LOG_INFO, "Trying to enable VSYNC"); } #endif // PLATFORM_DESKTOP || PLATFORM_WEB #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) 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 EGLint samples = 0; EGLint sampleBuffer = 0; if (configFlags & FLAG_MSAA_4X_HINT) { samples = 4; sampleBuffer = 1; TraceLog(LOG_INFO, "Trying to enable MSAA x4"); } 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! EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) //EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer) //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 }; #if defined(PLATFORM_UWP) const EGLint surfaceAttributes[] = { // EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above). // If you have compilation issues with it then please update your Visual Studio templates. EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE, EGL_NONE }; const EGLint defaultDisplayAttributes[] = { // These are the default display attributes, used to request ANGLE's D3D11 renderer. // eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+. EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, // EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices. // Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it. EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, // EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call // the IDXGIDevice3::Trim method on behalf of the application when it gets suspended. // Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement. EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, EGL_NONE, }; const EGLint fl9_3DisplayAttributes[] = { // These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3. // These attributes are used if the call to eglInitialize fails with the default display attributes. EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9, EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3, EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, EGL_NONE, }; const EGLint warpDisplayAttributes[] = { // These attributes can be used to request D3D11 WARP. // They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes. EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE, EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, EGL_NONE, }; EGLConfig config = NULL; // eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11. PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)(eglGetProcAddress("eglGetPlatformDisplayEXT")); if (!eglGetPlatformDisplayEXT) { TraceLog(LOG_WARNING, "Failed to get function eglGetPlatformDisplayEXT"); return false; } // // To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying // parameters passed to eglGetPlatformDisplayEXT: // 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+. // 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again // using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3. // 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again // using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer. // // This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details. display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes); if (display == EGL_NO_DISPLAY) { TraceLog(LOG_WARNING, "Failed to initialize EGL display"); return false; } if (eglInitialize(display, NULL, NULL) == EGL_FALSE) { // This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile devices). display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes); if (display == EGL_NO_DISPLAY) { TraceLog(LOG_WARNING, "Failed to initialize EGL display"); return false; } if (eglInitialize(display, NULL, NULL) == EGL_FALSE) { // This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU. display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes); if (display == EGL_NO_DISPLAY) { TraceLog(LOG_WARNING, "Failed to initialize EGL display"); return false; } if (eglInitialize(display, NULL, NULL) == EGL_FALSE) { // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred. TraceLog(LOG_WARNING, "Failed to initialize EGL"); return false; } } } EGLint numConfigs = 0; if ((eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0)) { TraceLog(LOG_WARNING, "Failed to choose first EGLConfig"); return false; } // Create a PropertySet and initialize with the EGLNativeWindowType. //PropertySet^ surfaceCreationProperties = ref new PropertySet(); //surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), window); // CoreWindow^ window // You can configure the surface to render at a lower resolution and be scaled up to // the full window size. The scaling is often free on mobile hardware. // // One way to configure the SwapChainPanel is to specify precisely which resolution it should render at. // Size customRenderSurfaceSize = Size(800, 600); // surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(customRenderSurfaceSize)); // // Another way is to tell the SwapChainPanel to render at a certain scale factor compared to its size. // e.g. if the SwapChainPanel is 1920x1280 then setting a factor of 0.5f will make the app render at 960x640 // float customResolutionScale = 0.5f; // surfaceCreationProperties->Insert(ref new String(EGLRenderResolutionScaleProperty), PropertyValue::CreateSingle(customResolutionScale)); // eglCreateWindowSurface() requires a EGLNativeWindowType parameter, // In Windows platform: typedef HWND EGLNativeWindowType; // Property: EGLNativeWindowTypeProperty // Type: IInspectable // Description: Set this property to specify the window type to use for creating a surface. // If this property is missing, surface creation will fail. // //const wchar_t EGLNativeWindowTypeProperty[] = L"EGLNativeWindowTypeProperty"; //https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle //surface = eglCreateWindowSurface(display, config, reinterpret_cast(surfaceCreationProperties), surfaceAttributes); surface = eglCreateWindowSurface(display, config, uwpWindow, surfaceAttributes); if (surface == EGL_NO_SURFACE) { TraceLog(LOG_WARNING, "Failed to create EGL fullscreen surface"); return false; } context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs); if (context == EGL_NO_CONTEXT) { TraceLog(LOG_WARNING, "Failed to create EGL context"); return false; } // Get EGL display window size eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth); eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight); #else // PLATFORM_ANDROID, PLATFORM_RPI EGLint numConfigs; // Get an EGL display connection display = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (display == EGL_NO_DISPLAY) { TraceLog(LOG_WARNING, "Failed to initialize EGL display"); return false; } // Initialize the EGL display connection if (eglInitialize(display, NULL, NULL) == EGL_FALSE) { // If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred. TraceLog(LOG_WARNING, "Failed to initialize EGL"); return false; } // 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); if (context == EGL_NO_CONTEXT) { TraceLog(LOG_WARNING, "Failed to create EGL context"); return false; } #endif // Create an EGL window surface //--------------------------------------------------------------------------------- #if defined(PLATFORM_ANDROID) EGLint displayFormat; displayWidth = ANativeWindow_getWidth(androidApp->window); displayHeight = ANativeWindow_getHeight(androidApp->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 screenScaling SetupFramebuffer(displayWidth, displayHeight); ANativeWindow_setBuffersGeometry(androidApp->window, renderWidth, renderHeight, displayFormat); //ANativeWindow_setBuffersGeometry(androidApp->window, 0, 0, displayFormat); // Force use of native display size surface = eglCreateWindowSurface(display, config, androidApp->window, NULL); #endif // PLATFORM_ANDROID #if defined(PLATFORM_RPI) graphics_get_display_size(0, &displayWidth, &displayHeight); // At this point we need to manage render size vs screen size // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and screenScaling SetupFramebuffer(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; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE 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 // PLATFORM_RPI // There must be at least one frame displayed before the buffers are swapped //eglSwapInterval(display, 1); if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) { TraceLog(LOG_WARNING, "Unable to attach EGL rendering context to EGL surface"); return false; } else { // Grab the width and height of the surface //eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth); //eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight); TraceLog(LOG_INFO, "Display device initialized successfully"); TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight); TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight); TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight); TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); } #endif // PLATFORM_ANDROID || PLATFORM_RPI // Initialize OpenGL context (states and resources) // NOTE: screenWidth and screenHeight not used, just stored as globals in rlgl rlglInit(screenWidth, screenHeight); int fbWidth = renderWidth; int fbHeight = renderHeight; #if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI) glfwGetFramebufferSize(window, &fbWidth, &fbHeight); // Screen scaling matrix is required in case desired screen area is different than display area screenScaling = MatrixScale((float)fbWidth/screenWidth, (float)fbHeight/screenHeight, 1.0f); SetMouseScale((float)screenWidth/fbWidth, (float)screenHeight/fbHeight); #endif // PLATFORM_DESKTOP && SUPPORT_HIGH_DPI // Setup default viewport SetupViewport(fbWidth, fbHeight); ClearBackground(RAYWHITE); // Default background color for raylib games :P #if defined(PLATFORM_ANDROID) windowReady = true; // IMPORTANT! #endif return true; } // Set viewport for a provided width and height static void SetupViewport(int width, int height) { renderWidth = width; renderHeight = height; // Set viewport width and height // NOTE: We consider render size and offset in case black bars are required and // render area does not match full display area (this situation is only applicable on fullscreen mode) rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY); rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) // Set orthographic projection to current framebuffer size // NOTE: Configured top-left corner as (0, 0) rlOrtho(0, renderWidth, renderHeight, 0, 0.0f, 1.0f); rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) } // Compute framebuffer size relative to screen size and display size // NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified static void SetupFramebuffer(int width, int height) { // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var) if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) { TraceLog(LOG_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; } // Screen scaling required float scaleRatio = (float)renderWidth/(float)screenWidth; screenScaling = MatrixScale(scaleRatio, scaleRatio, 1.0f); // NOTE: We render to full display resolution! // We just need to calculate above parameters for downscale matrix and offsets renderWidth = displayWidth; renderHeight = displayHeight; TraceLog(LOG_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(LOG_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; } } // Initialize hi-resolution timer static void InitTimer(void) { srand((unsigned int)time(NULL)); // Initialize random seed #if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32) timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms) #endif #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(LOG_WARNING, "No hi-resolution timer available"); #endif previousTime = GetTime(); // Get time as double } // Wait for some milliseconds (stop program execution) // NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could // take longer than expected... for that reason we use the busy wait loop // http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected // http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32! static void Wait(float ms) { #if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP) double prevTime = GetTime(); double nextTime = 0.0; // Busy wait loop while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime(); #else #if defined(_WIN32) Sleep((unsigned int)ms); #elif defined(__linux__) || defined(PLATFORM_WEB) struct timespec req = { 0 }; time_t sec = (int)(ms/1000.0f); ms -= (sec*1000); req.tv_sec = sec; req.tv_nsec = ms*1000000L; // NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated. while (nanosleep(&req, &req) == -1) continue; #elif defined(__APPLE__) usleep(ms*1000.0f); #endif #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) // NOTE: Android supports up to 260 keys if (key < 0 || key > 260) return false; else return currentKeyState[key]; #elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP) // 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 for virtual mouse? return false; #elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP) // NOTE: Mouse buttons states are filled in PollInputEvents() return currentMouseState[button]; #endif } // Get gamepad button generic to all platforms static int GetGamepadButton(int button) { int btn = GAMEPAD_BUTTON_UNKNOWN; #if defined(PLATFORM_DESKTOP) switch (button) { case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break; case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break; case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break; case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break; case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break; } #endif #if defined(PLATFORM_UWP) btn = button; // UWP will provide the correct button #endif #if defined(PLATFORM_WEB) // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface switch (button) { case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break; case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break; case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break; case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break; case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; } #endif return btn; } // Get gamepad axis generic to all platforms static int GetGamepadAxis(int axis) { int axs = GAMEPAD_AXIS_UNKNOWN; #if defined(PLATFORM_DESKTOP) switch (axis) { case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break; case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break; case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break; case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break; case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break; case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break; } #endif #if defined(PLATFORM_UWP) axs = axis; // UWP will provide the correct axis #endif #if defined(PLATFORM_WEB) // Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface switch (axis) { case 0: axs = GAMEPAD_AXIS_LEFT_X; case 1: axs = GAMEPAD_AXIS_LEFT_Y; case 2: axs = GAMEPAD_AXIS_RIGHT_X; case 3: axs = GAMEPAD_AXIS_RIGHT_X; } #endif return axs; } // Poll (store) all input events static void PollInputEvents(void) { #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 last key pressed registered lastKeyPressed = -1; #if !defined(PLATFORM_RPI) // Reset last gamepad button/axis registered state lastGamepadButtonPressed = -1; gamepadAxisCount = 0; #endif #if defined(PLATFORM_RPI) // Register previous keys states for (int i = 0; i < 512; i++)previousKeyState[i] = currentKeyState[i]; // Grab a keypress from the evdev fifo if avalable if (lastKeyPressedEvdev.Head != lastKeyPressedEvdev.Tail) { lastKeyPressed = lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Tail]; // Read the key from the buffer lastKeyPressedEvdev.Tail = (lastKeyPressedEvdev.Tail + 1) & 0x07; // Increment the tail pointer forwards and binary wraparound after 7 (fifo is 8 elements long) } // Register previous mouse states previousMouseWheelY = currentMouseWheelY; currentMouseWheelY = 0; for (int i = 0; i < 3; i++) { previousMouseState[i] = currentMouseState[i]; currentMouseState[i] = currentMouseStateEvdev[i]; } #endif #if defined(PLATFORM_UWP) // Register previous keys states for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i]; for (int i = 0; i < MAX_GAMEPADS; i++) { if (gamepadReady[i]) { for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; } } // Register previous mouse states previousMouseWheelY = currentMouseWheelY; currentMouseWheelY = 0; for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i]; // Loop over pending messages while (HasMessageFromUWP()) { UWPMessage *msg = GetMessageFromUWP(); switch (msg->type) { case UWP_MSG_REGISTER_KEY: { // Convert from virtualKey int actualKey = -1; switch (msg->paramInt0) { case 0x08: actualKey = KEY_BACKSPACE; break; case 0x20: actualKey = KEY_SPACE; break; case 0x1B: actualKey = KEY_ESCAPE; break; case 0x0D: actualKey = KEY_ENTER; break; case 0x2E: actualKey = KEY_DELETE; break; case 0x27: actualKey = KEY_RIGHT; break; case 0x25: actualKey = KEY_LEFT; break; case 0x28: actualKey = KEY_DOWN; break; case 0x26: actualKey = KEY_UP; break; case 0x70: actualKey = KEY_F1; break; case 0x71: actualKey = KEY_F2; break; case 0x72: actualKey = KEY_F3; break; case 0x73: actualKey = KEY_F4; break; case 0x74: actualKey = KEY_F5; break; case 0x75: actualKey = KEY_F6; break; case 0x76: actualKey = KEY_F7; break; case 0x77: actualKey = KEY_F8; break; case 0x78: actualKey = KEY_F9; break; case 0x79: actualKey = KEY_F10; break; case 0x7A: actualKey = KEY_F11; break; case 0x7B: actualKey = KEY_F12; break; case 0xA0: actualKey = KEY_LEFT_SHIFT; break; case 0xA2: actualKey = KEY_LEFT_CONTROL; break; case 0xA4: actualKey = KEY_LEFT_ALT; break; case 0xA1: actualKey = KEY_RIGHT_SHIFT; break; case 0xA3: actualKey = KEY_RIGHT_CONTROL; break; case 0xA5: actualKey = KEY_RIGHT_ALT; break; case 0x30: actualKey = KEY_ZERO; break; case 0x31: actualKey = KEY_ONE; break; case 0x32: actualKey = KEY_TWO; break; case 0x33: actualKey = KEY_THREE; break; case 0x34: actualKey = KEY_FOUR; break; case 0x35: actualKey = KEY_FIVE; break; case 0x36: actualKey = KEY_SIX; break; case 0x37: actualKey = KEY_SEVEN; break; case 0x38: actualKey = KEY_EIGHT; break; case 0x39: actualKey = KEY_NINE; break; case 0x41: actualKey = KEY_A; break; case 0x42: actualKey = KEY_B; break; case 0x43: actualKey = KEY_C; break; case 0x44: actualKey = KEY_D; break; case 0x45: actualKey = KEY_E; break; case 0x46: actualKey = KEY_F; break; case 0x47: actualKey = KEY_G; break; case 0x48: actualKey = KEY_H; break; case 0x49: actualKey = KEY_I; break; case 0x4A: actualKey = KEY_J; break; case 0x4B: actualKey = KEY_K; break; case 0x4C: actualKey = KEY_L; break; case 0x4D: actualKey = KEY_M; break; case 0x4E: actualKey = KEY_N; break; case 0x4F: actualKey = KEY_O; break; case 0x50: actualKey = KEY_P; break; case 0x51: actualKey = KEY_Q; break; case 0x52: actualKey = KEY_R; break; case 0x53: actualKey = KEY_S; break; case 0x54: actualKey = KEY_T; break; case 0x55: actualKey = KEY_U; break; case 0x56: actualKey = KEY_V; break; case 0x57: actualKey = KEY_W; break; case 0x58: actualKey = KEY_X; break; case 0x59: actualKey = KEY_Y; break; case 0x5A: actualKey = KEY_Z; break; default: break; } if (actualKey > -1) currentKeyState[actualKey] = msg->paramChar0; } break; case UWP_MSG_REGISTER_CLICK: currentMouseState[msg->paramInt0] = msg->paramChar0; break; case UWP_MSG_SCROLL_WHEEL_UPDATE: currentMouseWheelY += msg->paramInt0; break; case UWP_MSG_UPDATE_MOUSE_LOCATION: mousePosition = msg->paramVector0; break; case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) gamepadReady[msg->paramInt0] = msg->paramBool0; break; case UWP_MSG_SET_GAMEPAD_BUTTON: { if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) currentGamepadState[msg->paramInt0][msg->paramInt1] = msg->paramChar0; } break; case UWP_MSG_SET_GAMEPAD_AXIS: { if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) gamepadAxisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0; // Register buttons for 2nd triggers currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); } break; case UWP_MSG_SET_DISPLAY_DIMS: { displayWidth = msg->paramVector0.x; displayHeight = msg->paramVector0.y; } break; case UWP_MSG_HANDLE_RESIZE: { eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth); eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight); // If window is resized, viewport and projection matrix needs to be re-calculated rlViewport(0, 0, screenWidth, screenHeight); // Set viewport width and height rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0) rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlClearScreenBuffers(); // Clear screen buffers (color and depth) // Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D()) // NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor, // for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported) currentWidth = screenWidth; currentHeight = screenHeight; // NOTE: Postprocessing texture is not scaled to new size windowResized = true; } break; case UWP_MSG_SET_GAME_TIME: currentTime = msg->paramDouble0; break; default: break; } DeleteUWPMessage(msg); //Delete, we are done } #endif // PLATFORM_UWP #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 input polling (automatically managed by GLFW3 through callback) // Register previous keys states for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i]; // Register previous mouse states for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i]; previousMouseWheelY = currentMouseWheelY; currentMouseWheelY = 0; #endif #if defined(PLATFORM_DESKTOP) // Check if gamepads are ready // NOTE: We do it here in case of disconnection for (int i = 0; i < MAX_GAMEPADS; i++) { if (glfwJoystickPresent(i)) gamepadReady[i] = true; else gamepadReady[i] = false; } // Register gamepads buttons events for (int i = 0; i < MAX_GAMEPADS; i++) { if (gamepadReady[i]) // Check if gamepad is available { // Register previous gamepad states for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; // Get current gamepad state // NOTE: There is no callback available, so we get it manually // Get remapped buttons GLFWgamepadstate state; glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller const unsigned char *buttons = state.buttons; for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) { const GamepadButton button = GetGamepadButton(k); if (buttons[k] == GLFW_PRESS) { currentGamepadState[i][button] = 1; lastGamepadButtonPressed = button; } else currentGamepadState[i][button] = 0; } // Get current axis state const float *axes = state.axes; for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++) { const int axis = GetGamepadAxis(k); gamepadAxisState[i][axis] = axes[k]; } // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST; } } windowResized = false; #if defined(SUPPORT_EVENTS_WAITING) glfwWaitEvents(); #else glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events! #endif #endif //defined(PLATFORM_DESKTOP) // Gamepad support using emscripten API // NOTE: GLFW3 joystick functionality not available in web #if defined(PLATFORM_WEB) // Get number of gamepads connected int numGamepads = 0; if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads(); for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++) { // Register previous gamepad button states for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k]; EmscriptenGamepadEvent gamepadState; int result = emscripten_get_gamepad_status(i, &gamepadState); if (result == EMSCRIPTEN_RESULT_SUCCESS) { // Register buttons data for every connected gamepad for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) { const GamepadButton button = GetGamepadButton(j); if (gamepadState.digitalButton[j] == 1) { currentGamepadState[i][button] = 1; lastGamepadButtonPressed = button; } else currentGamepadState[i][button] = 0; //TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); } // Register axis data for every connected gamepad for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) { const int axis = GetGamepadAxis(j); gamepadAxisState[i][axis] = gamepadState.axis[j]; } gamepadAxisCount = gamepadState.numAxes; } } #endif #if defined(PLATFORM_ANDROID) // Register previous keys states // NOTE: Android supports up to 260 keys for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i]; // Poll Events (registered events) // NOTE: Activity is paused if not enabled (appEnabled) while ((ident = ALooper_pollAll(appEnabled? 0 : -1, NULL, &events,(void**)&source)) >= 0) { // Process this event if (source != NULL) source->process(androidApp, source); // NOTE: Never close window, native activity is controlled by the system! if (androidApp->destroyRequested != 0) { //TraceLog(LOG_INFO, "Closing Window..."); //windowShouldClose = true; //ANativeActivity_finish(androidApp->activity); } } #endif #if defined(PLATFORM_RPI) && defined(SUPPORT_SSH_KEYBOARD_RPI) // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin, // we now use both methods inside here. 2nd method is still used for legacy purposes (Allows for input trough SSH console) ProcessKeyboard(); // NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread() // NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread() #endif } // Copy back buffer to front buffers static void SwapBuffers(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) glfwSwapBuffers(window); #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP) eglSwapBuffers(display, surface); #endif } #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // GLFW3 Error Callback, runs on GLFW3 error static void ErrorCallback(int error, const char *description) { TraceLog(LOG_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, GLFW_TRUE); // NOTE: Before closing window, while loop must be left! } else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) { #if defined(SUPPORT_GIF_RECORDING) if (mods == GLFW_MOD_CONTROL) { if (gifRecording) { GifEnd(); gifRecording = false; #if defined(PLATFORM_WEB) // Download file from MEMFS (emscripten memory filesystem) // saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1))); #endif TraceLog(LOG_INFO, "End animated GIF recording"); } else { gifRecording = true; gifFramesCounter = 0; char path[512] = { 0 }; #if defined(PLATFORM_ANDROID) strcpy(path, internalDataPath); strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter)); #else strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter)); #endif // NOTE: delay represents the time between frames in the gif, if we capture a gif frame every // 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10. GifBegin(path, screenWidth, screenHeight, (int)(GetFrameTime()*10.0f), 8, false); screenshotCounter++; TraceLog(LOG_INFO, "Begin animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter)); } } else #endif // SUPPORT_GIF_RECORDING #if defined(SUPPORT_SCREEN_CAPTURE) { TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter)); screenshotCounter++; } #endif // SUPPORT_SCREEN_CAPTURE } else { currentKeyState[key] = action; // NOTE: lastKeyPressed already registered on CharCallback() //if (action == GLFW_PRESS) lastKeyPressed = key; } } // GLFW3 Mouse Button Callback, runs on mouse button pressed static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) { currentMouseState[button] = action; #if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // Process mouse events as touches to be able to use mouse-gestures GestureEvent gestureEvent; // Register touch actions if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN; else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP; // NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback() // Assign a pointer ID gestureEvent.pointerId[0] = 0; // Register touch points count gestureEvent.pointCount = 1; // Register touch points position, only one point registered gestureEvent.position[0] = GetMousePosition(); // Normalize gestureEvent.position[0] for screenWidth and screenHeight gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); #endif } // GLFW3 Cursor Position Callback, runs on mouse move static void MouseCursorPosCallback(GLFWwindow *window, double x, double y) { #if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES) // Process mouse events as touches to be able to use mouse-gestures GestureEvent gestureEvent; gestureEvent.touchAction = TOUCH_MOVE; // Assign a pointer ID gestureEvent.pointerId[0] = 0; // Register touch points count gestureEvent.pointCount = 1; // Register touch points position, only one point registered gestureEvent.position[0] = (Vector2){ (float)x, (float)y }; touchPosition[0] = gestureEvent.position[0]; // Normalize gestureEvent.position[0] for screenWidth and screenHeight gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); #endif } // GLFW3 Char Key Callback, runs on key down (get unicode char value) static void CharCallback(GLFWwindow *window, unsigned int key) { // NOTE: Registers any key down considering OS keyboard layout but // do not detects action events, those should be managed by user... // https://github.com/glfw/glfw/issues/668#issuecomment-166794907 // http://www.glfw.org/docs/latest/input_guide.html#input_char lastKeyPressed = key; } // GLFW3 CursorEnter Callback, when cursor enters the window static void CursorEnterCallback(GLFWwindow *window, int enter) { if (enter == true) cursorOnScreen = true; else cursorOnScreen = false; } // GLFW3 WindowSize Callback, runs when window is resized // NOTE: Window resizing not allowed by default static void WindowSizeCallback(GLFWwindow *window, int width, int height) { SetupViewport(width, height); // Reset viewport and projection matrix for new size // Set current screen size screenWidth = width; screenHeight = height; currentWidth = width; currentHeight = height; // NOTE: Postprocessing texture is not scaled to new size windowResized = true; } // GLFW3 WindowIconify Callback, runs when window is minimized/restored static void WindowIconifyCallback(GLFWwindow *window, int iconified) { if (iconified) windowMinimized = true; // The window was iconified else windowMinimized = false; // The window was restored } // GLFW3 Window Drop Callback, runs when drop files into window // NOTE: Paths are stored in dinamic memory for further retrieval // Everytime new files are dropped, old ones are discarded static void WindowDropCallback(GLFWwindow *window, int count, const char **paths) { ClearDroppedFiles(); dropFilesPath = (char **)RL_MALLOC(sizeof(char *)*count); for (int i = 0; i < count; i++) { dropFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH); strcpy(dropFilesPath[i], paths[i]); } dropFilesCount = count; } #endif #if defined(PLATFORM_ANDROID) // Android: Process activity lifecycle commands static void AndroidCommandCallback(struct android_app *app, int32_t cmd) { switch (cmd) { case APP_CMD_START: { //rendering = true; TraceLog(LOG_INFO, "APP_CMD_START"); } break; case APP_CMD_RESUME: { TraceLog(LOG_INFO, "APP_CMD_RESUME"); } break; case APP_CMD_INIT_WINDOW: { TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW"); if (app->window != NULL) { if (contextRebindRequired) { // Reset screen scaling to full display size EGLint displayFormat; eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat); // Recreate display surface and re-attach OpenGL context surface = eglCreateWindowSurface(display, config, app->window, NULL); eglMakeCurrent(display, surface, surface, context); contextRebindRequired = false; } else { // Init graphics device (display device and OpenGL context) InitGraphicsDevice(screenWidth, screenHeight); // Init hi-res timer InitTimer(); #if defined(SUPPORT_DEFAULT_FONT) // Load default font // NOTE: External function (defined in module: text) LoadDefaultFont(); #endif // TODO: GPU assets reload in case of lost focus (lost context) // NOTE: This problem has been solved just unbinding and rebinding context from display /* if (assetsReloadRequired) { for (int i = 0; i < assetsCount; i++) { // TODO: Unload old asset if required // Load texture again to pointed texture (*textureAsset + i) = LoadTexture(assetPath[i]); } } */ // raylib logo appearing animation (if enabled) if (showLogo) { SetTargetFPS(60); // Not required on Android LogoAnimation(); } } } } break; case APP_CMD_GAINED_FOCUS: { TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS"); appEnabled = true; //ResumeMusicStream(); } break; case APP_CMD_PAUSE: { TraceLog(LOG_INFO, "APP_CMD_PAUSE"); } break; case APP_CMD_LOST_FOCUS: { //DrawFrame(); TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS"); appEnabled = false; //PauseMusicStream(); } break; case APP_CMD_TERM_WINDOW: { // Dettach OpenGL context and destroy display surface // NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...) // NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :( eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroySurface(display, surface); contextRebindRequired = true; TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW"); } break; case APP_CMD_SAVE_STATE: { TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE"); } break; case APP_CMD_STOP: { TraceLog(LOG_INFO, "APP_CMD_STOP"); } break; case APP_CMD_DESTROY: { // TODO: Finish activity? //ANativeActivity_finish(androidApp->activity); TraceLog(LOG_INFO, "APP_CMD_DESTROY"); } break; case APP_CMD_CONFIG_CHANGED: { //AConfiguration_fromAssetManager(androidApp->config, androidApp->activity->assetManager); //print_cur_config(androidApp); // Check screen orientation here! TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED"); } break; default: break; } } // Android: Get input events static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) { // If additional inputs are required check: // https://developer.android.com/ndk/reference/group/input int type = AInputEvent_getType(event); if (type == AINPUT_EVENT_TYPE_MOTION) { // Get first touch position touchPosition[0].x = AMotionEvent_getX(event, 0); touchPosition[0].y = AMotionEvent_getY(event, 0); // Get second touch position touchPosition[1].x = AMotionEvent_getX(event, 1); touchPosition[1].y = AMotionEvent_getY(event, 1); // Useful functions for gamepad inputs: //AMotionEvent_getAction() //AMotionEvent_getAxisValue() //AMotionEvent_getButtonState() // Gamepad dpad button presses capturing // TODO: That's weird, key input (or button) // shouldn't come as a TYPE_MOTION event... int32_t keycode = AKeyEvent_getKeyCode(event); if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN) { currentKeyState[keycode] = 1; // Key down lastKeyPressed = keycode; } else currentKeyState[keycode] = 0; // Key up } else if (type == AINPUT_EVENT_TYPE_KEY) { int32_t keycode = AKeyEvent_getKeyCode(event); //int32_t AKeyEvent_getMetaState(event); // Save current button and its state // NOTE: Android key action is 0 for down and 1 for up if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN) { currentKeyState[keycode] = 1; // Key down lastKeyPressed = keycode; } else currentKeyState[keycode] = 0; // Key up if (keycode == AKEYCODE_POWER) { // Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS // Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS // It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected. // NOTE: AndroidManifest.xml must have // Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour return 0; } else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU)) { // Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS! return 1; } else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN)) { // Set default OS behaviour return 0; } } int32_t action = AMotionEvent_getAction(event); unsigned int flags = action & AMOTION_EVENT_ACTION_MASK; #if defined(SUPPORT_GESTURES_SYSTEM) GestureEvent gestureEvent; // Register touch actions if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN; else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP; else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE; // Register touch points count // NOTE: Documentation says pointerCount is Always >= 1, // but in practice it can be 0 or over a million gestureEvent.pointCount = AMotionEvent_getPointerCount(event); // Only enable gestures for 1-3 touch points if ((gestureEvent.pointCount > 0) && (gestureEvent.pointCount < 4)) { // Register touch points id // NOTE: Only two points registered gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0); gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1); // Register touch points position gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) }; gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) }; // Normalize gestureEvent.position[x] for screenWidth and screenHeight gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); gestureEvent.position[1].x /= (float)GetScreenWidth(); gestureEvent.position[1].y /= (float)GetScreenHeight(); // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); } #else // Support only simple touch position if (flags == AMOTION_EVENT_ACTION_DOWN) { // Get first touch position touchPosition[0].x = AMotionEvent_getX(event, 0); touchPosition[0].y = AMotionEvent_getY(event, 0); touchPosition[0].x /= (float)GetScreenWidth(); touchPosition[0].y /= (float)GetScreenHeight(); } #endif return 0; } #endif #if defined(PLATFORM_WEB) // Register fullscreen change events static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData) { //isFullscreen: int e->isFullscreen //fullscreenEnabled: int e->fullscreenEnabled //fs element nodeName: (char *) e->nodeName //fs element id: (char *) e->id //Current element size: (int) e->elementWidth, (int) e->elementHeight //Screen size:(int) e->screenWidth, (int) e->screenHeight if (e->isFullscreen) { TraceLog(LOG_INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); } else { TraceLog(LOG_INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); } // TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input return 0; } // Register keyboard input events static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData) { if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0)) { emscripten_exit_pointerlock(); } return 0; } // Register mouse input events static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) { // Lock mouse pointer when click on screen if ((eventType == EMSCRIPTEN_EVENT_CLICK) && toggleCursorLock) { EmscriptenPointerlockChangeEvent plce; emscripten_get_pointerlock_status(&plce); if (!plce.isActive) emscripten_request_pointerlock(0, 1); else { emscripten_exit_pointerlock(); emscripten_get_pointerlock_status(&plce); //if (plce.isActive) TraceLog(LOG_WARNING, "Pointer lock exit did not work!"); } toggleCursorLock = false; } return 0; } // Register touch input events static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData) { /* for (int i = 0; i < touchEvent->numTouches; i++) { long x, y, id; if (!touchEvent->touches[i].isChanged) continue; id = touchEvent->touches[i].identifier; x = touchEvent->touches[i].canvasX; y = touchEvent->touches[i].canvasY; } TraceLog(LOG_DEBUG, "%s, numTouches: %d %s%s%s%s", emscripten_event_type_to_string(eventType), event->numTouches, event->ctrlKey? " CTRL" : "", event->shiftKey? " SHIFT" : "", event->altKey? " ALT" : "", event->metaKey? " META" : ""); for (int i = 0; i < event->numTouches; ++i) { const EmscriptenTouchPoint *t = &event->touches[i]; TraceLog(LOG_DEBUG, " %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)", t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY); } */ #if defined(SUPPORT_GESTURES_SYSTEM) GestureEvent gestureEvent; // Register touch actions if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN; else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP; else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE; // Register touch points count gestureEvent.pointCount = touchEvent->numTouches; // Register touch points id gestureEvent.pointerId[0] = touchEvent->touches[0].identifier; gestureEvent.pointerId[1] = touchEvent->touches[1].identifier; // Register touch points position // NOTE: Only two points registered // TODO: Touch data should be scaled accordingly! //gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY }; //gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY }; gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY }; gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY }; touchPosition[0] = gestureEvent.position[0]; touchPosition[1] = gestureEvent.position[1]; // Normalize gestureEvent.position[x] for screenWidth and screenHeight gestureEvent.position[0].x /= (float)GetScreenWidth(); gestureEvent.position[0].y /= (float)GetScreenHeight(); gestureEvent.position[1].x /= (float)GetScreenWidth(); gestureEvent.position[1].y /= (float)GetScreenHeight(); // Gesture data is sent to gestures system for processing ProcessGestureEvent(gestureEvent); #else // Support only simple touch position if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) { // Get first touch position touchPosition[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY }; touchPosition[0].x /= (float)GetScreenWidth(); touchPosition[0].y /= (float)GetScreenHeight(); } #endif return 1; } // Register connected/disconnected gamepads events static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData) { /* TraceLog(LOG_DEBUG, "%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"", eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state", gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping); for(int i = 0; i < gamepadEvent->numAxes; ++i) TraceLog(LOG_DEBUG, "Axis %d: %g", i, gamepadEvent->axis[i]); for(int i = 0; i < gamepadEvent->numButtons; ++i) TraceLog(LOG_DEBUG, "Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]); */ if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true; else gamepadReady[gamepadEvent->index] = false; // TODO: Test gamepadEvent->index return 0; } #endif #if defined(PLATFORM_RPI) #if defined(SUPPORT_SSH_KEYBOARD_RPI) // Initialize Keyboard system (using standard input) static void InitKeyboard(void) { // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor // Make stdin non-blocking (not enough, need to configure to non-canonical mode) int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified // Save terminal keyboard settings and reconfigure terminal with new settings struct termios keyboardNewSettings; tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings keyboardNewSettings = defaultKeyboardSettings; // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing // NOTE: ISIG controls if ^C and ^Z generate break signals or not keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG); //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF); keyboardNewSettings.c_cc[VMIN] = 1; keyboardNewSettings.c_cc[VTIME] = 0; // Set new keyboard settings (change occurs immediately) tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings); // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE // 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(LOG_WARNING, "Could not change keyboard mode (SSH keyboard?)"); } else { // We reconfigure keyboard mode to get: // - scancodes (K_RAW) // - keycodes (K_MEDIUMRAW) // - ASCII chars (K_XLATE) // - UNICODE chars (K_UNICODE) ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE); } // Register keyboard restore when program finishes atexit(RestoreKeyboard); } // Process keyboard inputs // TODO: Most probably input reading and processing should be in a separate thread static void ProcessKeyboard(void) { #define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read // Keyboard input polling (fill keys[256] array with status) int bufferByteCount = 0; // Bytes available on the buffer char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time // Read availables keycodes from stdin bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call // Reset pressed keys array (it will be filled below) for (int i = 0; i < 512; i++) currentKeyState[i] = 0; // Check keys from event input workers (This is the new keyboard reading method) for (int i = 0; i < 512; i++) currentKeyState[i] = currentKeyStateEvdev[i]; // Fill all read bytes (looking for keys) for (int i = 0; i < bufferByteCount; i++) { TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount); // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code! // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42 if (keysBuffer[i] == 0x1b) { // Detect ESC to stop program if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE else { if (keysBuffer[i + 1] == 0x5b) // Special function key { if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) { // Process special function keys (F1 - F12) switch (keysBuffer[i + 3]) { case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1 case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2 case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3 case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4 case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5 case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6 case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7 case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8 case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9 case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10 case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11 case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12 default: break; } if (keysBuffer[i + 2] == 0x5b) i += 4; else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5; } else { switch (keysBuffer[i + 2]) { case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT default: break; } i += 3; // Jump to next key } // NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT) } } } else if (keysBuffer[i] == 0x0a) { lastKeyPressed = 257; currentKeyState[257] = 1; } // raylib KEY_ENTER (don't mix with KEY_*) else if (keysBuffer[i] == 0x7f) { lastKeyPressed = 259; currentKeyState[259] = 1; } // raylib KEY_BACKSPACE else { TraceLog(LOG_DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]); // Translate lowercase a-z letters to A-Z if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122)) { currentKeyState[(int)keysBuffer[i] - 32] = 1; } else currentKeyState[(int)keysBuffer[i]] = 1; lastKeyPressed = keysBuffer[i]; // Register last key pressed } } // Check exit key (same functionality as GLFW3 KeyCallback()) if (currentKeyState[exitKey] == 1) windowShouldClose = true; #if defined(SUPPORT_SCREEN_CAPTURE) // Check screen capture key (raylib key: KEY_F12) if (currentKeyState[301] == 1) { TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); screenshotCounter++; } #endif } // Restore default keyboard input static void RestoreKeyboard(void) { // Reset to default keyboard settings tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings); // Reconfigure keyboard to default mode ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode); } #endif //SUPPORT_SSH_KEYBOARD_RPI // Initialise user input from evdev(/dev/input/event) this means mouse, keyboard or gamepad devices static void InitEvdevInput(void) { char path[MAX_FILEPATH_LENGTH]; DIR *directory; struct dirent *entity; // Reset variables for (int i = 0; i < MAX_TOUCH_POINTS; ++i) { touchPosition[i].x = -1; touchPosition[i].y = -1; } // Reset keypress buffer lastKeyPressedEvdev.Head = 0; lastKeyPressedEvdev.Tail = 0; // Reset keyboard key state for (int i = 0; i < 512; i++) currentKeyStateEvdev[i] = 0; // Open the linux directory of "/dev/input" directory = opendir(DEFAULT_EVDEV_PATH); if (directory) { while ((entity = readdir(directory)) != NULL) { if (strncmp("event", entity->d_name, strlen("event")) == 0) // Search for devices named "event*" { sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name); EventThreadSpawn(path); // Identify the device and spawn a thread for it } } closedir(directory); } else TraceLog(LOG_WARNING, "Unable to open linux event directory: %s", DEFAULT_EVDEV_PATH); } // Identifies a input device and spawns a thread to handle it if needed static void EventThreadSpawn(char *device) { #define BITS_PER_LONG (sizeof(long)*8) #define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1) #define OFF(x) ((x)%BITS_PER_LONG) #define BIT(x) (1UL<> OFF(bit)) & 1) struct input_absinfo absinfo; unsigned long evBits[NBITS(EV_MAX)]; unsigned long absBits[NBITS(ABS_MAX)]; unsigned long relBits[NBITS(REL_MAX)]; unsigned long keyBits[NBITS(KEY_MAX)]; bool hasAbs = false; bool hasRel = false; bool hasAbsMulti = false; int freeWorkerId = -1; int fd = -1; InputEventWorker *worker; // Open the device and allocate worker //------------------------------------------------------------------------------------------------------- // Find a free spot in the workers array for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i) { if (eventWorkers[i].threadId == 0) { freeWorkerId = i; break; } } // Select the free worker from array if (freeWorkerId >= 0) { worker = &(eventWorkers[freeWorkerId]); // Grab a pointer to the worker memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker } else { TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Out of worker slots", device); return; } // Open the device fd = open(device, O_RDONLY | O_NONBLOCK); if (fd < 0) { TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Can't open device (Error: %d)", device, worker->fd); return; } worker->fd = fd; // Grab number on the end of the devices name "event" int devNum = 0; char *ptrDevName = strrchr(device, 't'); worker->eventNum = -1; if (ptrDevName != NULL) { if (sscanf(ptrDevName, "t%d", &devNum) == 1) worker->eventNum = devNum; } // At this point we have a connection to the device, but we don't yet know what the device is. // It could be many things, even as simple as a power button... //------------------------------------------------------------------------------------------------------- // Identify the device //------------------------------------------------------------------------------------------------------- ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the avalable device properties // Check for absolute input devices if (TEST_BIT(evBits, EV_ABS)) { ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits); // Check for absolute movement support (usualy touchscreens, but also joysticks) if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y)) { hasAbs = true; // Get the scaling values ioctl(fd, EVIOCGABS(ABS_X), &absinfo); worker->absRange.x = absinfo.minimum; worker->absRange.width = absinfo.maximum - absinfo.minimum; ioctl(fd, EVIOCGABS(ABS_Y), &absinfo); worker->absRange.y = absinfo.minimum; worker->absRange.height = absinfo.maximum - absinfo.minimum; } // Check for multiple absolute movement support (usualy multitouch touchscreens) if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y)) { hasAbsMulti = true; // Get the scaling values ioctl(fd, EVIOCGABS(ABS_X), &absinfo); worker->absRange.x = absinfo.minimum; worker->absRange.width = absinfo.maximum - absinfo.minimum; ioctl(fd, EVIOCGABS(ABS_Y), &absinfo); worker->absRange.y = absinfo.minimum; worker->absRange.height = absinfo.maximum - absinfo.minimum; } } // Check for relative movement support (usualy mouse) if (TEST_BIT(evBits, EV_REL)) { ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits); if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true; } // Check for button support to determine the device type(usualy on all input devices) if (TEST_BIT(evBits, EV_KEY)) { ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits); if (hasAbs || hasAbsMulti) { if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device } if (hasRel) { if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse } if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard } //------------------------------------------------------------------------------------------------------- // Decide what to do with the device //------------------------------------------------------------------------------------------------------- if (worker->isTouch || worker->isMouse || worker->isKeyboard) { // Looks like a interesting device TraceLog(LOG_INFO, "Opening input device [%s] (%s%s%s%s%s)", device, worker->isMouse? "mouse " : "", worker->isMultitouch? "multitouch " : "", worker->isTouch? "touchscreen " : "", worker->isGamepad? "gamepad " : "", worker->isKeyboard? "keyboard " : ""); // Create a thread for this device int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker); if (error != 0) { TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Can't create thread (Error: %d)", device, error); worker->threadId = 0; close(fd); } #if defined(USE_LAST_TOUCH_DEVICE) // Find touchscreen with the highest index int maxTouchNumber = -1; for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i) { if (eventWorkers[i].isTouch && (eventWorkers[i].eventNum > maxTouchNumber)) maxTouchNumber = eventWorkers[i].eventNum; } // Find toucnscreens with lower indexes for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i) { if (eventWorkers[i].isTouch && (eventWorkers[i].eventNum < maxTouchNumber)) { if (eventWorkers[i].threadId != 0) { TraceLog(LOG_WARNING, "Duplicate touchscreen found, killing touchscreen on event: %d", i); pthread_cancel(eventWorkers[i].threadId); close(eventWorkers[i].fd); } } } #endif } else close(fd); // We are not interested in this device //------------------------------------------------------------------------------------------------------- } // Input device events reading thread static void *EventThread(void *arg) { // Scancode to keycode mapping for US keyboards // TODO: Probably replace this with a keymap from the X11 to get the correct regional map for the keyboard: // Currently non US keyboards will have the wrong mapping for some keys static const int keymap_US[] = { 0,256,49,50,51,52,53,54,55,56,57,48,45,61,259,258,81,87,69,82,84, 89,85,73,79,80,91,93,257,341,65,83,68,70,71,72,74,75,76,59,39,96, 340,92,90,88,67,86,66,78,77,44,46,47,344,332,342,32,280,290,291, 292,293,294,295,296,297,298,299,282,281,327,328,329,333,324,325, 326,334,321,322,323,320,330,0,85,86,300,301,89,90,91,92,93,94,95, 335,345,331,283,346,101,268,265,266,263,262,269,264,267,260,261, 112,113,114,115,116,117,118,119,120,121,122,123,124,125,347,127, 128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143, 144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159, 160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175, 176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191, 192,193,194,0,0,0,0,0,200,201,202,203,204,205,206,207,208,209,210, 211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226, 227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242, 243,244,245,246,247,248,0,0,0,0,0,0,0, }; struct input_event event; InputEventWorker *worker = (InputEventWorker *)arg; int touchAction = -1; bool gestureUpdate = false; int keycode; while (!windowShouldClose) { // Try to read data from the device and only continue if successful if (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event)) { // Relative movement parsing if (event.type == EV_REL) { if (event.code == REL_X) { mousePosition.x += event.value; touchPosition[0].x = mousePosition.x; #if defined(SUPPORT_GESTURES_SYSTEM) touchAction = TOUCH_MOVE; gestureUpdate = true; #endif } if (event.code == REL_Y) { mousePosition.y += event.value; touchPosition[0].y = mousePosition.y; #if defined(SUPPORT_GESTURES_SYSTEM) touchAction = TOUCH_MOVE; gestureUpdate = true; #endif } if (event.code == REL_WHEEL) currentMouseWheelY += event.value; } // Absolute movement parsing if (event.type == EV_ABS) { // Basic movement if (event.code == ABS_X) { mousePosition.x = (event.value - worker->absRange.x)*screenWidth/worker->absRange.width; // Scale acording to absRange #if defined(SUPPORT_GESTURES_SYSTEM) touchAction = TOUCH_MOVE; gestureUpdate = true; #endif } if (event.code == ABS_Y) { mousePosition.y = (event.value - worker->absRange.y)*screenHeight/worker->absRange.height; // Scale acording to absRange #if defined(SUPPORT_GESTURES_SYSTEM) touchAction = TOUCH_MOVE; gestureUpdate = true; #endif } // Multitouch movement if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remeber the slot number for the folowing events if (event.code == ABS_MT_POSITION_X) { if (worker->touchSlot < MAX_TOUCH_POINTS) touchPosition[worker->touchSlot].x = (event.value - worker->absRange.x)*screenWidth/worker->absRange.width; // Scale acording to absRange } if (event.code == ABS_MT_POSITION_Y) { if (worker->touchSlot < MAX_TOUCH_POINTS) touchPosition[worker->touchSlot].y = (event.value - worker->absRange.y)*screenHeight/worker->absRange.height; // Scale acording to absRange } if (event.code == ABS_MT_TRACKING_ID) { if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS)) { // Touch has ended for this point touchPosition[worker->touchSlot].x = -1; touchPosition[worker->touchSlot].y = -1; } } } // Button parsing if (event.type == EV_KEY) { // Mouse button parsing if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT)) { currentMouseStateEvdev[MOUSE_LEFT_BUTTON] = event.value; #if defined(SUPPORT_GESTURES_SYSTEM) if (event.value > 0) touchAction = TOUCH_DOWN; else touchAction = TOUCH_UP; gestureUpdate = true; #endif } if (event.code == BTN_RIGHT) currentMouseStateEvdev[MOUSE_RIGHT_BUTTON] = event.value; if (event.code == BTN_MIDDLE) currentMouseStateEvdev[MOUSE_MIDDLE_BUTTON] = event.value; // Keyboard button parsing if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255 { keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode // Make sure we got a valid keycode if ((keycode > 0) && (keycode < sizeof(currentKeyState))) { /* Disabled buffer !! // Store the key information for raylib to later use currentKeyStateEvdev[keycode] = event.value; if (event.value > 0) { // Add the key int the fifo lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Head] = keycode; // Put the data at the front of the fifo snake lastKeyPressedEvdev.Head = (lastKeyPressedEvdev.Head + 1) & 0x07; // Increment the head pointer forwards and binary wraparound after 7 (fifo is 8 elements long) // TODO: This fifo is not fully threadsafe with multiple writers, so multiple keyboards hitting a key at the exact same time could miss a key (double write to head before it was incremented) } */ currentKeyState[keycode] = event.value; if (event.value == 1) lastKeyPressed = keycode; // Register last key pressed #if defined(SUPPORT_SCREEN_CAPTURE) // Check screen capture key (raylib key: KEY_F12) if (currentKeyState[301] == 1) { TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter)); screenshotCounter++; } #endif if (currentKeyState[exitKey] == 1) windowShouldClose = true; TraceLog(LOG_DEBUG, "KEY%s ScanCode: %4i KeyCode: %4i",event.value == 0 ? "UP":"DOWN", event.code, keycode); } } } // Screen confinement if (mousePosition.x < 0) mousePosition.x = 0; if (mousePosition.x > screenWidth/mouseScale.x) mousePosition.x = screenWidth/mouseScale.x; if (mousePosition.y < 0) mousePosition.y = 0; if (mousePosition.y > screenHeight/mouseScale.y) mousePosition.y = screenHeight/mouseScale.y; // Gesture update if (gestureUpdate) { #if defined(SUPPORT_GESTURES_SYSTEM) GestureEvent gestureEvent = { 0 }; gestureEvent.pointCount = 0; gestureEvent.touchAction = touchAction; if (touchPosition[0].x >= 0) gestureEvent.pointCount++; if (touchPosition[1].x >= 0) gestureEvent.pointCount++; if (touchPosition[2].x >= 0) gestureEvent.pointCount++; if (touchPosition[3].x >= 0) gestureEvent.pointCount++; gestureEvent.pointerId[0] = 0; gestureEvent.pointerId[1] = 1; gestureEvent.pointerId[2] = 2; gestureEvent.pointerId[3] = 3; gestureEvent.position[0] = touchPosition[0]; gestureEvent.position[1] = touchPosition[1]; gestureEvent.position[2] = touchPosition[2]; gestureEvent.position[3] = touchPosition[3]; ProcessGestureEvent(gestureEvent); #endif } } else { usleep(5000); // Sleep for 5ms to avoid hogging CPU time } } close(worker->fd); return NULL; } // Init gamepad system static void InitGamepad(void) { char gamepadDev[128] = ""; for (int i = 0; i < MAX_GAMEPADS; i++) { sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i); if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0) { // NOTE: Only show message for first gamepad if (i == 0) TraceLog(LOG_WARNING, "Gamepad device could not be opened, no gamepad available"); } else { gamepadReady[i] = true; // NOTE: Only create one thread if (i == 0) { int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL); if (error != 0) TraceLog(LOG_WARNING, "Error creating gamepad input event thread"); else TraceLog(LOG_INFO, "Gamepad device initialized successfully"); } } } } // Process Gamepad (/dev/input/js0) static void *GamepadThread(void *arg) { #define JS_EVENT_BUTTON 0x01 // Button pressed/released #define JS_EVENT_AXIS 0x02 // Joystick axis moved #define JS_EVENT_INIT 0x80 // Initial state of device struct js_event { unsigned int time; // event timestamp in milliseconds short value; // event value unsigned char type; // event type unsigned char number; // event axis/button number }; // Read gamepad event struct js_event gamepadEvent; while (!windowShouldClose) { for (int i = 0; i < MAX_GAMEPADS; i++) { if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event)) { gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events // Process gamepad events by type if (gamepadEvent.type == JS_EVENT_BUTTON) { TraceLog(LOG_DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value); if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) { // 1 - button pressed, 0 - button released currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value; if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number; else lastGamepadButtonPressed = -1; } } else if (gamepadEvent.type == JS_EVENT_AXIS) { TraceLog(LOG_DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value); if (gamepadEvent.number < MAX_GAMEPAD_AXIS) { // NOTE: Scaling of gamepadEvent.value to get values between -1..1 gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768; } } } else { usleep(1000); //Sleep for 1ms to avoid hogging CPU time } } } return NULL; } #endif // PLATFORM_RPI // Plays raylib logo appearing animation static void LogoAnimation(void) { #if !defined(PLATFORM_WEB) && !defined(PLATFORM_UWP) int logoPositionX = screenWidth/2 - 128; int logoPositionY = screenHeight/2 - 128; int framesCounter = 0; int lettersCount = 0; int topSideRecWidth = 16; int leftSideRecHeight = 16; int bottomSideRecWidth = 16; int rightSideRecHeight = 16; int state = 0; // Tracking animation states (State Machine) float alpha = 1.0f; // Useful for fading while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (state == 0) // State 0: Small box blinking { framesCounter++; if (framesCounter == 84) { 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; if (topSideRecWidth == 256) state = 2; } else if (state == 2) // State 2: Bottom and right bars growing { bottomSideRecWidth += 4; rightSideRecHeight += 4; if (bottomSideRecWidth == 256) state = 3; } else if (state == 3) // State 3: Letters appearing (one by one) { framesCounter++; if (framesCounter/12) // Every 12 frames, one more letter! { lettersCount++; framesCounter = 0; } if (lettersCount >= 10) // When all letters have appeared, just fade out everything { alpha -= 0.02f; if (alpha <= 0.0f) { alpha = 0.0f; state = 4; } } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); 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); 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)); DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); DrawText(TextSubtext("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha)); } EndDrawing(); //---------------------------------------------------------------------------------- } #endif showLogo = false; // Prevent for repeating when reloading window (Android) }