/********************************************************************************************** * * raylib.core * * Basic functions to manage windows, OpenGL context and input on multiple platforms * * The following platforms are supported: * PLATFORM_DESKTOP - Windows, Linux, Mac (OSX) * PLATFORM_ANDROID - Only OpenGL ES 2.0 devices * PLATFORM_RPI - Rapsberry Pi (tested on Raspbian) * PLATFORM_WEB - Emscripten, HTML5 * * On PLATFORM_DESKTOP, the external lib GLFW3 (www.glfw.com) is used to manage graphic * device, OpenGL context and input on multiple operating systems (Windows, Linux, OSX). * * On PLATFORM_ANDROID, graphic device is managed by EGL and input system by Android activity. * * On PLATFORM_RPI, graphic device is managed by EGL and input system is coded in raw mode. * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * * 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" // raylib main header #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 #include "raymath.h" // Required for data type Matrix and Matrix functions #include "utils.h" // TraceLog() function // NOTE: Includes Android fopen map, InitAssetManager() #include // Standard input / output lib #include // Declares malloc() and free() for memory management, rand(), atexit() #include // Required for typedef unsigned long long int uint64_t, used by hi-res timer #include // Useful to initialize random seed - Android/RPI hi-res timer #include // Math related functions, tan() used to set perspective #include // String function definitions, memset() #include // Macros for reporting and retrieving error conditions through error codes #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #include // GLFW3 library: Windows, OpenGL context and Input management #ifdef __linux #define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting #define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window #include // which are required for hiding mouse #endif //#include // OpenGL functions (GLFW3 already includes gl.h) //#define GLFW_DLL // Using GLFW DLL on Windows -> No, we use static version! #endif #if defined(PLATFORM_ANDROID) #include // Java native interface #include // Android sensors functions #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 // 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 #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions #include "EGL/eglext.h" // Khronos EGL library - Extensions #include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library #define DEFAULT_KEYBOARD_DEV "/dev/input/event0" // Not used, keyboard inputs are read raw from stdin #define DEFAULT_MOUSE_DEV "/dev/input/event1" //#define DEFAULT_MOUSE_DEV "/dev/input/mouse0" #define DEFAULT_GAMEPAD_DEV "/dev/input/js0" #endif //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #define MAX_TOUCH_POINTS 256 // Camera System configuration //---------------------------------------------------------------------------------- // CAMERA_GENERIC #define CAMERA_SCROLL_SENSITIVITY 1.5 // FREE_CAMERA #define FREE_CAMERA_MOUSE_SENSITIVITY 0.01 #define FREE_CAMERA_DISTANCE_MIN_CLAMP 0.3 #define FREE_CAMERA_DISTANCE_MAX_CLAMP 12 #define FREE_CAMERA_MIN_CLAMP 85 #define FREE_CAMERA_MAX_CLAMP -85 #define FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY 0.05 #define FREE_CAMERA_PANNING_DIVIDER 5.1 // ORBITAL_CAMERA #define ORBITAL_CAMERA_SPEED 0.01 // FIRST_PERSON #define FIRST_PERSON_MOUSE_SENSITIVITY 0.003 #define FIRST_PERSON_FOCUS_DISTANCE 25 #define FIRST_PERSON_MIN_CLAMP 85 #define FIRST_PERSON_MAX_CLAMP -85 #define FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER 5.0 #define FIRST_PERSON_STEP_DIVIDER 30.0 #define FIRST_PERSON_WAVING_DIVIDER 200.0 #define FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION 0.85 // THIRD_PERSON #define THIRD_PERSON_MOUSE_SENSITIVITY 0.003 #define THIRD_PERSON_DISTANCE_CLAMP 1.2 #define THIRD_PERSON_MIN_CLAMP 5 #define THIRD_PERSON_MAX_CLAMP -85 #define THIRD_PERSON_OFFSET (Vector3){ 0.4, 0, 0 } // PLAYER (used by camera) #define PLAYER_WIDTH 0.4 #define PLAYER_HEIGHT 0.9 #define PLAYER_DEPTH 0.4 #define PLAYER_MOVEMENT_DIVIDER 20.0 //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) static GLFWwindow *window; // Native window (graphic device) static bool windowMinimized = false; #elif defined(PLATFORM_ANDROID) static struct android_app *app; // Android activity static struct android_poll_source *source; // Android events polling source static int ident, events; static bool windowReady = false; // Used to detect display initialization #elif defined(PLATFORM_RPI) static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) // Input variables (mouse/keyboard) static int mouseStream = -1; // Mouse device file descriptor static bool mouseReady = false; // Flag to know if mouse is ready pthread_t mouseThreadId; // Mouse reading thread id // NOTE: For keyboard we will use the standard input (but reconfigured...) static int defaultKeyboardMode; // Used to store default keyboard mode static struct termios defaultKeyboardSettings; // Used to staore default keyboard settings static int keyboardMode = 0; // Keyboard mode: 1 (KEYCODES), 2 (ASCII) // This array maps Unix keycodes to ASCII equivalent and to GLFW3 equivalent for special function keys (>256) const short UnixKeycodeToASCII[128] = { 256, 49, 50, 51, 52, 53, 54, 55, 56, 57, 48, 45, 61, 259, 9, 81, 87, 69, 82, 84, 89, 85, 73, 79, 80, 91, 93, 257, 341, 65, 83, 68, 70, 71, 72, 74, 75, 76, 59, 39, 96, 340, 92, 90, 88, 67, 86, 66, 78, 77, 44, 46, 47, 344, -1, 342, 32, -1, 290, 291, 292, 293, 294, 295, 296, 297, 298, 299, -1, -1, -1, -1, -1, 45, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 257, 345, 47, -1, 346, -1, -1, 265, -1, 263, 262, -1, 264, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }; static int gamepadStream = -1; // Gamepad device file descriptor #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) static EGLDisplay display; // Native display device (physical screen connection) static EGLSurface surface; // Surface to draw on, framebuffers (connected to context) static EGLContext context; // Graphic context, mode in which drawing can be done static uint64_t baseTime; // Base time measure for hi-res timer static bool windowShouldClose = false; // Flag to set window for closing #endif static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...) static int screenWidth, screenHeight; // Screen width and height (used render area) static int renderWidth, renderHeight; // Framebuffer width and height (render area) // NOTE: Framebuffer could include black bars static int renderOffsetX = 0; // Offset X from render area (must be divided by 2) static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2) static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP) static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size) #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) static const char *windowTitle; // Window text title... static bool customCursor = false; // Tracks if custom cursor has been set static bool cursorOnScreen = false; // Tracks if cursor is inside client area static Texture2D cursor; // Cursor texture static Vector2 mousePosition; static bool cursorHidden; static char previousKeyState[512] = { 0 }; // Required to check if key pressed/released once static char currentKeyState[512] = { 0 }; // Required to check if key pressed/released once static char previousMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once static char currentMouseState[3] = { 0 }; // Required to check if mouse btn pressed/released once static char previousGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once static char currentGamepadState[32] = {0}; // Required to check if gamepad btn pressed/released once static int previousMouseWheelY = 0; // Required to track mouse wheel variation static int currentMouseWheelY = 0; // Required to track mouse wheel variation static int exitKey = KEY_ESCAPE; // Default exit key (ESC) static int lastKeyPressed = -1; #endif static double currentTime, previousTime; // Used to track timmings static double updateTime, drawTime; // Time measures for update and draw static double frameTime; // Time measure for one frame static double targetTime = 0.0; // Desired time for one frame, if 0 not applied static char configFlags = 0; static bool showLogo = false; // Camera variables static int cameraMode = CAMERA_CUSTOM; static Camera currentCamera; static Camera internalCamera = {{2,0,2},{0,0,0},{0,1,0}}; static Vector2 cameraAngle = { 0, 0 }; static float cameraTargetDistance = 5; static Vector2 cameraMousePosition = { 0, 0 }; static Vector2 cameraMouseVariation = { 0, 0 }; static int cameraMovementCounter = 0; static bool cameraUseGravity = true; // Shaders variables static bool enabledPostpro = false; //---------------------------------------------------------------------------------- // Other Modules Functions Declaration (required by core) //---------------------------------------------------------------------------------- extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow() extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory extern void UpdateMusicStream(void); // [Module: audio] Updates buffers for music streaming extern Vector2 GetRawPosition(void); extern void ResetGestures(void); #if defined(PLATFORM_ANDROID) extern void InitAndroidGestures(struct android_app *app); #endif #if defined(PLATFORM_WEB) extern void InitWebGestures(void); #endif //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static void InitDisplay(int width, int height); // Initialize display device and framebuffer static void InitGraphics(void); // Initialize OpenGL graphics static void InitTimer(void); // Initialize timer static double GetTime(void); // Returns time since InitTimer() was run static bool GetKeyStatus(int key); // Returns if a key has been pressed static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed static void SwapBuffers(void); // Copy back buffer to front buffers static void PollInputEvents(void); // Register user events static void LogoAnimation(void); // Plays raylib logo appearing animation static void SetupFramebufferSize(int displayWidth, int displayHeight); #if defined(PLATFORM_RPI) static void InitMouse(void); // Mouse initialization (including mouse thread) static void *MouseThread(void *arg); // Mouse reading thread static void InitKeyboard(void); // Init raw keyboard system (standard input reading) static void RestoreKeyboard(void); // Restore keyboard system static void InitGamepad(void); // Init raw gamepad input #endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value) static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized static void WindowIconifyCallback(GLFWwindow* window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored #endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) static void TakeScreenshot(void); // Takes a screenshot and saves it in the same folder as executable #endif #if defined(PLATFORM_ANDROID) static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands #endif static void ProcessCamera(Camera *camera, Vector3 *playerPosition); //---------------------------------------------------------------------------------- // Module Functions Definition - Window and OpenGL Context Functions //---------------------------------------------------------------------------------- #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) // Initialize Window and Graphics Context (OpenGL) void InitWindow(int width, int height, const char *title) { TraceLog(INFO, "Initializing raylib (v1.3.0)"); // Store window title (could be useful...) windowTitle = title; // Init device display (monitor, LCD, ...) InitDisplay(width, height); // Init OpenGL graphics InitGraphics(); // Load default font for convenience // NOTE: External function (defined in module: text) LoadDefaultFont(); // Init hi-res timer InitTimer(); #if defined(PLATFORM_RPI) // Init raw input system InitMouse(); // Mouse init InitKeyboard(); // Keyboard init InitGamepad(); // Gamepad init #endif #if defined(PLATFORM_WEB) InitWebGestures(); // Init touch input events for web #endif mousePosition.x = screenWidth/2; mousePosition.y = screenHeight/2; // raylib logo appearing animation (if enabled) if (showLogo) { SetTargetFPS(60); LogoAnimation(); } } #elif defined(PLATFORM_ANDROID) // Android activity initialization void InitWindow(int width, int height, struct android_app *state) { TraceLog(INFO, "Initializing raylib (v1.3.0)"); app_dummy(); screenWidth = width; screenHeight = height; app = state; // Set desired windows flags before initializing anything ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER //ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN); int orientation = AConfiguration_getOrientation(app->config); if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(INFO, "PORTRAIT window orientation"); else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(INFO, "LANDSCAPE window orientation"); // TODO: Review, it doesn't work... if (width <= height) { AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_PORT); TraceLog(WARNING, "Window set to portraid mode"); } else { AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND); TraceLog(WARNING, "Window set to landscape mode"); } //AConfiguration_getDensity(app->config); //AConfiguration_getKeyboard(app->config); //AConfiguration_getScreenSize(app->config); //AConfiguration_getScreenLong(app->config); //state->userData = &engine; app->onAppCmd = AndroidCommandCallback; InitAndroidGestures(app); InitAssetManager(app->activity->assetManager); TraceLog(INFO, "Android app initialized successfully"); while (!windowReady) { // Wait for window to be initialized (display and context) // Process events loop while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0) { // Process this event if (source != NULL) source->process(app, source); // Check if we are exiting if (app->destroyRequested != 0) windowShouldClose = true; } } } #endif // Close Window and Terminate Context void CloseWindow(void) { UnloadDefaultFont(); rlglClose(); // De-init rlgl #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) glfwDestroyWindow(window); glfwTerminate(); #elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) // Close surface, context and display if (display != EGL_NO_DISPLAY) { eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); if (surface != EGL_NO_SURFACE) { eglDestroySurface(display, surface); surface = EGL_NO_SURFACE; } if (context != EGL_NO_CONTEXT) { eglDestroyContext(display, context); context = EGL_NO_CONTEXT; } eglTerminate(display); display = EGL_NO_DISPLAY; } #endif TraceLog(INFO, "Window closed successfully"); } // Detect if KEY_ESCAPE pressed or Close icon pressed bool WindowShouldClose(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // While window minimized, stop loop execution while (windowMinimized) glfwPollEvents(); return (glfwWindowShouldClose(window)); #elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) return windowShouldClose; #endif } // Fullscreen toggle void ToggleFullscreen(void) { #if defined(PLATFORM_DESKTOP) fullscreen = !fullscreen; // Toggle fullscreen flag rlglClose(); // De-init rlgl glfwDestroyWindow(window); // Destroy the current window (we will recreate it!) InitWindow(screenWidth, screenHeight, windowTitle); #elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) TraceLog(WARNING, "Could not toggle to windowed mode"); #endif } #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) // Set a custom cursor icon/image void SetCustomCursor(const char *cursorImage) { if (customCursor) UnloadTexture(cursor); cursor = LoadTexture(cursorImage); #if defined(PLATFORM_DESKTOP) // NOTE: emscripten not implemented glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); #endif customCursor = true; } // Set a custom key to exit program // NOTE: default exitKey is ESCAPE void SetExitKey(int key) { exitKey = key; } #endif // Get current screen width int GetScreenWidth(void) { return screenWidth; } // Get current screen height int GetScreenHeight(void) { return screenHeight; } // Sets Background Color void ClearBackground(Color color) { // TODO: Review "clearing area", full framebuffer vs render area rlClearColor(color.r, color.g, color.b, color.a); } // Setup drawing canvas to start drawing void BeginDrawing(void) { currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called updateTime = currentTime - previousTime; previousTime = currentTime; if (enabledPostpro) rlEnableFBO(); rlClearScreenBuffers(); rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlMultMatrixf(GetMatrixVector(downscaleView)); // If downscale required, apply it here //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1 // 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 (enabledPostpro) rlglDrawPostpro(); // Draw postprocessing effect (shader) SwapBuffers(); // Copy back buffer to front buffer #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) ResetGestures(); #endif PollInputEvents(); // Poll user events UpdateMusicStream(); // NOTE: Function checks if music is enabled currentTime = GetTime(); drawTime = currentTime - previousTime; previousTime = currentTime; frameTime = updateTime + drawTime; double extraTime = 0.0; while (frameTime < targetTime) { // Implement a delay currentTime = GetTime(); extraTime = currentTime - previousTime; previousTime = currentTime; frameTime += extraTime; } } // Initializes 3D mode for drawing (Camera setup) void Begin3dMode(Camera camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) 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) // Setup perspective projection float aspect = (GLfloat)screenWidth/(GLfloat)screenHeight; double top = 0.1f*tan(45.0f*PI / 360.0f); double right = top*aspect; rlFrustum(-right, right, -top, top, 0.1f, 1000.0f); rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) // Setup Camera view if (cameraMode == CAMERA_CUSTOM) currentCamera = camera; else currentCamera = internalCamera; Matrix view = MatrixLookAt(currentCamera.position, currentCamera.target, currentCamera.up); rlMultMatrixf(GetMatrixVector(view)); // Multiply MODELVIEW matrix by view matrix (camera) } // Ends 3D mode and returns to default 2D orthographic mode void End3dMode(void) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) 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) //rlTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode) } // Set target FPS for the game void SetTargetFPS(int fps) { targetTime = 1 / (float)fps; TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000); } // Returns current FPS float GetFPS(void) { return (1/(float)frameTime); } // Returns time in seconds for one frame float GetFrameTime(void) { // As we are operating quite a lot with frameTime, it could be no stable // so we round it before before passing around to be used // NOTE: There are still problems with high framerates (>500fps) double roundedFrameTime = round(frameTime*10000) / 10000; return (float)roundedFrameTime; // Time in seconds to run a frame } // Returns a Color struct from hexadecimal value Color GetColor(int hexValue) { Color color; color.r = (unsigned char)(hexValue >> 24) & 0xFF; color.g = (unsigned char)(hexValue >> 16) & 0xFF; color.b = (unsigned char)(hexValue >> 8) & 0xFF; color.a = (unsigned char)hexValue & 0xFF; return color; } // Returns hexadecimal value for a Color int GetHexValue(Color color) { return ((color.a << 24) + (color.r << 16) + (color.g << 8) + color.b); } // Returns a random value between min and max (both included) int GetRandomValue(int min, int max) { if (min > max) { int tmp = max; max = min; min = tmp; } return (rand()%(abs(max-min)+1) + min); } // Fades color by a percentadge Color Fade(Color color, float alpha) { if (alpha < 0.0f) alpha = 0.0f; else if (alpha > 1.0f) alpha = 1.0f; return (Color){color.r, color.g, color.b, color.a*alpha}; } // Enable some window/system configurations void SetConfigFlags(char flags) { configFlags = flags; if (configFlags & FLAG_SHOW_LOGO) showLogo = true; if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true; } // Activates raylib logo at startup void ShowLogo(void) { showLogo = true; } Ray GetMouseRay(Vector2 mousePosition, Camera camera) { Ray ray; Matrix proj = MatrixIdentity(); Matrix view = MatrixLookAt(currentCamera.position, currentCamera.target, currentCamera.up); float aspect = (GLfloat)GetScreenWidth()/(GLfloat)GetScreenHeight(); double top = 0.1f*tanf(45.0f*PI / 360.0f); double right = top*aspect; proj = MatrixFrustum(-right, right, -top, top, 0.01f, 1000.0f); MatrixTranspose(&proj); float realy = (float)GetScreenHeight() - mousePosition.y; //float z; // glReadPixels(mousePosition.x, mousePosition.y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z); //http://www.bfilipek.com/2012/06/select-mouse-opengl.html Vector3 nearPoint = { mousePosition.x, realy, 0.0f }; Vector3 farPoint = { mousePosition.x, realy, 1.0f }; nearPoint = internalCamera.position; farPoint = rlglUnproject(farPoint, proj, view); Vector3 direction = VectorSubtract(farPoint, nearPoint); VectorNormalize(&direction); ray.position = nearPoint; ray.direction = direction; // Test Vector2 screenPos; screenPos.x = (mousePosition.x / (float)GetScreenWidth() * 2.0) - 1.0f; screenPos.y = (mousePosition.y / (float)GetScreenHeight() * 2.0) - 1.0f; direction = VectorSubtract(internalCamera.target, internalCamera.position); printf("/nScreenPos %f, %f", screenPos.x, screenPos.y); Matrix rotate; rotate = MatrixIdentity(); rotate = MatrixRotate(0, 45*DEG2RAD*screenPos.y, 0); VectorTransform(&direction, rotate); VectorNormalize(&direction); ray.position = internalCamera.position; ray.direction = direction; return ray; } void SetCameraMode(int mode) { if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_FREE)) { cameraMode = CAMERA_THIRD_PERSON; cameraTargetDistance = 5; cameraAngle.y = -40 * DEG2RAD; ProcessCamera(&internalCamera, &internalCamera.position); } else if ((cameraMode == CAMERA_FIRST_PERSON) && (mode == CAMERA_ORBITAL)) { cameraMode = CAMERA_THIRD_PERSON; cameraTargetDistance = 5; cameraAngle.y = -40 * DEG2RAD; ProcessCamera(&internalCamera, &internalCamera.position); } else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_FREE)) { cameraTargetDistance = 10; cameraAngle.x = 45 * DEG2RAD; cameraAngle.y = -40 * DEG2RAD; internalCamera.target = (Vector3){ 0, 0, 0}; ProcessCamera(&internalCamera, &internalCamera.position); } else if ((cameraMode == CAMERA_CUSTOM) && (mode == CAMERA_ORBITAL)) { cameraTargetDistance = 10; cameraAngle.x = 225 * DEG2RAD; cameraAngle.y = -40 * DEG2RAD; internalCamera.target = (Vector3){ 3, 0, 3}; ProcessCamera(&internalCamera, &internalCamera.position); } cameraMode = mode; } Camera UpdateCamera(Vector3 *position) { // Calculate camera if (cameraMode != CAMERA_CUSTOM) ProcessCamera(&internalCamera, position); return internalCamera; } //---------------------------------------------------------------------------------- // Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions //---------------------------------------------------------------------------------- #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) // Detect if a key has been pressed once bool IsKeyPressed(int key) { 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; } // Detect if a mouse button has been pressed once bool IsMouseButtonPressed(int button) { bool pressed = false; if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true; else pressed = false; return pressed; } // Detect if a mouse button is being pressed bool IsMouseButtonDown(int button) { if (GetMouseButtonStatus(button) == 1) return true; else return false; } // Detect if a mouse button has been released once bool IsMouseButtonReleased(int button) { bool released = false; if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true; else released = false; return released; } // Detect if a mouse button is NOT being pressed bool IsMouseButtonUp(int button) { if (GetMouseButtonStatus(button) == 0) return true; else return false; } // Returns mouse position X int GetMouseX(void) { return (int)mousePosition.x; } // Returns mouse position Y int GetMouseY(void) { return (int)mousePosition.y; } // Returns mouse position XY Vector2 GetMousePosition(void) { return mousePosition; } // Set mouse position XY void SetMousePosition(Vector2 position) { mousePosition = position; #if defined(PLATFORM_DESKTOP) // NOTE: emscripten not implemented glfwSetCursorPos(window, position.x, position.y); #endif } // Returns mouse wheel movement Y int GetMouseWheelMove(void) { return previousMouseWheelY; } #endif void HideCursor() { #if defined(PLATFORM_DESKTOP) #ifdef __linux XColor Col; const char Nil[] = {0}; Pixmap Pix = XCreateBitmapFromData(glfwGetX11Display(), glfwGetX11Window(window), Nil, 1, 1); Cursor Cur = XCreatePixmapCursor(glfwGetX11Display(), Pix, Pix, &Col, &Col, 0, 0); XDefineCursor(glfwGetX11Display(), glfwGetX11Window(window), Cur); XFreeCursor(glfwGetX11Display(), Cur); #else glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); #endif #endif cursorHidden = true; } void ShowCursor() { #if defined(PLATFORM_DESKTOP) #ifdef __linux XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window)); #else glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); #endif #endif cursorHidden = false; } bool IsCursorHidden() { return cursorHidden; } // TODO: Enable gamepad usage on Rapsberry Pi // NOTE: emscripten not implemented #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // Detect if a gamepad is available bool IsGamepadAvailable(int gamepad) { int result = glfwJoystickPresent(gamepad); if (result == 1) return true; else return false; } // Return axis movement vector for a gamepad Vector2 GetGamepadMovement(int gamepad) { Vector2 vec = { 0, 0 }; const float *axes; int axisCount; axes = glfwGetJoystickAxes(gamepad, &axisCount); if (axisCount >= 2) { vec.x = axes[0]; // Left joystick X vec.y = axes[1]; // Left joystick Y //vec.x = axes[2]; // Right joystick X //vec.x = axes[3]; // Right joystick Y } return vec; } // Detect if a gamepad button has been pressed once bool IsGamepadButtonPressed(int gamepad, int button) { bool pressed = false; currentGamepadState[button] = IsGamepadButtonDown(gamepad, button); if (currentGamepadState[button] != previousGamepadState[button]) { if (currentGamepadState[button]) pressed = true; previousGamepadState[button] = currentGamepadState[button]; } else pressed = false; return pressed; } // Detect if a gamepad button is being pressed bool IsGamepadButtonDown(int gamepad, int button) { const unsigned char *buttons; int buttonsCount; buttons = glfwGetJoystickButtons(gamepad, &buttonsCount); if ((buttons != NULL) && (buttons[button] == GLFW_PRESS)) { return true; } else return false; } // Detect if a gamepad button has NOT been pressed once bool IsGamepadButtonReleased(int gamepad, int button) { bool released = false; currentGamepadState[button] = IsGamepadButtonUp(gamepad, button); if (currentGamepadState[button] != previousGamepadState[button]) { if (currentGamepadState[button]) released = true; previousGamepadState[button] = currentGamepadState[button]; } else released = false; return released; } // Detect if a mouse button is NOT being pressed bool IsGamepadButtonUp(int gamepad, int button) { const unsigned char *buttons; int buttonsCount; buttons = glfwGetJoystickButtons(gamepad, &buttonsCount); if ((buttons != NULL) && (buttons[button] == GLFW_RELEASE)) { return true; } else return false; } #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) // Returns touch position X int GetTouchX(void) { return (int)GetRawPosition().x; } // Returns touch position Y int GetTouchY(void) { return (int)GetRawPosition().y; } // Returns touch position XY Vector2 GetTouchPosition(void) { Vector2 position = GetRawPosition(); if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) { // TODO: Seems to work ok but... review! position.x = position.x*((float)screenWidth / (float)(displayWidth - renderOffsetX)) - renderOffsetX/2; position.y = position.y*((float)screenHeight / (float)(displayHeight - renderOffsetY)) - renderOffsetY/2; } else { position.x = position.x*((float)renderWidth / (float)displayWidth) - renderOffsetX/2; position.y = position.y*((float)renderHeight / (float)displayHeight) - renderOffsetY/2; } return position; } #endif // Set postprocessing shader void SetPostproShader(Shader shader) { if (rlGetVersion() == OPENGL_11) TraceLog(WARNING, "Postprocessing shaders not supported on OpenGL 1.1"); else { if (!enabledPostpro) { enabledPostpro = true; rlglInitPostpro(); rlglSetPostproShader(shader); } else { rlglSetPostproShader(shader); } } } //---------------------------------------------------------------------------------- // Module specific Functions Definition //---------------------------------------------------------------------------------- // Initialize display device and framebuffer // NOTE: width and height represent the screen (framebuffer) desired size, not actual display size // If width or height are 0, default display size will be used for framebuffer size static void InitDisplay(int width, int height) { screenWidth = width; // User desired width screenHeight = height; // User desired height // NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars... // ...in top-down or left-right to match display aspect ratio (no weird scalings) // Downscale matrix is required in case desired screen area is bigger than display area downscaleView = MatrixIdentity(); #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) glfwSetErrorCallback(ErrorCallback); if (!glfwInit()) TraceLog(ERROR, "Failed to initialize GLFW"); // NOTE: Getting video modes is not implemented in emscripten GLFW3 version #if defined(PLATFORM_DESKTOP) // Find monitor resolution const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); displayWidth = mode->width; displayHeight = mode->height; // Screen size security check if (screenWidth <= 0) screenWidth = displayWidth; if (screenHeight <= 0) screenHeight = displayHeight; #elif defined(PLATFORM_WEB) displayWidth = screenWidth; displayHeight = screenHeight; #endif glfwDefaultWindowHints(); // Set default windows hints glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable //glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window //glfwWindowHint(GLFW_RED_BITS, 8); // Bit depths of color components for default framebuffer //glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window //glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API //glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers // NOTE: When asking for an OpenGL context version, most drivers provide highest supported version // with forward compatibility to older OpenGL versions. // For example, if using OpenGL 1.1, driver can provide a 3.3 context fordward compatible. if (rlGetVersion() == OPENGL_33) { if (configFlags & FLAG_MSAA_4X_HINT) { glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0 TraceLog(INFO, "Enabled MSAA x4"); } glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint) glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint) glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.2 and above! // Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.0 and above! } if (fullscreen) { // At this point we need to manage render size vs screen size // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView SetupFramebufferSize(displayWidth, displayHeight); window = glfwCreateWindow(renderWidth, renderHeight, windowTitle, glfwGetPrimaryMonitor(), NULL); } else { // No-fullscreen window creation window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL); renderWidth = screenWidth; renderHeight = screenHeight; } if (!window) { glfwTerminate(); TraceLog(ERROR, "GLFW Failed to initialize Window"); } else { TraceLog(INFO, "Display device initialized successfully"); #if defined(PLATFORM_DESKTOP) TraceLog(INFO, "Display size: %i x %i", displayWidth, displayHeight); #endif TraceLog(INFO, "Render size: %i x %i", renderWidth, renderHeight); TraceLog(INFO, "Screen size: %i x %i", screenWidth, screenHeight); TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); } glfwSetWindowSizeCallback(window, WindowSizeCallback); glfwSetCursorEnterCallback(window, CursorEnterCallback); glfwSetKeyCallback(window, KeyCallback); glfwSetMouseButtonCallback(window, MouseButtonCallback); glfwSetCharCallback(window, CharCallback); glfwSetScrollCallback(window, ScrollCallback); glfwSetWindowIconifyCallback(window, WindowIconifyCallback); glfwMakeContextCurrent(window); // Enables GPU v-sync, so frames are not limited to screen refresh rate (60Hz -> 60 FPS) // If not set, swap interval uses GPU v-sync configuration // Framerate can be setup using SetTargetFPS() if (configFlags & FLAG_VSYNC_HINT) { glfwSwapInterval(1); TraceLog(INFO, "Trying to enable VSYNC"); } //glfwGetFramebufferSize(window, &renderWidth, &renderHeight); // Get framebuffer size of current window #elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) fullscreen = true; // Screen size security check if (screenWidth <= 0) screenWidth = displayWidth; if (screenHeight <= 0) screenHeight = displayHeight; #if defined(PLATFORM_RPI) bcm_host_init(); DISPMANX_ELEMENT_HANDLE_T dispmanElement; DISPMANX_DISPLAY_HANDLE_T dispmanDisplay; DISPMANX_UPDATE_HANDLE_T dispmanUpdate; VC_RECT_T dstRect; VC_RECT_T srcRect; #endif // TODO: if (configFlags & FLAG_MSAA_4X_HINT) activate (EGL_SAMPLES, 4) const EGLint framebufferAttribs[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI? //EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android! EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5) EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6) EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5) //EGL_ALPHA_SIZE, 8, // ALPHA bit depth EGL_DEPTH_SIZE, 8, // Depth buffer size (Required to use Depth testing!) //EGL_STENCIL_SIZE, 8, // Stencil buffer size //EGL_SAMPLE_BUFFERS, 1, // Activate MSAA //EGL_SAMPLES, 4, // 4x Antialiasing (Free on MALI GPUs) EGL_NONE }; EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; EGLint numConfigs; EGLConfig config; // Get an EGL display connection display = eglGetDisplay(EGL_DEFAULT_DISPLAY); // Initialize the EGL display connection eglInitialize(display, NULL, NULL); // Get an appropriate EGL framebuffer configuration eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs); // Set rendering API eglBindAPI(EGL_OPENGL_ES_API); // Create an EGL rendering context context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs); // Create an EGL window surface //--------------------------------------------------------------------------------- #if defined(PLATFORM_ANDROID) EGLint displayFormat; displayWidth = ANativeWindow_getWidth(app->window); displayHeight = ANativeWindow_getHeight(app->window); // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() // As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat); // At this point we need to manage render size vs screen size // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView SetupFramebufferSize(displayWidth, displayHeight); ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat); //ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size surface = eglCreateWindowSurface(display, config, app->window, NULL); #elif defined(PLATFORM_RPI) graphics_get_display_size(0, &displayWidth, &displayHeight); // At this point we need to manage render size vs screen size // NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView SetupFramebufferSize(displayWidth, displayHeight); dstRect.x = 0; dstRect.y = 0; dstRect.width = displayWidth; dstRect.height = displayHeight; srcRect.x = 0; srcRect.y = 0; srcRect.width = renderWidth << 16; srcRect.height = renderHeight << 16; // NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost) // Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio VC_DISPMANX_ALPHA_T alpha; alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS; alpha.opacity = 255; alpha.mask = 0; dispmanDisplay = vc_dispmanx_display_open(0); // LCD dispmanUpdate = vc_dispmanx_update_start(0); dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/, &srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE); nativeWindow.element = dispmanElement; nativeWindow.width = renderWidth; nativeWindow.height = renderHeight; vc_dispmanx_update_submit_sync(dispmanUpdate); surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL); //--------------------------------------------------------------------------------- #endif // There must be at least one frame displayed before the buffers are swapped //eglSwapInterval(display, 1); if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) { TraceLog(ERROR, "Unable to attach EGL rendering context to EGL surface"); } else { // Grab the width and height of the surface //eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth); //eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight); TraceLog(INFO, "Display device initialized successfully"); TraceLog(INFO, "Display size: %i x %i", displayWidth, displayHeight); TraceLog(INFO, "Render size: %i x %i", renderWidth, renderHeight); TraceLog(INFO, "Screen size: %i x %i", screenWidth, screenHeight); TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY); } #endif } // Initialize OpenGL graphics static void InitGraphics(void) { rlglInit(); // Init rlgl rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff) ClearBackground(RAYWHITE); // Default background color for raylib games :P #if defined(PLATFORM_ANDROID) windowReady = true; // IMPORTANT! #endif } #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // GLFW3 Error Callback, runs on GLFW3 error static void ErrorCallback(int error, const char *description) { TraceLog(WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description); } // GLFW3 Srolling Callback, runs on mouse wheel static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset) { currentMouseWheelY = (int)yoffset; } // GLFW3 Keyboard Callback, runs on key pressed static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods) { if (key == exitKey && action == GLFW_PRESS) { glfwSetWindowShouldClose(window, GL_TRUE); // NOTE: Before closing window, while loop must be left! } #if defined(PLATFORM_DESKTOP) else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) { TakeScreenshot(); } #endif else currentKeyState[key] = action; // HACK for GuiTextBox, to deteck back key // TODO: Review... if ((key == 259) && (action == GLFW_PRESS)) lastKeyPressed = 3; } // GLFW3 Mouse Button Callback, runs on mouse button pressed static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods) { currentMouseState[button] = action; } // GLFW3 Char Key Callback, runs on key pressed (get char value) static void CharCallback(GLFWwindow *window, unsigned int key) { lastKeyPressed = key; //TraceLog(INFO, "Char Callback Key pressed: %i\n", key); } // GLFW3 CursorEnter Callback, when cursor enters the window static void CursorEnterCallback(GLFWwindow *window, int enter) { if (enter == true) cursorOnScreen = true; else cursorOnScreen = false; } // GLFW3 WindowSize Callback, runs when window is resized static void WindowSizeCallback(GLFWwindow *window, int width, int height) { // If window is resized, graphics device is re-initialized (but only ortho mode) rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode()) //screenWidth = width; //screenHeight = height; // TODO: Update render size? // Background must be also re-cleared ClearBackground(RAYWHITE); } // GLFW3 WindowIconify Callback, runs when window is minimized/restored static void WindowIconifyCallback(GLFWwindow* window, int iconified) { if (iconified) { // The window was iconified PauseMusicStream(); windowMinimized = true; } else { // The window was restored ResumeMusicStream(); windowMinimized = false; } } #endif #if defined(PLATFORM_ANDROID) // Android: Process activity lifecycle commands static void AndroidCommandCallback(struct android_app *app, int32_t cmd) { switch (cmd) { case APP_CMD_START: { //rendering = true; TraceLog(INFO, "APP_CMD_START"); } break; case APP_CMD_RESUME: { TraceLog(INFO, "APP_CMD_RESUME"); } break; case APP_CMD_INIT_WINDOW: { TraceLog(INFO, "APP_CMD_INIT_WINDOW"); if (app->window != NULL) { // Init device display (monitor, LCD, ...) InitDisplay(screenWidth, screenHeight); // Init OpenGL graphics InitGraphics(); // Load default font for convenience // NOTE: External function (defined in module: text) LoadDefaultFont(); // Init hi-res timer InitTimer(); // raylib logo appearing animation (if enabled) if (showLogo) { SetTargetFPS(60); LogoAnimation(); } } } break; case APP_CMD_GAINED_FOCUS: { TraceLog(INFO, "APP_CMD_GAINED_FOCUS"); ResumeMusicStream(); } break; case APP_CMD_PAUSE: { TraceLog(INFO, "APP_CMD_PAUSE"); } break; case APP_CMD_LOST_FOCUS: { //DrawFrame(); TraceLog(INFO, "APP_CMD_LOST_FOCUS"); PauseMusicStream(); } break; case APP_CMD_TERM_WINDOW: { // TODO: Do display destruction here? -> Yes but only display, don't free buffers! TraceLog(INFO, "APP_CMD_TERM_WINDOW"); } break; case APP_CMD_SAVE_STATE: { TraceLog(INFO, "APP_CMD_SAVE_STATE"); } break; case APP_CMD_STOP: { TraceLog(INFO, "APP_CMD_STOP"); } break; case APP_CMD_DESTROY: { // TODO: Finish activity? //ANativeActivity_finish(app->activity); TraceLog(INFO, "APP_CMD_DESTROY"); } break; case APP_CMD_CONFIG_CHANGED: { //AConfiguration_fromAssetManager(app->config, app->activity->assetManager); //print_cur_config(app); // Check screen orientation here! TraceLog(INFO, "APP_CMD_CONFIG_CHANGED"); } break; default: break; } } #endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) // Takes a screenshot and saves it in the same folder as executable static void TakeScreenshot(void) { static int shotNum = 0; // Screenshot number, increments every screenshot take during program execution char buffer[20]; // Buffer to store file name unsigned char *imgData = rlglReadScreenPixels(renderWidth, renderHeight); sprintf(buffer, "screenshot%03i.png", shotNum); // Save image as PNG WritePNG(buffer, imgData, renderWidth, renderHeight); free(imgData); shotNum++; TraceLog(INFO, "[%s] Screenshot taken!", buffer); } #endif // Initialize hi-resolution timer static void InitTimer(void) { srand(time(NULL)); // Initialize random seed #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) struct timespec now; if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success { baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec; } else TraceLog(WARNING, "No hi-resolution timer available"); #endif previousTime = GetTime(); // Get time as double } // Get current time measure since InitTimer() static double GetTime(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) return glfwGetTime(); #elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) struct timespec ts; clock_gettime(CLOCK_MONOTONIC, &ts); uint64_t time = ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec; return (double)(time - baseTime) * 1e-9; #endif } // Get one key state static bool GetKeyStatus(int key) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) return glfwGetKey(window, key); #elif defined(PLATFORM_ANDROID) // TODO: Check virtual keyboard (?) return false; #elif defined(PLATFORM_RPI) // NOTE: Keys states are filled in PollInputEvents() if (key < 0 || key > 511) return false; else return currentKeyState[key]; #endif } // Get one mouse button state static bool GetMouseButtonStatus(int button) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) return glfwGetMouseButton(window, button); #elif defined(PLATFORM_ANDROID) // TODO: Check virtual keyboard (?) return false; #elif defined(PLATFORM_RPI) // NOTE: mouse buttons array is filled on PollInputEvents() return currentMouseState[button]; #endif } // Poll (store) all input events static void PollInputEvents(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // Mouse input polling double mouseX; double mouseY; glfwGetCursorPos(window, &mouseX, &mouseY); mousePosition.x = (float)mouseX; mousePosition.y = (float)mouseY; // Keyboard polling // Automatically managed by GLFW3 through callback lastKeyPressed = -1; // Register previous keys states for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i]; // Register previous mouse states for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i]; previousMouseWheelY = currentMouseWheelY; currentMouseWheelY = 0; glfwPollEvents(); // Register keyboard/mouse events... and window events! #elif defined(PLATFORM_ANDROID) // TODO: Check virtual keyboard (?) // Poll Events (registered events) // TODO: Enable/disable activityMinimized to block activity if minimized //while ((ident = ALooper_pollAll(activityMinimized ? 0 : -1, NULL, &events,(void**)&source)) >= 0) while ((ident = ALooper_pollAll(0, NULL, &events,(void**)&source)) >= 0) { // Process this event if (source != NULL) source->process(app, source); // Check if we are exiting if (app->destroyRequested != 0) { // NOTE: Never close window, native activity is controlled by the system! //TraceLog(INFO, "Closing Window..."); //windowShouldClose = true; //ANativeActivity_finish(app->activity); } } #elif defined(PLATFORM_RPI) // NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread() // NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin, // we use method 2 (stdin) but maybe in a future we should change to method 1... // Keyboard input polling (fill keys[256] array with status) int numKeysBuffer = 0; // Keys available on buffer char keysBuffer[32]; // Max keys to be read at a time // Reset pressed keys array for (int i = 0; i < 512; i++) currentKeyState[i] = 0; // Read availables keycodes from stdin numKeysBuffer = read(STDIN_FILENO, keysBuffer, 32); // POSIX system call // Fill array with pressed keys for (int i = 0; i < numKeysBuffer; i++) { //TraceLog(INFO, "Bytes on keysBuffer: %i", numKeysBuffer); int key = keysBuffer[i]; if (keyboardMode == 2) { // NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code! // Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42 if (key == 0x1b) { if (keysBuffer[i+1] == 0x5b) // Special function key { switch (keysBuffer[i+2]) { case 0x41: currentKeyState[265] = 1; break; case 0x42: currentKeyState[264] = 1; break; case 0x43: currentKeyState[262] = 1; break; case 0x44: currentKeyState[263] = 1; break; default: break; } i += 2; // Jump to next key // NOTE: Other special function keys (F1, F2...) are not contempled for this keyboardMode... // ...or they are just not directly keymapped (CTRL, ALT, SHIFT) } } else if (key == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with KEY_*) else if (key == 0x7f) currentKeyState[259] = 1; else { TraceLog(INFO, "Pressed key (ASCII): 0x%02x", key); currentKeyState[key] = 1; } // Detect ESC to stop program if ((key == 0x1b) && (numKeysBuffer == 1)) windowShouldClose = true; } else if (keyboardMode == 1) { TraceLog(INFO, "Pressed key (keycode): 0x%02x", key); int asciiKey = -1; // Convert keycode to some recognized key (ASCII or GLFW3 equivalent) if (key < 128) asciiKey = (int)UnixKeycodeToASCII[key]; // Record equivalent key state if ((asciiKey >= 0) && (asciiKey < 512)) currentKeyState[asciiKey] = 1; // In case of letter, we also activate lower case version if ((asciiKey >= 65) && (asciiKey <=90)) currentKeyState[asciiKey + 32] = 1; // Detect KEY_ESC to stop program if (key == 0x01) windowShouldClose = true; } // Same fucnionality as GLFW3 KeyCallback() /* if (asciiKey == exitKey) windowShouldClose = true; else if (key == GLFW_KEY_F12 && action == GLFW_PRESS) { TakeScreenshot(); } */ } // TODO: Gamepad support (use events, easy!) /* struct js_event gamepadEvent; read(gamepadStream, &gamepadEvent, sizeof(struct js_event)); if (gamepadEvent.type == JS_EVENT_BUTTON) { switch (gamepadEvent.number) { case 0: // 1st Axis X case 1: // 1st Axis Y case 2: // 2st Axis X case 3: // 2st Axis Y case 4: { if (gamepadEvent.value == 1) // Button pressed, 0 release } break; // Buttons is similar, variable for every joystick } } else if (gamepadEvent.type == JS_EVENT_AXIS) { switch (gamepadEvent.number) { case 0: // 1st Axis X case 1: // 1st Axis Y case 2: // 2st Axis X case 3: // 2st Axis Y // Buttons is similar, variable for every joystick } } */ #endif } #if defined(PLATFORM_RPI) // Mouse initialization (including mouse thread) static void InitMouse(void) { // NOTE: We can use /dev/input/mice to read from all available mice if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0) { TraceLog(WARNING, "Mouse device could not be opened, no mouse available"); } else { mouseReady = true; int error = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL); if (error != 0) TraceLog(WARNING, "Error creating mouse input event thread"); else TraceLog(INFO, "Mouse device initialized successfully"); } } // Mouse reading thread // NOTE: We need a separate thread to avoid loosing mouse events, // if too much time passes between reads, queue gets full and new events override older wants... static void *MouseThread(void *arg) { struct input_event mouseEvent; while(1) { // NOTE: read() will return -1 if the events queue is empty read(mouseStream, &mouseEvent, sizeof(struct input_event)); // Check event types if (mouseEvent.type == EV_REL) // Relative motion event { if (mouseEvent.code == REL_X) { mousePosition.x += (float)mouseEvent.value; // Screen limits X check if (mousePosition.x < 0) mousePosition.x = 0; if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; } if (mouseEvent.code == REL_Y) { mousePosition.y += (float)mouseEvent.value; // Screen limits Y check if (mousePosition.y < 0) mousePosition.y = 0; if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; } if (mouseEvent.code == REL_WHEEL) { // mouseEvent.value give 1 or -1 (direction) } } else if (mouseEvent.type == EV_KEY) // Mouse button event { if (mouseEvent.code == BTN_LEFT) currentMouseState[0] = mouseEvent.value; if (mouseEvent.code == BTN_RIGHT) currentMouseState[1] = mouseEvent.value; if (mouseEvent.code == BTN_MIDDLE) currentMouseState[2] = mouseEvent.value; } } return NULL; } // Initialize Keyboard system (using standard input) static void InitKeyboard(void) { // NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor // Make stdin non-blocking (not enough, need to configure to non-canonical mode) int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified // Save terminal keyboard settings and reconfigure terminal with new settings struct termios keyboardNewSettings; tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings keyboardNewSettings = defaultKeyboardSettings; // New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing // NOTE: ISIG controls if ^C and ^Z generate break signals or not keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG); //keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF); keyboardNewSettings.c_cc[VMIN] = 1; keyboardNewSettings.c_cc[VTIME] = 0; // Set new keyboard settings (change occurs immediately) tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings); // NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! // Save old keyboard mode to restore it at the end if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0) { // NOTE: It could mean we are using a remote keyboard through ssh! TraceLog(WARNING, "Could not change keyboard mode (SSH keyboard?)"); keyboardMode = 2; // ASCII } else { // We reconfigure keyboard mode to get scancodes (K_RAW) or keycodes (K_MEDIUMRAW) ioctl(STDIN_FILENO, KDSKBMODE, K_MEDIUMRAW); // ASCII chars (K_XLATE), UNICODE chars (K_UNICODE) keyboardMode = 1; // keycodes } // Register keyboard restore when program finishes atexit(RestoreKeyboard); } // Restore default keyboard input static void RestoreKeyboard(void) { tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings); ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode); } // Init gamepad system static void InitGamepad(void) { // TODO: Gamepad support if ((gamepadStream = open(DEFAULT_GAMEPAD_DEV, O_RDONLY|O_NONBLOCK)) < 0) TraceLog(WARNING, "Gamepad device could not be opened, no gamepad available"); else TraceLog(INFO, "Gamepad device initialized successfully"); } #endif // Copy back buffer to front buffers static void SwapBuffers(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) glfwSwapBuffers(window); #elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) eglSwapBuffers(display, surface); #endif } // Compute framebuffer size relative to screen size and display size // NOTE: Global variables renderWidth/renderHeight can be modified static void SetupFramebufferSize(int displayWidth, int displayHeight) { // Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var) if ((screenWidth > displayWidth) || (screenHeight > displayHeight)) { TraceLog(WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight); // Downscaling to fit display with border-bars float widthRatio = (float)displayWidth/(float)screenWidth; float heightRatio = (float)displayHeight/(float)screenHeight; if (widthRatio <= heightRatio) { renderWidth = displayWidth; renderHeight = (int)round((float)screenHeight*widthRatio); renderOffsetX = 0; renderOffsetY = (displayHeight - renderHeight); } else { renderWidth = (int)round((float)screenWidth*heightRatio); renderHeight = displayHeight; renderOffsetX = (displayWidth - renderWidth); renderOffsetY = 0; } // NOTE: downscale matrix required! float scaleRatio = (float)renderWidth/(float)screenWidth; downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio); // NOTE: We render to full display resolution! // We just need to calculate above parameters for downscale matrix and offsets renderWidth = displayWidth; renderHeight = displayHeight; TraceLog(WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight); } else if ((screenWidth < displayWidth) || (screenHeight < displayHeight)) { // Required screen size is smaller than display size TraceLog(INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight); // Upscaling to fit display with border-bars float displayRatio = (float)displayWidth/(float)displayHeight; float screenRatio = (float)screenWidth/(float)screenHeight; if (displayRatio <= screenRatio) { renderWidth = screenWidth; renderHeight = (int)round((float)screenWidth/displayRatio); renderOffsetX = 0; renderOffsetY = (renderHeight - screenHeight); } else { renderWidth = (int)round((float)screenHeight*displayRatio); renderHeight = screenHeight; renderOffsetX = (renderWidth - screenWidth); renderOffsetY = 0; } } else // screen == display { renderWidth = screenWidth; renderHeight = screenHeight; renderOffsetX = 0; renderOffsetY = 0; } } // Plays raylib logo appearing animation static void LogoAnimation(void) { #ifndef PLATFORM_WEB int logoPositionX = screenWidth/2 - 128; int logoPositionY = screenHeight/2 - 128; int framesCounter = 0; int lettersCount = 0; int topSideRecWidth = 16; int leftSideRecHeight = 16; int bottomSideRecWidth = 16; int rightSideRecHeight = 16; char raylib[8] = " "; // raylib text array, max 8 letters 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; } switch (lettersCount) { case 1: raylib[0] = 'r'; break; case 2: raylib[1] = 'a'; break; case 3: raylib[2] = 'y'; break; case 4: raylib[3] = 'l'; break; case 5: raylib[4] = 'i'; break; case 6: raylib[5] = 'b'; break; default: break; } 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(raylib, screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha)); } EndDrawing(); //---------------------------------------------------------------------------------- } #endif showLogo = false; // Prevent for repeating when reloading window (Android) } // Process desired camera mode and controls static void ProcessCamera(Camera *camera, Vector3 *playerPosition) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_RPI) // Mouse movement detection if (cameraMode != CAMERA_FREE) { HideCursor(); if (GetMousePosition().x < GetScreenHeight() / 3) SetMousePosition((Vector2){ screenWidth - GetScreenHeight() / 3, GetMousePosition().y}); else if (GetMousePosition().y < GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, screenHeight - GetScreenHeight() / 3}); else if (GetMousePosition().x > screenWidth - GetScreenHeight() / 3) SetMousePosition((Vector2) { GetScreenHeight() / 3, GetMousePosition().y}); else if (GetMousePosition().y > screenHeight - GetScreenHeight() / 3) SetMousePosition((Vector2){ GetMousePosition().x, GetScreenHeight() / 3}); else { cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x; cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y; } } else { ShowCursor(); cameraMouseVariation.x = GetMousePosition().x - cameraMousePosition.x; cameraMouseVariation.y = GetMousePosition().y - cameraMousePosition.y; } cameraMousePosition = GetMousePosition(); // Support for multiple automatic camera modes switch (cameraMode) { case CAMERA_FREE: { // Pass to orbiting camera if (IsKeyPressed('O')) cameraMode = CAMERA_ORBITAL; // Camera zoom if ((cameraTargetDistance < FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0)) { cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); if (cameraTargetDistance > FREE_CAMERA_DISTANCE_MAX_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MAX_CLAMP; } // Camera looking down else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0)) { camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; } else if ((camera->position.y > camera->target.y) && (camera->target.y >= 0)) { camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; if (camera->target.y < 0) camera->target.y = -0.001; } else if ((camera->position.y > camera->target.y) && (camera->target.y < 0) && (GetMouseWheelMove() > 0)) { cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP; } // Camera looking up else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == FREE_CAMERA_DISTANCE_MAX_CLAMP) && (GetMouseWheelMove() < 0)) { camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; } else if ((camera->position.y < camera->target.y) && (camera->target.y <= 0)) { camera->target.x += GetMouseWheelMove() * (camera->target.x - camera->position.x) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.y += GetMouseWheelMove() * (camera->target.y - camera->position.y) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; camera->target.z += GetMouseWheelMove() * (camera->target.z - camera->position.z) * CAMERA_SCROLL_SENSITIVITY / cameraTargetDistance; if (camera->target.y > 0) camera->target.y = 0.001; } else if ((camera->position.y < camera->target.y) && (camera->target.y > 0) && (GetMouseWheelMove() > 0)) { cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); if (cameraTargetDistance < FREE_CAMERA_DISTANCE_MIN_CLAMP) cameraTargetDistance = FREE_CAMERA_DISTANCE_MIN_CLAMP; } // Inputs if (IsKeyDown(KEY_LEFT_ALT)) { if (IsKeyDown(KEY_LEFT_CONTROL)) { // Camera smooth zoom if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) cameraTargetDistance += (cameraMouseVariation.y * FREE_CAMERA_SMOOTH_ZOOM_SENSITIVITY); } // Camera orientation calculation else if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) { // Camera orientation calculation // Get the mouse sensitivity cameraAngle.x += cameraMouseVariation.x * -FREE_CAMERA_MOUSE_SENSITIVITY; cameraAngle.y += cameraMouseVariation.y * -FREE_CAMERA_MOUSE_SENSITIVITY; // Angle clamp if (cameraAngle.y > FREE_CAMERA_MIN_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MIN_CLAMP * DEG2RAD; else if (cameraAngle.y < FREE_CAMERA_MAX_CLAMP * DEG2RAD) cameraAngle.y = FREE_CAMERA_MAX_CLAMP * DEG2RAD; } } // Paning else if (IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) { camera->target.x += ((cameraMouseVariation.x * -FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.x) + (cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * sin(cameraAngle.x) * sin(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER); camera->target.y += ((cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER); camera->target.z += ((cameraMouseVariation.x * FREE_CAMERA_MOUSE_SENSITIVITY) * sin(cameraAngle.x) + (cameraMouseVariation.y * FREE_CAMERA_MOUSE_SENSITIVITY) * cos(cameraAngle.x) * sin(cameraAngle.y)) * (cameraTargetDistance / FREE_CAMERA_PANNING_DIVIDER); } // Focus to center if (IsKeyDown('Z')) camera->target = (Vector3) { 0, 0, 0 }; // Camera position update camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x; if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z; } break; case CAMERA_ORBITAL: { // Pass to free camera if (IsKeyPressed('O')) cameraMode = CAMERA_FREE; cameraAngle.x += ORBITAL_CAMERA_SPEED; // Camera zoom cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); // Camera distance clamp if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP; // Focus to center if (IsKeyDown('Z')) camera->target = (Vector3) { 0, 0, 0 }; // Camera position update camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x; if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z; } break; case CAMERA_FIRST_PERSON: case CAMERA_THIRD_PERSON: { bool isMoving = false; // Keyboard inputs if (IsKeyDown('W')) { playerPosition->x -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; playerPosition->z -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; if (!cameraUseGravity) camera->position.y += sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER; isMoving = true; } else if (IsKeyDown('S')) { playerPosition->x += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; playerPosition->z += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; if (!cameraUseGravity) camera->position.y -= sin(cameraAngle.y) / PLAYER_MOVEMENT_DIVIDER; isMoving = true; } if (IsKeyDown('A')) { playerPosition->x -= cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; playerPosition->z += sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; isMoving = true; } else if (IsKeyDown('D')) { playerPosition->x += cos(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; playerPosition->z -= sin(cameraAngle.x) / PLAYER_MOVEMENT_DIVIDER; isMoving = true; } if (IsKeyDown('E')) { if (!cameraUseGravity) playerPosition->y += 1 / PLAYER_MOVEMENT_DIVIDER; } else if (IsKeyDown('Q')) { if (!cameraUseGravity) playerPosition->y -= 1 / PLAYER_MOVEMENT_DIVIDER; } if (cameraMode == CAMERA_THIRD_PERSON) { // Camera orientation calculation // Get the mouse sensitivity cameraAngle.x += cameraMouseVariation.x * -THIRD_PERSON_MOUSE_SENSITIVITY; cameraAngle.y += cameraMouseVariation.y * -THIRD_PERSON_MOUSE_SENSITIVITY; // Angle clamp if (cameraAngle.y > THIRD_PERSON_MIN_CLAMP * DEG2RAD) cameraAngle.y = THIRD_PERSON_MIN_CLAMP * DEG2RAD; else if (cameraAngle.y < THIRD_PERSON_MAX_CLAMP * DEG2RAD) cameraAngle.y = THIRD_PERSON_MAX_CLAMP * DEG2RAD; // Camera zoom cameraTargetDistance -= (GetMouseWheelMove() * CAMERA_SCROLL_SENSITIVITY); // Camera distance clamp if (cameraTargetDistance < THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = THIRD_PERSON_DISTANCE_CLAMP; // Camera is always looking at player camera->target.x = playerPosition->x + THIRD_PERSON_OFFSET.x * cos(cameraAngle.x) + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x); camera->target.y = playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION + THIRD_PERSON_OFFSET.y; camera->target.z = playerPosition->z + THIRD_PERSON_OFFSET.z * sin(cameraAngle.x) - THIRD_PERSON_OFFSET.x * sin(cameraAngle.x); // Camera position update camera->position.x = sin(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.x; if (cameraAngle.y <= 0) camera->position.y = sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; else camera->position.y = -sin(cameraAngle.y) * cameraTargetDistance * sin(cameraAngle.y) + camera->target.y; camera->position.z = cos(cameraAngle.x) * cameraTargetDistance * cos(cameraAngle.y) + camera->target.z; } else { if (isMoving) cameraMovementCounter++; // Camera orientation calculation // Get the mouse sensitivity cameraAngle.x += cameraMouseVariation.x * -FIRST_PERSON_MOUSE_SENSITIVITY; cameraAngle.y += cameraMouseVariation.y * -FIRST_PERSON_MOUSE_SENSITIVITY; // Angle clamp if (cameraAngle.y > FIRST_PERSON_MIN_CLAMP * DEG2RAD) cameraAngle.y = FIRST_PERSON_MIN_CLAMP * DEG2RAD; else if (cameraAngle.y < FIRST_PERSON_MAX_CLAMP * DEG2RAD) cameraAngle.y = FIRST_PERSON_MAX_CLAMP * DEG2RAD; // Camera is always looking at player camera->target.x = camera->position.x - sin(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE; camera->target.y = camera->position.y + sin(cameraAngle.y) * FIRST_PERSON_FOCUS_DISTANCE; camera->target.z = camera->position.z - cos(cameraAngle.x) * FIRST_PERSON_FOCUS_DISTANCE; camera->position.x = playerPosition->x; camera->position.y = (playerPosition->y + PLAYER_HEIGHT * FIRST_PERSON_HEIGHT_RELATIVE_EYES_POSITION) - sin(cameraMovementCounter / FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / FIRST_PERSON_STEP_DIVIDER; camera->position.z = playerPosition->z; camera->up.x = sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER; camera->up.z = -sin(cameraMovementCounter / (FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER * 2)) / FIRST_PERSON_WAVING_DIVIDER; } } break; default: break; } #endif }