/********************************************************************************************** * * raylib.core * * Basic functions to manage windows, OpenGL context and input on multiple platforms * * The following platforms are supported: Windows, Linux, Mac (OSX), Android, Raspberry Pi, HTML5, Oculus Rift CV1 * * External libs: * GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX) * raymath - 3D math functionality (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) * * Module Configuration Flags: * PLATFORM_DESKTOP - Windows, Linux, Mac (OSX) * PLATFORM_ANDROID - Android (only OpenGL ES 2.0 devices), graphic device is managed by EGL and input system by Android activity. * PLATFORM_RPI - Rapsberry Pi (tested on Raspbian), graphic device is managed by EGL and input system is coded in raw mode. * PLATFORM_WEB - HTML5 (using emscripten compiler) * * RL_LOAD_DEFAULT_FONT - Use external module functions to load default raylib font (module: text) * * NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for render mirror - View [rlgl] module to enable it * * * Copyright (c) 2014-2016 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" // raylib main header #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 #include "utils.h" // Includes Android fopen map, InitAssetManager(), TraceLog() #define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation) #define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint) #include "raymath.h" // Required for Vector3 and Matrix functions #define GESTURES_IMPLEMENTATION #include "gestures.h" // Gestures detection functionality #if !defined(PLATFORM_ANDROID) #define CAMERA_IMPLEMENTATION #include "camera.h" // Camera system functionality #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 Begin3dMode() to set perspective] #include // Required for: strcmp() //#include // Macros for reporting and retrieving error conditions through error codes #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) //#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3 #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 // 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 // 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_WEB) #include #include #endif //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- #define STORAGE_FILENAME "storage.data" #if defined(PLATFORM_RPI) // Old device inputs system #define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input #define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input #define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...) // 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 RL_LOAD_DEFAULT_FONT // Load default font on window initialization (module: text) //---------------------------------------------------------------------------------- // 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; #endif #if defined(PLATFORM_ANDROID) static struct android_app *app; // Android activity static struct android_poll_source *source; // Android events polling source static int ident, events; // Android ALooper_pollAll() variables static const char *internalDataPath; // Android internal data path to write data (/data/data//files) static bool windowReady = false; // Used to detect display initialization static bool appEnabled = true; // Used to detec if app is active static bool contextRebindRequired = false; // Used to know context rebind required #endif #if defined(PLATFORM_RPI) static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) // Keyboard input variables // 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 // Mouse input variables static int mouseStream = -1; // Mouse device file descriptor static bool mouseReady = false; // Flag to know if mouse is ready static pthread_t mouseThreadId; // Mouse reading thread id // Gamepad input variables 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 #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 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 // Display size-related data 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 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 cursorOnScreen = false; // Tracks if cursor is inside client area static bool cursorHidden = false; // Track if cursor is hidden // Register mouse states 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 // Register gamepads states 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 // Keyboard configuration static int exitKey = KEY_ESCAPE; // Default exit key (ESC) #endif // Register 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 lastGamepadButtonPressed = -1; // Register last gamepad button pressed static int gamepadAxisCount = 0; // Register number of available gamepad axis static Vector2 mousePosition; // Mouse position on screen static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen #if defined(PLATFORM_DESKTOP) static char **dropFilesPath; // Store dropped files paths as strings static int dropFilesCount = 0; // Count stored strings #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; // Configuration flags (bit based) static bool showLogo = false; // Track if showing logo at init is enabled //---------------------------------------------------------------------------------- // Other Modules Functions Declaration (required by core) //---------------------------------------------------------------------------------- #if defined(RL_LOAD_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 void InitGraphicsDevice(int width, int height); // Initialize graphics device static void SetupFramebufferSize(int displayWidth, int displayHeight); 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 PollInputEvents(void); // Register user events static void SwapBuffers(void); // Copy back buffer to front buffers static void LogoAnimation(void); // Plays raylib logo appearing animation #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_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 #endif #if defined(PLATFORM_DESKTOP) 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 EmscriptenInputCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData); #endif #if defined(PLATFORM_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 static void InitMouse(void); // Mouse initialization (including mouse thread) static void *MouseThread(void *arg); // Mouse reading thread static void InitGamepad(void); // Init raw gamepad input static void *GamepadThread(void *arg); // Mouse reading thread #endif //---------------------------------------------------------------------------------- // Module Functions Definition - Window and OpenGL Context Functions //---------------------------------------------------------------------------------- #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) // Initialize Window and Graphics Context (OpenGL) void InitWindow(int width, int height, const char *title) { TraceLog(INFO, "Initializing raylib (v1.6.0)"); // Store window title (could be useful...) windowTitle = title; // Init graphics device (display device and OpenGL context) InitGraphicsDevice(width, height); #if defined(RL_LOAD_DEFAULT_FONT) // Load default font // NOTE: External function (defined in module: text) LoadDefaultFont(); #endif // 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) emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback); // NOTE: Some code examples //emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch); //emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch); emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenInputCallback); emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenInputCallback); emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenInputCallback); emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenInputCallback); // TODO: Add gamepad support (not provided by GLFW3 on emscripten) //emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenInputCallback); //emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenInputCallback); #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 #if defined(PLATFORM_ANDROID) // Android activity initialization void InitWindow(int width, int height, void *state) { TraceLog(INFO, "Initializing raylib (v1.6.0)"); app_dummy(); screenWidth = width; screenHeight = height; app = (struct android_app *)state; internalDataPath = app->activity->internalDataPath; // 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: Automatic orientation doesn't seem to 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; app->onInputEvent = AndroidInputCallback; InitAssetManager(app->activity->assetManager); TraceLog(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(app, source); // NOTE: Never close window, native activity is controlled by the system! //if (app->destroyRequested != 0) windowShouldClose = true; } } } #endif // Close Window and Terminate Context void CloseWindow(void) { #if defined(RL_LOAD_DEFAULT_FONT) UnloadDefaultFont(); #endif rlglClose(); // De-init rlgl #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) glfwDestroyWindow(window); glfwTerminate(); #endif #if 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 #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 pthread_join(mouseThreadId, NULL); pthread_join(gamepadThreadId, NULL); #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)); #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) return windowShouldClose; #endif } // Detect if window has been minimized (or lost focus) bool IsWindowMinimized(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) return windowMinimized; #else return false; #endif } // Fullscreen toggle 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(WARNING, "Could not toggle to windowed mode"); #endif } // Get current screen width int GetScreenWidth(void) { return screenWidth; } // Get current screen height int GetScreenHeight(void) { return screenHeight; } #if !defined(PLATFORM_ANDROID) // Show mouse cursor void ShowCursor() { #if defined(PLATFORM_DESKTOP) #ifdef __linux XUndefineCursor(glfwGetX11Display(), glfwGetX11Window(window)); #else glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); #endif #endif cursorHidden = false; } // Hide mouse cursor 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; } // Check if mouse cursor is hidden bool IsCursorHidden() { return cursorHidden; } // Enable mouse cursor void EnableCursor() { #if defined(PLATFORM_DESKTOP) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); #endif cursorHidden = false; } // Disable mouse cursor void DisableCursor() { #if defined(PLATFORM_DESKTOP) glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); #endif cursorHidden = true; } #endif // !defined(PLATFORM_ANDROID) // Sets Background Color void ClearBackground(Color color) { // Clear full framebuffer (not only render area) to color rlClearColor(color.r, color.g, color.b, color.a); } // Setup drawing canvas to start drawing void BeginDrawing(void) { currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called updateTime = currentTime - previousTime; previousTime = currentTime; rlClearScreenBuffers(); // Clear current framebuffers rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlMultMatrixf(MatrixToFloat(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) 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; double extraTime = 0.0; while (frameTime < targetTime) { // Implement a delay currentTime = GetTime(); extraTime = currentTime - previousTime; previousTime = currentTime; frameTime += extraTime; } } // Initialize 2D mode with custom camera void Begin2dMode(Camera2D camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlLoadIdentity(); // Reset current matrix (MODELVIEW) // 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)); } // Ends 2D mode custom camera usage void End2dMode(void) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlLoadIdentity(); // Reset current matrix (MODELVIEW) } // Initializes 3D mode for drawing (Camera setup) void Begin3dMode(Camera camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing(); 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 = (float)screenWidth/(float)screenHeight; double top = 0.01*tan(camera.fovy*PI/360.0); double right = top*aspect; // NOTE: zNear and zFar values are important when computing depth buffer values rlFrustum(-right, right, -top, top, 0.01, 1000.0); rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) // Setup Camera view Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up); rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera) rlEnableDepthTest(); // Enable DEPTH_TEST for 3D } // Ends 3D mode and returns to default 2D orthographic mode void End3dMode(void) { rlglDraw(); // Process internal buffers (update + draw) if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing(); 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) 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 rlClearScreenBuffers(); // Clear render texture buffers // 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 (?) } // 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 (screen size) // TODO: consider possible viewport offsets rlViewport(0, 0, GetScreenWidth(), GetScreenHeight()); 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, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f); rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) } // Set target FPS for the game void SetTargetFPS(int fps) { if (fps < 1) targetTime = 0.0; else targetTime = 1.0/(double)fps; TraceLog(INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000); } // Returns current FPS float GetFPS(void) { return (float)(1.0/frameTime); } // Returns time in seconds for one frame float GetFrameTime(void) { // As we are operate quite a lot with frameTime, // it could be no stable, so we round it before passing it around // NOTE: There are still problems with high framerates (>500fps) double roundedFrameTime = round(frameTime*10000)/10000.0; return (float)roundedFrameTime; // Time in seconds to run a frame } // Converts Color to float array and normalizes float *ColorToFloat(Color color) { static float buffer[4]; buffer[0] = (float)color.r/255; buffer[1] = (float)color.g/255; buffer[2] = (float)color.b/255; buffer[3] = (float)color.a/255; return buffer; } // Converts Vector3 to float array float *VectorToFloat(Vector3 vec) { static float buffer[3]; buffer[0] = vec.x; buffer[1] = vec.y; buffer[2] = vec.z; return buffer; } // Converts Matrix to float array // NOTE: Returned vector is a transposed version of the Matrix struct, // it should be this way because, despite raymath use OpenGL column-major convention, // Matrix struct memory alignment and variables naming are not coherent float *MatrixToFloat(Matrix mat) { static float buffer[16]; buffer[0] = mat.m0; buffer[1] = mat.m4; buffer[2] = mat.m8; buffer[3] = mat.m12; buffer[4] = mat.m1; buffer[5] = mat.m5; buffer[6] = mat.m9; buffer[7] = mat.m13; buffer[8] = mat.m2; buffer[9] = mat.m6; buffer[10] = mat.m10; buffer[11] = mat.m14; buffer[12] = mat.m3; buffer[13] = mat.m7; buffer[14] = mat.m11; buffer[15] = mat.m15; return buffer; } // 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 (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a); } // Returns a random value between min and max (both included) int GetRandomValue(int min, int max) { 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; float colorAlpha = (float)color.a*alpha; return (Color){color.r, color.g, color.b, (unsigned char)colorAlpha}; } // 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; } #if defined(PLATFORM_DESKTOP) // Check if a file have been dropped into window bool IsFileDropped(void) { if (dropFilesCount > 0) return true; else return false; } // Retrieve dropped files into window 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++) free(dropFilesPath[i]); free(dropFilesPath); dropFilesCount = 0; } } #endif // Storage save integer value (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[128]; #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(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*4)) TraceLog(WARNING, "Storage position could not be found"); else { fseek(storageFile, (position*4), SEEK_SET); fwrite(&value, 1, 4, storageFile); } fclose(storageFile); } } // Storage load integer value (from defined position) // NOTE: If requested position could not be found, value 0 is returned int StorageLoadValue(int position) { int value = 0; char path[128]; #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(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(WARNING, "Storage position could not be found"); else { fseek(storageFile, (position*4), SEEK_SET); fread(&value, 1, 4, storageFile); } fclose(storageFile); } return value; } // 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 }; TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z); // Calculate projection matrix (from perspective instead of frustum) Matrix matProj = MatrixPerspective(camera.fovy, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0); // Calculate view matrix from camera look at Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); // Do I need to transpose it? It seems that yes... // NOTE: matrix order may be incorrect... In OpenGL to get world position from // camera view it just needs to get inverted, but here we need to transpose it too. // For example, if you get view matrix, transpose and inverted and you transform it // to a vector, you will get its 3d world position coordinates (camera.position). // If you don't transpose, final position will be wrong. MatrixTranspose(&matView); //#define USE_RLGL_UNPROJECT #if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject() Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView); Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView); #else // OPTION 2: Compute unprojection directly here // Calculate unproject matrix (multiply projection matrix and view matrix) and invert it Matrix matProjView = MatrixMultiply(matProj, matView); MatrixInvert(&matProjView); // Calculate far and near points Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f }; Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f }; // Multiply points by unproject matrix QuaternionTransform(&near, matProjView); QuaternionTransform(&far, matProjView); // Calculate normalized world points in vectors Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w}; Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w}; #endif // Calculate normalized direction vector Vector3 direction = VectorSubtract(farPoint, nearPoint); VectorNormalize(&direction); // Apply calculated vectors to ray ray.position = camera.position; 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 = MatrixPerspective(camera.fovy, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0); // Calculate view matrix from camera look at (and transpose it) Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); MatrixTranspose(&matView); // Convert world position vector to quaternion Quaternion worldPos = { position.x, position.y, position.z, 1.0f }; // Transform world position to view QuaternionTransform(&worldPos, matView); // Transform result to projection (clip space position) QuaternionTransform(&worldPos, matProj); // Calculate normalized device coordinates (inverted y) Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.z }; // 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); } //---------------------------------------------------------------------------------- // 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; const char *gamepadName = NULL; if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad); if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0); 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; #if defined(PLATFORM_ANDROID) if (IsGestureDetected(GESTURE_TAP)) pressed = true; #else if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true; #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; #endif } // Returns mouse position Y int GetMouseY(void) { #if defined(PLATFORM_ANDROID) return (int)touchPosition[0].x; #else return (int)mousePosition.y; #endif } // Returns mouse position XY Vector2 GetMousePosition(void) { #if defined(PLATFORM_ANDROID) return GetTouchPosition(0); #else return mousePosition; #endif } // Set mouse position XY void SetMousePosition(Vector2 position) { mousePosition = position; #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // NOTE: emscripten not implemented glfwSetCursorPos(window, position.x, position.y); #endif } // 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 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 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 // 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(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; } #else // PLATFORM_DESKTOP, PLATFORM_RPI 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 static void InitGraphicsDevice(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; #endif // defined(PLATFORM_DESKTOP) #if defined(PLATFORM_WEB) displayWidth = screenWidth; displayHeight = screenHeight; #endif // defined(PLATFORM_WEB) glfwDefaultWindowHints(); // Set default windows hints if (configFlags & FLAG_RESIZABLE_WINDOW) { glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window } else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable //glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits //glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default) //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 (configFlags & FLAG_MSAA_4X_HINT) { glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0 TraceLog(INFO, "Trying to enable MSAA x4"); } // 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! // Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires #else glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above! #endif //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); } 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(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... // At this point we need to manage render size vs screen size // NOTE: This function uses and modifies global module variables: // screenWidth/screenHeight - renderWidth/renderHeight - downscaleView SetupFramebufferSize(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 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(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); // 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); #if defined(PLATFORM_DESKTOP) glfwSetDropCallback(window, WindowDropCallback); #endif glfwMakeContextCurrent(window); glfwSwapInterval(0); // Disable VSync by default #if defined(PLATFORM_DESKTOP) // Load OpenGL 3.3 extensions // NOTE: GLFW loader function is passed as parameter rlglLoadExtensions(glfwGetProcAddress); #endif // 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"); } #endif // defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) #if 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 EGLint samples = 0; EGLint sampleBuffer = 0; if (configFlags & FLAG_MSAA_4X_HINT) { samples = 4; sampleBuffer = 1; TraceLog(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 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 }; EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; EGLint numConfigs; // 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); #endif // defined(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 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 // defined(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(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 // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) // Initialize OpenGL context (states and resources) // NOTE: screenWidth and screenHeight not used, just stored as globals rlglInit(screenWidth, screenHeight); #ifdef __APPLE__ // Get framebuffer size of current window // NOTE: Required to handle HighDPI display correctly on OSX because framebuffer // is automatically reasized to adapt to new DPI. // When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback() int fbWidth, fbHeight; glfwGetFramebufferSize(window, &fbWidth, &fbHeight); rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY); #else // Initialize screen viewport (area of the screen that you will actually draw to) // NOTE: Viewport must be recalculated if screen is resized rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY); #endif // Initialize internal projection and modelview matrices // NOTE: Default to orthographic projection mode with top-left corner at (0,0) rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f); rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix rlLoadIdentity(); // Reset current matrix (MODELVIEW) ClearBackground(RAYWHITE); // Default background color for raylib games :P #if defined(PLATFORM_ANDROID) windowReady = true; // IMPORTANT! #endif } // Compute framebuffer size relative to screen size and display size // NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY 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; } } // 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 (in seconds) since InitTimer() static double GetTime(void) { #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) return glfwGetTime(); #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; #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) // 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) // NOTE: Mouse buttons states are filled in PollInputEvents() return currentMouseState[button]; #endif } // Poll (store) all input events static void PollInputEvents(void) { // NOTE: Gestures update must be called every frame to reset gestures correctly // because ProcessGestureEvent() is just called on an event, not every frame UpdateGestures(); // 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_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; // Check if gamepads are ready // NOTE: We do it here in case of disconection 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 const unsigned char *buttons; int buttonsCount; buttons = glfwGetJoystickButtons(i, &buttonsCount); for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++) { if (buttons[k] == GLFW_PRESS) { currentGamepadState[i][k] = 1; lastGamepadButtonPressed = k; } else currentGamepadState[i][k] = 0; } // Get current axis state const float *axes; int axisCount = 0; axes = glfwGetJoystickAxes(i, &axisCount); for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++) { gamepadAxisState[i][k] = axes[k]; } gamepadAxisCount = axisCount; } } glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events! #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(app, source); // NOTE: Never close window, native activity is controlled by the system! if (app->destroyRequested != 0) { //TraceLog(INFO, "Closing Window..."); //windowShouldClose = true; //ANativeActivity_finish(app->activity); } } #endif #if 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... ProcessKeyboard(); // 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) eglSwapBuffers(display, surface); #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, 4); free(imgData); shotNum++; TraceLog(INFO, "[%s] Screenshot taken!", buffer); } #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; 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; #define ENABLE_MOUSE_GESTURES #if defined(ENABLE_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) { #define ENABLE_MOUSE_GESTURES #if defined(ENABLE_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 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 // NOTE: Window resizing not allowed by default static void WindowSizeCallback(GLFWwindow *window, int width, int height) { // If window is resized, viewport and projection matrix needs to be re-calculated rlViewport(0, 0, width, height); // Set viewport width and height rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix rlLoadIdentity(); // Reset current matrix (PROJECTION) rlOrtho(0, width, height, 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 (Begin3dMode()) screenWidth = width; screenHeight = height; renderWidth = width; renderHeight = height; // NOTE: Postprocessing texture is not scaled to new size } // 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 } #endif #if defined(PLATFORM_DESKTOP) // 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 **)malloc(sizeof(char *)*count); for (int i = 0; i < count; i++) { dropFilesPath[i] = (char *)malloc(sizeof(char)*256); // Max path length set to 256 char 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(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) { 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); #if defined(RL_LOAD_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]); } } */ // Init hi-res timer InitTimer(); // raylib logo appearing animation (if enabled) if (showLogo) { SetTargetFPS(60); // Not required on Android LogoAnimation(); } } } } break; case APP_CMD_GAINED_FOCUS: { TraceLog(INFO, "APP_CMD_GAINED_FOCUS"); appEnabled = true; //ResumeMusicStream(); } break; case APP_CMD_PAUSE: { TraceLog(INFO, "APP_CMD_PAUSE"); } break; case APP_CMD_LOST_FOCUS: { //DrawFrame(); TraceLog(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(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; } } // Android: Get input events static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event) { //http://developer.android.com/ndk/reference/index.html 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); } 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) == 0) { 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; 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 gestureEvent.pointCount = AMotionEvent_getPointerCount(event); // Register touch points id gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0); gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1); // Register touch points position // NOTE: Only two points registered 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); return 0; // return 1; } #endif #if defined(PLATFORM_WEB) 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(INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight); } else { TraceLog(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; } // Web: Get input events static EM_BOOL EmscriptenInputCallback(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; } printf("%s, numTouches: %d %s%s%s%s\n", 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]; printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n", t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY); } */ 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); return 1; } #endif #if defined(PLATFORM_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, we change that! -> WHY??? // 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?)"); } 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 // Reset pressed keys array for (int i = 0; i < 512; i++) currentKeyState[i] = 0; // Read availables keycodes from stdin bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call // Fill all read bytes (looking for keys) for (int i = 0; i < bufferByteCount; i++) { TraceLog(DEBUG, "Bytes on keysBuffer: %i", bufferByteCount); //printf("Key(s) bytes: "); //for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]); //printf("\n"); // 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) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with KEY_*) else if (keysBuffer[i] == 0x7f) currentKeyState[259] = 1; // raylib KEY_BACKSPACE else { TraceLog(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; } } // Check exit key (same functionality as GLFW3 KeyCallback()) if (currentKeyState[exitKey] == 1) windowShouldClose = true; // Check screen capture key if (currentKeyState[301] == 1) TakeScreenshot(); // raylib key: KEY_F12 (GLFW_KEY_F12) } // 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); } // 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 ones... static void *MouseThread(void *arg) { const unsigned char XSIGN = 1<<4, YSIGN = 1<<5; typedef struct { char buttons; char dx, dy; } MouseEvent; MouseEvent mouse; int mouseRelX = 0; int mouseRelY = 0; while (!windowShouldClose) { if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent)) { if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set // Check Left button pressed if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1; else currentMouseState[0] = 0; // Check Right button pressed if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1; else currentMouseState[1] = 0; // Check Middle button pressed if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1; else currentMouseState[2] = 0; mouseRelX = (int)mouse.dx; mouseRelY = (int)mouse.dy; if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX); if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY); // NOTE: Mouse movement is normalized to not be screen resolution dependant // We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width) // Result after normalization is multiplied by MOUSE_SENSITIVITY factor mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY; mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY; if (mousePosition.x < 0) mousePosition.x = 0; if (mousePosition.y < 0) mousePosition.y = 0; if (mousePosition.x > screenWidth) mousePosition.x = screenWidth; if (mousePosition.y > screenHeight) mousePosition.y = screenHeight; } //else read(mouseStream, &mouse, 1); // Try to sync up again } 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(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(WARNING, "Error creating gamepad input event thread"); else TraceLog(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(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(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; } } } } } return NULL; } #endif // PLATFORM_RPI // 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; 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(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha)); } EndDrawing(); //---------------------------------------------------------------------------------- } #endif showLogo = false; // Prevent for repeating when reloading window (Android) }