raylib/src/core.c
2019-06-06 15:03:03 +05:30

4998 lines
186 KiB
C

/**********************************************************************************************
*
* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
*
* PLATFORMS SUPPORTED:
* - PLATFORM_DESKTOP: Windows (Win32, Win64)
* - PLATFORM_DESKTOP: Linux (X11 desktop mode)
* - PLATFORM_DESKTOP: FreeBSD, OpenBSD, NetBSD, DragonFly (X11 desktop)
* - PLATFORM_DESKTOP: OSX/macOS
* - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64)
* - PLATFORM_RPI: Raspberry Pi 0,1,2,3 (Raspbian)
* - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox)
* - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One
*
* CONFIGURATION:
*
* #define PLATFORM_DESKTOP
* Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD, OpenBSD, NetBSD, DragonFly
* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it
*
* #define PLATFORM_ANDROID
* Windowing and input system configured for Android device, app activity managed internally in this module.
* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL
*
* #define PLATFORM_RPI
* Windowing and input system configured for Raspberry Pi i native mode (no X.org required, tested on Raspbian),
* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/
*
* #define PLATFORM_WEB
* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
*
* #define PLATFORM_UWP
* Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms,
* including Windows 10 App, Windows Phone and Xbox One platforms.
*
* #define SUPPORT_DEFAULT_FONT (default)
* Default font is loaded on window initialization to be available for the user to render simple text.
* NOTE: If enabled, uses external module functions to load default raylib font (module: text)
*
* #define SUPPORT_CAMERA_SYSTEM
* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
*
* #define SUPPORT_GESTURES_SYSTEM
* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag
*
* #define SUPPORT_MOUSE_GESTURES
* Mouse gestures are directly mapped like touches and processed by gestures system.
*
* #define SUPPORT_TOUCH_AS_MOUSE
* Touch input and mouse input are shared. Mouse functions also return touch information.
*
* #define SUPPORT_SSH_KEYBOARD_RPI (Raspberry Pi only)
* Reconfigure standard input to receive key inputs, works with SSH connection.
* WARNING: Reconfiguring standard input could lead to undesired effects, like breaking other running processes or
* blocking the device is not restored properly. Use with care.
*
* #define SUPPORT_BUSY_WAIT_LOOP
* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used
*
* #define SUPPORT_EVENTS_WAITING
* Wait for events passively (sleeping while no events) instead of polling them actively every frame
*
* #define SUPPORT_SCREEN_CAPTURE
* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
*
* #define SUPPORT_GIF_RECORDING
* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
*
* #define SUPPORT_HIGH_DPI
* Allow scale all the drawn content to match the high-DPI equivalent size (only PLATFORM_DESKTOP)
* NOTE: This flag is forced on macOS, since most displays are high-DPI
*
* DEPENDENCIES:
* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
* raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion)
* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
*
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h" // Declares module functions
// Check if config flags have been externally provided on compilation line
#if !defined(EXTERNAL_CONFIG_FLAGS)
#include "config.h" // Defines module configuration flags
#else
#define RAYLIB_VERSION "2.5"
#endif
#if (defined(__linux__) || defined(PLATFORM_WEB)) && _POSIX_C_SOURCE < 199309L
#undef _POSIX_C_SOURCE
#define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
#endif
#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here
#include "raymath.h" // Required for: Vector3 and Matrix functions
#define RLGL_IMPLEMENTATION
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
#include "utils.h" // Required for: fopen() Android mapping
#if defined(SUPPORT_GESTURES_SYSTEM)
#define GESTURES_IMPLEMENTATION
#include "gestures.h" // Gestures detection functionality
#endif
#if defined(SUPPORT_CAMERA_SYSTEM) && !defined(PLATFORM_ANDROID)
#define CAMERA_IMPLEMENTATION
#include "camera.h" // Camera system functionality
#endif
#if defined(SUPPORT_GIF_RECORDING)
#define RGIF_IMPLEMENTATION
#include "external/rgif.h" // Support GIF recording
#endif
#if defined(__APPLE__)
#define SUPPORT_HIGH_DPI // Force HighDPI support on macOS
#endif
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit()
#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
#include <math.h> // Required for: tan() [Used in BeginMode3D() to set perspective]
#include <string.h> // Required for: strrchr(), strcmp()
//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#include <ctype.h> // Required for: tolower() [Used in IsFileExtension()]
#include <sys/stat.h> // Required for stat() [Used in GetLastWriteTime()]
#if (defined(PLATFORM_DESKTOP) || defined(PLATFORM_UWP)) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
#include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
#else
#include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
#endif
#if defined(_WIN32)
#include <direct.h> // Required for: _getch(), _chdir()
#define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir()
#define CHDIR _chdir
#include <io.h> // Required for _access() [Used in FileExists()]
#else
#include "unistd.h" // Required for: getch(), chdir() (POSIX), access()
#define GETCWD getcwd
#define CHDIR chdir
#endif
#if defined(PLATFORM_DESKTOP)
#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
// NOTE: Already provided by rlgl implementation (on glad.h)
#include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
// NOTE: GLFW3 already includes gl.h (OpenGL) headers
// Support retrieving native window handlers
#if defined(_WIN32)
#define GLFW_EXPOSE_NATIVE_WIN32
#include <GLFW/glfw3native.h> // WARNING: It requires customization to avoid windows.h inclusion!
#if !defined(SUPPORT_BUSY_WAIT_LOOP)
// NOTE: Those functions require linking with winmm library
unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
#endif
#elif defined(__linux__)
#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
//#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
//#define GLFW_EXPOSE_NATIVE_WAYLAND
//#define GLFW_EXPOSE_NATIVE_MIR
#include <GLFW/glfw3native.h> // Required for: glfwGetX11Window()
#elif defined(__APPLE__)
#include <unistd.h> // Required for: usleep()
//#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
#include <GLFW/glfw3native.h> // Required for: glfwGetCocoaWindow()
#endif
#endif
#if defined(__linux__)
#include <linux/limits.h> // for NAME_MAX and PATH_MAX defines
#define MAX_FILEPATH_LENGTH PATH_MAX // Use Linux define (4096)
#else
#define MAX_FILEPATH_LENGTH 512 // Use common value
#endif
#if defined(PLATFORM_ANDROID)
//#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...)
#include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
#include <EGL/egl.h> // Khronos EGL library - Native platform display device control functions
#include <GLES2/gl2.h> // Khronos OpenGL ES 2.0 library
#endif
#if defined(PLATFORM_RPI)
#include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
#include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
#include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
#include <pthread.h> // POSIX threads management (mouse input)
#include <dirent.h> // POSIX directory browsing
#include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl()
#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
#include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
#include <linux/joystick.h> // Linux: Joystick support library
#include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
#include "EGL/eglext.h" // Khronos EGL library - Extensions
#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
#endif
#if defined(PLATFORM_UWP)
#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
#include "EGL/eglext.h" // Khronos EGL library - Extensions
#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
#endif
#if defined(PLATFORM_WEB)
#define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
#include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
#include <emscripten/emscripten.h> // Emscripten library - LLVM to JavaScript compiler
#include <emscripten/html5.h> // Emscripten HTML5 library
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#if defined(PLATFORM_RPI)
#define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
// Old device inputs system
#define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
// New device input events (evdev) (must be detected)
//#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN"
//#define DEFAULT_MOUSE_DEV "/dev/input/eventN"
//#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN"
#define MOUSE_SENSITIVITY 0.8f
#endif
#define MAX_GAMEPADS 4 // Max number of gamepads supported
#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
#define STORAGE_FILENAME "storage.data"
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// Window/Graphics related variables
//-----------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static GLFWwindow *window; // Native window (graphic device)
#endif
static bool windowReady = false; // Check if window has been initialized successfully
static bool windowMinimized = false; // Check if window has been minimized
static bool windowResized = false; // Check if window has been resized
static const char *windowTitle = NULL; // Window text title...
static unsigned int displayWidth, displayHeight;// Display width and height (monitor, device-screen, LCD, ...)
static int screenWidth, screenHeight; // Screen width and height (used render area)
static int renderWidth, renderHeight; // Framebuffer width and height (render area, including black bars if required)
static int currentWidth, currentHeight; // Current render width and height, it could change on BeginTextureMode()
static int renderOffsetX = 0; // Offset X from render area (must be divided by 2)
static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2)
static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
static Matrix screenScaling; // Matrix to scale screen (framebuffer rendering)
#if defined(PLATFORM_RPI)
static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
static EGLDisplay display; // Native display device (physical screen connection)
static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
static EGLContext context; // Graphic context, mode in which drawing can be done
static EGLConfig config; // Graphic config
static uint64_t baseTime; // Base time measure for hi-res timer
static bool windowShouldClose = false; // Flag to set window for closing
#endif
#if defined(PLATFORM_UWP)
extern EGLNativeWindowType uwpWindow; // Native EGL window handler for UWP (external, defined in UWP App)
#endif
//-----------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
static struct android_app *androidApp; // Android activity
static struct android_poll_source *source; // Android events polling source
static int ident, events; // Android ALooper_pollAll() variables
static const char *internalDataPath = NULL; // Android internal data path to write data (/data/data/<package>/files)
static bool appEnabled = true; // Used to detec if app is active
static bool contextRebindRequired = false; // Used to know context rebind required
#endif
// Inputs related variables
//-----------------------------------------------------------------------------------
// Keyboard states
static char previousKeyState[512] = { 0 }; // Registers previous frame key state
static char currentKeyState[512] = { 0 }; // Registers current frame key state
static int lastKeyPressed = -1; // Register last key pressed
static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
#if defined(PLATFORM_RPI)
// NOTE: For keyboard we will use the standard input (but reconfigured...)
static struct termios defaultKeyboardSettings; // Used to store default keyboard settings
static int defaultKeyboardMode; // Used to store default keyboard mode
#endif
// Mouse states
static Vector2 mousePosition = { 0.0f, 0.0f }; // Mouse position on screen
static Vector2 mouseScale = { 1.0f, 1.0f }; // Mouse scaling
static Vector2 mouseOffset = { 0.0f, 0.0f }; // Mouse offset
static bool cursorHidden = false; // Track if cursor is hidden
static bool cursorOnScreen = false; // Tracks if cursor is inside client area
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
static char currentMouseState[3] = { 0 }; // Registers current mouse button state
static int previousMouseWheelY = 0; // Registers previous mouse wheel variation
static int currentMouseWheelY = 0; // Registers current mouse wheel variation
#endif
#if defined(PLATFORM_RPI)
static char currentMouseStateEvdev[3] = { 0 }; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
typedef struct {
pthread_t threadId; // Event reading thread id
int fd; // File descriptor to the device it is assigned to
int eventNum; // Number of 'event<N>' device
Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
bool isMouse; // True if device supports relative X Y movements
bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
bool isKeyboard; // True if device has letter keycodes
bool isGamepad; // True if device has gamepad buttons
} InputEventWorker;
static InputEventWorker eventWorkers[10]; // List of worker threads for every monitored "/dev/input/event<N>"
typedef struct{
int Contents[8];
char Head;
char Tail;
} KeyEventFifo;
static KeyEventFifo lastKeyPressedEvdev; // Buffer for holding keydown events as they arrive (Needed due to multitreading of event workers)
static char currentKeyStateEvdev[512] = { 0 }; // Registers current frame key state from event based driver (Needs to be seperate because the legacy console based method clears keys on every frame)
#endif
#if defined(PLATFORM_WEB)
static bool toggleCursorLock = false; // Ask for cursor pointer lock on next click
#endif
// Gamepads states
static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed
static int gamepadAxisCount = 0; // Register number of available gamepad axis
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
#endif
#if defined(PLATFORM_RPI)
static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor
static pthread_t gamepadThreadId; // Gamepad reading thread id
static char gamepadName[64]; // Gamepad name holder
#endif
//-----------------------------------------------------------------------------------
// Timming system variables
//-----------------------------------------------------------------------------------
static double currentTime = 0.0; // Current time measure
static double previousTime = 0.0; // Previous time measure
static double updateTime = 0.0; // Time measure for frame update
static double drawTime = 0.0; // Time measure for frame draw
static double frameTime = 0.0; // Time measure for one frame
static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
//-----------------------------------------------------------------------------------
// Config internal variables
//-----------------------------------------------------------------------------------
static unsigned char configFlags = 0; // Configuration flags (bit based)
static bool showLogo = false; // Track if showing logo at init is enabled
static char **dropFilesPath; // Store dropped files paths as strings
static int dropFilesCount = 0; // Count dropped files strings
static char **dirFilesPath; // Store directory files paths as strings
static int dirFilesCount = 0; // Count directory files strings
#if defined(SUPPORT_SCREEN_CAPTURE)
static int screenshotCounter = 0; // Screenshots counter
#endif
#if defined(SUPPORT_GIF_RECORDING)
static int gifFramesCounter = 0; // GIF frames counter
static bool gifRecording = false; // GIF recording state
#endif
//-----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Other Modules Functions Declaration (required by core)
//----------------------------------------------------------------------------------
#if defined(SUPPORT_DEFAULT_FONT)
extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
static void SetupFramebuffer(int width, int height); // Setup main framebuffer
static void SetupViewport(int width, int height); // Set viewport for a provided width and height
static void SwapBuffers(void); // Copy back buffer to front buffers
static void InitTimer(void); // Initialize timer
static void Wait(float ms); // Wait for some milliseconds (stop program execution)
static bool GetKeyStatus(int key); // Returns if a key has been pressed
static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
static void PollInputEvents(void); // Register user events
static void LogoAnimation(void); // Plays raylib logo appearing animation
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
#endif
#if defined(PLATFORM_ANDROID)
static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
#endif
#if defined(PLATFORM_WEB)
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData);
static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData);
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
#endif
#if defined(PLATFORM_RPI)
#if defined(SUPPORT_SSH_KEYBOARD_RPI)
static void InitKeyboard(void); // Init raw keyboard system (standard input reading)
static void ProcessKeyboard(void); // Process keyboard events
static void RestoreKeyboard(void); // Restore keyboard system
#endif
static void InitEvdevInput(void); // Evdev inputs initialization
static void EventThreadSpawn(char *device); // Identifies a input device and spawns a thread to handle it if needed
static void *EventThread(void *arg); // Input device events reading thread
static void InitGamepad(void); // Init raw gamepad input
static void *GamepadThread(void *arg); // Mouse reading thread
#endif // PLATFORM_RPI
#if defined(_WIN32)
// NOTE: We include Sleep() function signature here to avoid windows.h inclusion
void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
#endif
//----------------------------------------------------------------------------------
// Module Functions Definition - Window and OpenGL Context Functions
//----------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
// To allow easier porting to android, we allow the user to define a
// main function which we call from android_main, defined by ourselves
extern int main(int argc, char *argv[]);
void android_main(struct android_app *app)
{
char arg0[] = "raylib"; // NOTE: argv[] are mutable
androidApp = app;
// TODO: Should we maybe report != 0 return codes somewhere?
(void)main(1, (char *[]) { arg0, NULL });
}
// TODO: Add this to header (if apps really need it)
struct android_app *GetAndroidApp(void)
{
return androidApp;
}
#endif
// Initialize window and OpenGL context
// NOTE: data parameter could be used to pass any kind of required data to the initialization
void InitWindow(int width, int height, const char *title)
{
TraceLog(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
windowTitle = title;
#if defined(PLATFORM_ANDROID)
screenWidth = width;
screenHeight = height;
currentWidth = width;
currentHeight = height;
// Input data is android app pointer
internalDataPath = androidApp->activity->internalDataPath;
// Set desired windows flags before initializing anything
ANativeActivity_setWindowFlags(androidApp->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
//ANativeActivity_setWindowFlags(androidApp->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN);
int orientation = AConfiguration_getOrientation(androidApp->config);
if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation");
else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation");
// TODO: Automatic orientation doesn't seem to work
if (width <= height)
{
AConfiguration_setOrientation(androidApp->config, ACONFIGURATION_ORIENTATION_PORT);
TraceLog(LOG_WARNING, "Window set to portraid mode");
}
else
{
AConfiguration_setOrientation(androidApp->config, ACONFIGURATION_ORIENTATION_LAND);
TraceLog(LOG_WARNING, "Window set to landscape mode");
}
//AConfiguration_getDensity(androidApp->config);
//AConfiguration_getKeyboard(androidApp->config);
//AConfiguration_getScreenSize(androidApp->config);
//AConfiguration_getScreenLong(androidApp->config);
androidApp->onAppCmd = AndroidCommandCallback;
androidApp->onInputEvent = AndroidInputCallback;
InitAssetManager(androidApp->activity->assetManager);
TraceLog(LOG_INFO, "Android app initialized successfully");
// Wait for window to be initialized (display and context)
while (!windowReady)
{
// Process events loop
while ((ident = ALooper_pollAll(0, NULL, &events, (void**)&source)) >= 0)
{
// Process this event
if (source != NULL) source->process(androidApp, source);
// NOTE: Never close window, native activity is controlled by the system!
//if (androidApp->destroyRequested != 0) windowShouldClose = true;
}
}
#else
// Init graphics device (display device and OpenGL context)
// NOTE: returns true if window and graphic device has been initialized successfully
windowReady = InitGraphicsDevice(width, height);
if (!windowReady) return;
// Init hi-res timer
InitTimer();
#if defined(SUPPORT_DEFAULT_FONT)
// Load default font
// NOTE: External function (defined in module: text)
LoadDefaultFont();
#endif
#if defined(PLATFORM_RPI)
// Init raw input system
InitEvdevInput(); // Evdev inputs initialization
InitGamepad(); // Gamepad init
#if defined(SUPPORT_SSH_KEYBOARD_RPI)
InitKeyboard(); // Keyboard init
#endif
#endif
#if defined(PLATFORM_WEB)
emscripten_set_fullscreenchange_callback(0, 0, 1, EmscriptenFullscreenChangeCallback);
// Support keyboard events
emscripten_set_keypress_callback("#canvas", NULL, 1, EmscriptenKeyboardCallback);
// Support mouse events
emscripten_set_click_callback("#canvas", NULL, 1, EmscriptenMouseCallback);
// Support touch events
emscripten_set_touchstart_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
emscripten_set_touchend_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
emscripten_set_touchmove_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
emscripten_set_touchcancel_callback("#canvas", NULL, 1, EmscriptenTouchCallback);
// Support gamepad events (not provided by GLFW3 on emscripten)
emscripten_set_gamepadconnected_callback(NULL, 1, EmscriptenGamepadCallback);
emscripten_set_gamepaddisconnected_callback(NULL, 1, EmscriptenGamepadCallback);
#endif
mousePosition.x = (float)screenWidth/2.0f;
mousePosition.y = (float)screenHeight/2.0f;
// raylib logo appearing animation (if enabled)
if (showLogo)
{
SetTargetFPS(60);
LogoAnimation();
}
#endif // PLATFORM_ANDROID
}
// Close window and unload OpenGL context
void CloseWindow(void)
{
#if defined(SUPPORT_GIF_RECORDING)
if (gifRecording)
{
GifEnd();
gifRecording = false;
}
#endif
#if defined(SUPPORT_DEFAULT_FONT)
UnloadDefaultFont();
#endif
rlglClose(); // De-init rlgl
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwDestroyWindow(window);
glfwTerminate();
#endif
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
timeEndPeriod(1); // Restore time period
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// Close surface, context and display
if (display != EGL_NO_DISPLAY)
{
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (surface != EGL_NO_SURFACE)
{
eglDestroySurface(display, surface);
surface = EGL_NO_SURFACE;
}
if (context != EGL_NO_CONTEXT)
{
eglDestroyContext(display, context);
context = EGL_NO_CONTEXT;
}
eglTerminate(display);
display = EGL_NO_DISPLAY;
}
#endif
#if defined(PLATFORM_RPI)
// Wait for mouse and gamepad threads to finish before closing
// NOTE: Those threads should already have finished at this point
// because they are controlled by windowShouldClose variable
windowShouldClose = true; // Added to force threads to exit when the close window is called
for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
{
if (eventWorkers[i].threadId == 0)
{
pthread_join(eventWorkers[i].threadId, NULL);
}
}
pthread_join(gamepadThreadId, NULL);
#endif
TraceLog(LOG_INFO, "Window closed successfully");
}
// Check if window has been initialized successfully
bool IsWindowReady(void)
{
return windowReady;
}
// Check if KEY_ESCAPE pressed or Close icon pressed
bool WindowShouldClose(void)
{
#if defined(PLATFORM_WEB)
// Emterpreter-Async required to run sync code
// https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
// By default, this function is never called on a web-ready raylib example because we encapsulate
// frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
// but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
emscripten_sleep(16);
return false;
#endif
#if defined(PLATFORM_DESKTOP)
if (windowReady)
{
// While window minimized, stop loop execution
while (windowMinimized) glfwWaitEvents();
return (glfwWindowShouldClose(window));
}
else return true;
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
if (windowReady) return windowShouldClose;
else return true;
#endif
}
// Check if window has been minimized (or lost focus)
bool IsWindowMinimized(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return windowMinimized;
#else
return false;
#endif
}
// Check if window has been resized
bool IsWindowResized(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
return windowResized;
#else
return false;
#endif
}
// Check if window is currently hidden
bool IsWindowHidden(void)
{
#if defined(PLATFORM_DESKTOP)
return (glfwGetWindowAttrib(window, GLFW_VISIBLE) == GL_FALSE);
#endif
return false;
}
// Toggle fullscreen mode (only PLATFORM_DESKTOP)
void ToggleFullscreen(void)
{
#if defined(PLATFORM_DESKTOP)
fullscreen = !fullscreen; // Toggle fullscreen flag
// NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
if (fullscreen) glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
else glfwSetWindowMonitor(window, NULL, 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
TraceLog(LOG_WARNING, "Could not toggle to windowed mode");
#endif
}
// Set icon for window (only PLATFORM_DESKTOP)
// NOTE: Image must be in RGBA format, 8bit per channel
void SetWindowIcon(Image image)
{
#if defined(PLATFORM_DESKTOP)
if (image.format == UNCOMPRESSED_R8G8B8A8)
{
GLFWimage icon[1] = { 0 };
icon[0].width = image.width;
icon[0].height = image.height;
icon[0].pixels = (unsigned char *)image.data;
// NOTE 1: We only support one image icon
// NOTE 2: The specified image data is copied before this function returns
glfwSetWindowIcon(window, 1, icon);
}
else TraceLog(LOG_WARNING, "Window icon image must be in R8G8B8A8 pixel format");
#endif
}
// Set title for window (only PLATFORM_DESKTOP)
void SetWindowTitle(const char *title)
{
windowTitle = title;
#if defined(PLATFORM_DESKTOP)
glfwSetWindowTitle(window, title);
#endif
}
// Set window position on screen (windowed mode)
void SetWindowPosition(int x, int y)
{
#if defined(PLATFORM_DESKTOP)
glfwSetWindowPos(window, x, y);
#endif
}
// Set monitor for the current window (fullscreen mode)
void SetWindowMonitor(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
//glfwSetWindowMonitor(window, monitors[monitor], 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
}
else TraceLog(LOG_WARNING, "Selected monitor not found");
#endif
}
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
void SetWindowMinSize(int width, int height)
{
#if defined(PLATFORM_DESKTOP)
const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
glfwSetWindowSizeLimits(window, width, height, mode->width, mode->height);
#endif
}
// Set window dimensions
// TODO: Issues on HighDPI scaling
void SetWindowSize(int width, int height)
{
#if defined(PLATFORM_DESKTOP)
glfwSetWindowSize(window, width, height);
#endif
}
// Show the window
void UnhideWindow(void)
{
#if defined(PLATFORM_DESKTOP)
glfwShowWindow(window);
#endif
}
// Hide the window
void HideWindow(void)
{
#if defined(PLATFORM_DESKTOP)
glfwHideWindow(window);
#endif
}
// Get current screen width
int GetScreenWidth(void)
{
return screenWidth;
}
// Get current screen height
int GetScreenHeight(void)
{
return screenHeight;
}
// Get native window handle
void *GetWindowHandle(void)
{
#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
// NOTE: Returned handle is: void *HWND (windows.h)
return glfwGetWin32Window(window);
#elif defined(__linux__)
// NOTE: Returned handle is: unsigned long Window (X.h)
// typedef unsigned long XID;
// typedef XID Window;
//unsigned long id = (unsigned long)glfwGetX11Window(window);
return NULL; // TODO: Find a way to return value... cast to void *?
#elif defined(__APPLE__)
// NOTE: Returned handle is: (objc_object *)
return NULL; // TODO: return (void *)glfwGetCocoaWindow(window);
#else
return NULL;
#endif
}
// Get number of monitors
int GetMonitorCount(void)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
glfwGetMonitors(&monitorCount);
return monitorCount;
#else
return 1;
#endif
}
// Get primary monitor width
int GetMonitorWidth(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
return mode->width;
}
else TraceLog(LOG_WARNING, "Selected monitor not found");
#endif
return 0;
}
// Get primary monitor width
int GetMonitorHeight(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
return mode->height;
}
else TraceLog(LOG_WARNING, "Selected monitor not found");
#endif
return 0;
}
// Get primary montior physical width in millimetres
int GetMonitorPhysicalWidth(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
int physicalWidth;
glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
return physicalWidth;
}
else TraceLog(LOG_WARNING, "Selected monitor not found");
#endif
return 0;
}
// Get primary monitor physical height in millimetres
int GetMonitorPhysicalHeight(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
int physicalHeight;
glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight);
return physicalHeight;
}
else TraceLog(LOG_WARNING, "Selected monitor not found");
#endif
return 0;
}
// Get the human-readable, UTF-8 encoded name of the primary monitor
const char *GetMonitorName(int monitor)
{
#if defined(PLATFORM_DESKTOP)
int monitorCount;
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
if ((monitor >= 0) && (monitor < monitorCount))
{
return glfwGetMonitorName(monitors[monitor]);
}
else TraceLog(LOG_WARNING, "Selected monitor not found");
#endif
return "";
}
// Get clipboard text content
// NOTE: returned string is allocated and freed by GLFW
const char *GetClipboardText(void)
{
#if defined(PLATFORM_DESKTOP)
return glfwGetClipboardString(window);
#else
return NULL;
#endif
}
// Set clipboard text content
void SetClipboardText(const char *text)
{
#if defined(PLATFORM_DESKTOP)
glfwSetClipboardString(window, text);
#endif
}
// Show mouse cursor
void ShowCursor(void)
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage();
msg->type = UWP_MSG_SHOW_MOUSE;
SendMessageToUWP(msg);
#endif
cursorHidden = false;
}
// Hides mouse cursor
void HideCursor(void)
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
#endif
#if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage();
msg->type = UWP_MSG_HIDE_MOUSE;
SendMessageToUWP(msg);
#endif
cursorHidden = true;
}
// Check if cursor is not visible
bool IsCursorHidden(void)
{
return cursorHidden;
}
// Enables cursor (unlock cursor)
void EnableCursor(void)
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
#endif
#if defined(PLATFORM_WEB)
toggleCursorLock = true;
#endif
#if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage();
msg->type = UWP_MSG_LOCK_MOUSE;
SendMessageToUWP(msg);
#endif
cursorHidden = false;
}
// Disables cursor (lock cursor)
void DisableCursor(void)
{
#if defined(PLATFORM_DESKTOP)
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
#endif
#if defined(PLATFORM_WEB)
toggleCursorLock = true;
#endif
#if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage();
msg->type = UWP_MSG_UNLOCK_MOUSE;
SendMessageToUWP(msg);
#endif
cursorHidden = true;
}
// Set background color (framebuffer clear color)
void ClearBackground(Color color)
{
rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
rlClearScreenBuffers(); // Clear current framebuffers
}
// Setup canvas (framebuffer) to start drawing
void BeginDrawing(void)
{
currentTime = GetTime(); // Number of elapsed seconds since InitTimer()
updateTime = currentTime - previousTime;
previousTime = currentTime;
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling
//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
// NOTE: Not required with OpenGL 3.3+
}
// End canvas drawing and swap buffers (double buffering)
void EndDrawing(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
#if defined(SUPPORT_GIF_RECORDING)
#define GIF_RECORD_FRAMERATE 10
if (gifRecording)
{
gifFramesCounter++;
// NOTE: We record one gif frame every 10 game frames
if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0)
{
// Get image data for the current frame (from backbuffer)
// NOTE: This process is very slow... :(
unsigned char *screenData = rlReadScreenPixels(screenWidth, screenHeight);
GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false);
RL_FREE(screenData); // Free image data
}
if (((gifFramesCounter/15)%2) == 1)
{
DrawCircle(30, screenHeight - 20, 10, RED);
DrawText("RECORDING", 50, screenHeight - 25, 10, MAROON);
}
rlglDraw(); // Draw RECORDING message
}
#endif
SwapBuffers(); // Copy back buffer to front buffer
PollInputEvents(); // Poll user events
// Frame time control system
currentTime = GetTime();
drawTime = currentTime - previousTime;
previousTime = currentTime;
frameTime = updateTime + drawTime;
// Wait for some milliseconds...
if (frameTime < targetTime)
{
Wait((float)(targetTime - frameTime)*1000.0f);
currentTime = GetTime();
double extraTime = currentTime - previousTime;
previousTime = currentTime;
frameTime += extraTime;
}
return;
}
// Initialize 2D mode with custom camera (2D)
void BeginMode2D(Camera2D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
// Camera rotation and scaling is always relative to target
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
rlMultMatrixf(MatrixToFloat(matTransform)); // Apply transformation to modelview
}
// Ends 2D mode with custom camera
void EndMode2D(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
}
// Initializes 3D mode with custom camera (3D)
void BeginMode3D(Camera3D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (PROJECTION)
float aspect = (float)currentWidth/(float)currentHeight;
if (camera.type == CAMERA_PERSPECTIVE)
{
// Setup perspective projection
double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
double right = top*aspect;
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{
// Setup orthographic projection
double top = camera.fovy/2.0;
double right = top*aspect;
rlOrtho(-right,right,-top,top, 0.01, 1000.0);
}
// NOTE: zNear and zFar values are important when computing depth buffer values
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
}
// Ends 3D mode and returns to default 2D orthographic mode
void EndMode3D(void)
{
rlglDraw(); // Process internal buffers (update + draw)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling if required
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
}
// Initializes render texture for drawing
void BeginTextureMode(RenderTexture2D target)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlEnableRenderTexture(target.id); // Enable render target
// Set viewport to framebuffer size
rlViewport(0, 0, target.texture.width, target.texture.height);
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Set orthographic projection to current framebuffer size
// NOTE: Configured top-left corner as (0, 0)
rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
// Setup current width/height for proper aspect ratio
// calculation when using BeginMode3D()
currentWidth = target.texture.width;
currentHeight = target.texture.height;
}
// Ends drawing to render texture
void EndTextureMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
rlDisableRenderTexture(); // Disable render target
// Set viewport to default framebuffer size
SetupViewport(renderWidth, renderHeight);
// Reset current screen size
currentWidth = GetScreenWidth();
currentHeight = GetScreenHeight();
}
// Returns a ray trace from mouse position
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{
Ray ray;
// Calculate normalized device coordinates
// NOTE: y value is negative
float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
float z = 1.0f;
// Store values in a vector
Vector3 deviceCoords = { x, y, z };
// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Matrix matProj = MatrixIdentity();
if (camera.type == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)screenWidth/(float)screenHeight;
double top = camera.fovy/2.0;
double right = top*aspect;
// Calculate projection matrix from orthographic
matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
}
// Unproject far/near points
Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
// Unproject the mouse cursor in the near plane.
// We need this as the source position because orthographic projects, compared to perspect doesn't have a
// convergence point, meaning that the "eye" of the camera is more like a plane than a point.
Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
// Calculate normalized direction vector
Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position;
else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
// Apply calculated vectors to ray
ray.direction = direction;
return ray;
}
// Returns the screen space position from a 3d world space position
Vector2 GetWorldToScreen(Vector3 position, Camera camera)
{
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixIdentity();
if (camera.type == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{
float aspect = (float)screenWidth/(float)screenHeight;
double top = camera.fovy/2.0;
double right = top*aspect;
// Calculate projection matrix from orthographic
matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
}
// Calculate view matrix from camera look at (and transpose it)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// Convert world position vector to quaternion
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
// Transform world position to view
worldPos = QuaternionTransform(worldPos, matView);
// Transform result to projection (clip space position)
worldPos = QuaternionTransform(worldPos, matProj);
// Calculate normalized device coordinates (inverted y)
Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
// Calculate 2d screen position vector
Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
return screenPosition;
}
// Get transform matrix for camera
Matrix GetCameraMatrix(Camera camera)
{
return MatrixLookAt(camera.position, camera.target, camera.up);
}
// Set target FPS (maximum)
void SetTargetFPS(int fps)
{
if (fps < 1) targetTime = 0.0;
else targetTime = 1.0/(double)fps;
TraceLog(LOG_INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
}
// Returns current FPS
int GetFPS(void)
{
return (int)(1.0f/GetFrameTime());
}
// Returns time in seconds for last frame drawn
float GetFrameTime(void)
{
// NOTE: We round value to milliseconds
return (float)frameTime;
}
// Get elapsed time measure in seconds since InitTimer()
// NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow()
// NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit()
double GetTime(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetTime(); // Elapsed time since glfwInit()
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
return (double)(time - baseTime)*1e-9; // Elapsed time since InitTimer()
#endif
#if defined(PLATFORM_UWP)
// Updated through messages
return currentTime;
#endif
}
// Returns hexadecimal value for a Color
int ColorToInt(Color color)
{
return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
}
// Returns color normalized as float [0..1]
Vector4 ColorNormalize(Color color)
{
Vector4 result;
result.x = (float)color.r/255.0f;
result.y = (float)color.g/255.0f;
result.z = (float)color.b/255.0f;
result.w = (float)color.a/255.0f;
return result;
}
// Returns HSV values for a Color
// NOTE: Hue is returned as degrees [0..360]
Vector3 ColorToHSV(Color color)
{
Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
Vector3 hsv = { 0.0f, 0.0f, 0.0f };
float min, max, delta;
min = rgb.x < rgb.y? rgb.x : rgb.y;
min = min < rgb.z? min : rgb.z;
max = rgb.x > rgb.y? rgb.x : rgb.y;
max = max > rgb.z? max : rgb.z;
hsv.z = max; // Value
delta = max - min;
if (delta < 0.00001f)
{
hsv.y = 0.0f;
hsv.x = 0.0f; // Undefined, maybe NAN?
return hsv;
}
if (max > 0.0f)
{
// NOTE: If max is 0, this divide would cause a crash
hsv.y = (delta/max); // Saturation
}
else
{
// NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
hsv.y = 0.0f;
hsv.x = NAN; // Undefined
return hsv;
}
// NOTE: Comparing float values could not work properly
if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta; // Between yellow & magenta
else
{
if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta; // Between cyan & yellow
else hsv.x = 4.0f + (rgb.x - rgb.y)/delta; // Between magenta & cyan
}
hsv.x *= 60.0f; // Convert to degrees
if (hsv.x < 0.0f) hsv.x += 360.0f;
return hsv;
}
// Returns a Color from HSV values
// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
Color ColorFromHSV(Vector3 hsv)
{
Color color = { 0, 0, 0, 255 };
float h = hsv.x, s = hsv.y, v = hsv.z;
// Red channel
float k = fmod((5.0f + h/60.0f), 6);
float t = 4.0f - k;
k = (t < k)? t : k;
k = (k < 1)? k : 1;
k = (k > 0)? k : 0;
color.r = (v - v*s*k)*255;
// Green channel
k = fmod((3.0f + h/60.0f), 6);
t = 4.0f - k;
k = (t < k)? t : k;
k = (k < 1)? k : 1;
k = (k > 0)? k : 0;
color.g = (v - v*s*k)*255;
// Blue channel
k = fmod((1.0f + h/60.0f), 6);
t = 4.0f - k;
k = (t < k)? t : k;
k = (k < 1)? k : 1;
k = (k > 0)? k : 0;
color.b = (v - v*s*k)*255;
return color;
}
// Returns a Color struct from hexadecimal value
Color GetColor(int hexValue)
{
Color color;
color.r = (unsigned char)(hexValue >> 24) & 0xFF;
color.g = (unsigned char)(hexValue >> 16) & 0xFF;
color.b = (unsigned char)(hexValue >> 8) & 0xFF;
color.a = (unsigned char)hexValue & 0xFF;
return color;
}
// Returns a random value between min and max (both included)
int GetRandomValue(int min, int max)
{
if (min > max)
{
int tmp = max;
max = min;
min = tmp;
}
return (rand()%(abs(max - min) + 1) + min);
}
// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
Color Fade(Color color, float alpha)
{
if (alpha < 0.0f) alpha = 0.0f;
else if (alpha > 1.0f) alpha = 1.0f;
return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
}
// Setup window configuration flags (view FLAGS)
void SetConfigFlags(unsigned char flags)
{
configFlags = flags;
if (configFlags & FLAG_SHOW_LOGO) showLogo = true;
if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true;
}
// NOTE TraceLog() function is located in [utils.h]
// Takes a screenshot of current screen (saved a .png)
// NOTE: This function could work in any platform but some platforms: PLATFORM_ANDROID and PLATFORM_WEB
// have their own internal file-systems, to dowload image to user file-system some additional mechanism is required
void TakeScreenshot(const char *fileName)
{
unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight);
Image image = { imgData, renderWidth, renderHeight, 1, UNCOMPRESSED_R8G8B8A8 };
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, internalDataPath);
strcat(path, "/");
strcat(path, fileName);
#else
strcpy(path, fileName);
#endif
ExportImage(image, path);
RL_FREE(imgData);
#if defined(PLATFORM_WEB)
// Download file from MEMFS (emscripten memory filesystem)
// saveFileFromMEMFSToDisk() function is defined in raylib/src/shell.html
emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path)));
#endif
TraceLog(LOG_INFO, "Screenshot taken: %s", path);
}
// Check if the file exists
bool FileExists(const char *fileName)
{
bool result = false;
#if defined(_WIN32)
if (_access(fileName, 0) != -1) result = true;
#else
if (access(fileName, F_OK) != -1) result = true;
#endif
return result;
}
// Check file extension
bool IsFileExtension(const char *fileName, const char *ext)
{
bool result = false;
const char *fileExt;
if ((fileExt = strrchr(fileName, '.')) != NULL)
{
#if defined(_WIN32)
result = true;
int extLen = strlen(ext);
if (strlen(fileExt) == extLen)
{
for (int i = 0; i < extLen; i++)
{
if (tolower(fileExt[i]) != tolower(ext[i]))
{
result = false;
break;
}
}
}
else result = false;
#else
if (strcmp(fileExt, ext) == 0) result = true;
#endif
}
return result;
}
// Get pointer to extension for a filename string
const char *GetExtension(const char *fileName)
{
const char *dot = strrchr(fileName, '.');
if (!dot || dot == fileName) return NULL;
return (dot + 1);
}
// String pointer reverse break: returns right-most occurrence of charset in s
static const char *strprbrk(const char *s, const char *charset)
{
const char *latestMatch = NULL;
for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { }
return latestMatch;
}
// Get pointer to filename for a path string
const char *GetFileName(const char *filePath)
{
const char *fileName = strprbrk(filePath, "\\/");
if (!fileName || fileName == filePath) return filePath;
return fileName + 1;
}
// Get filename string without extension (memory should be freed)
const char *GetFileNameWithoutExt(const char *filePath)
{
#define MAX_FILENAMEWITHOUTEXT_LENGTH 64
static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH];
memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH);
strcpy(fileName, GetFileName(filePath)); // Get filename with extension
int len = strlen(fileName);
for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
{
if (fileName[i] == '.')
{
// NOTE: We break on first '.' found
fileName[i] = '\0';
break;
}
}
return fileName;
}
// Get directory for a given fileName (with path)
const char *GetDirectoryPath(const char *fileName)
{
const char *lastSlash = NULL;
static char filePath[MAX_FILEPATH_LENGTH];
memset(filePath, 0, MAX_FILEPATH_LENGTH);
lastSlash = strprbrk(fileName, "\\/");
if (!lastSlash) return NULL;
// NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
strncpy(filePath, fileName, strlen(fileName) - (strlen(lastSlash) - 1));
filePath[strlen(fileName) - strlen(lastSlash)] = '\0'; // Add '\0' manually
return filePath;
}
// Get current working directory
const char *GetWorkingDirectory(void)
{
static char currentDir[MAX_FILEPATH_LENGTH];
memset(currentDir, 0, MAX_FILEPATH_LENGTH);
GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
return currentDir;
}
// Get filenames in a directory path (max 512 files)
// NOTE: Files count is returned by parameters pointer
char **GetDirectoryFiles(const char *dirPath, int *fileCount)
{
#define MAX_DIRECTORY_FILES 512
ClearDirectoryFiles();
// Memory allocation for MAX_DIRECTORY_FILES
dirFilesPath = (char **)RL_MALLOC(sizeof(char *)*MAX_DIRECTORY_FILES);
for (int i = 0; i < MAX_DIRECTORY_FILES; i++) dirFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
int counter = 0;
struct dirent *ent;
DIR *dir = opendir(dirPath);
if (dir != NULL) // It's a directory
{
// TODO: Reading could be done in two passes,
// first one to count files and second one to read names
// That way we can allocate required memory, instead of a limited pool
while ((ent = readdir(dir)) != NULL)
{
strcpy(dirFilesPath[counter], ent->d_name);
counter++;
}
closedir(dir);
}
else TraceLog(LOG_WARNING, "Can not open directory...\n"); // Maybe it's a file...
dirFilesCount = counter;
*fileCount = dirFilesCount;
return dirFilesPath;
}
// Clear directory files paths buffers
void ClearDirectoryFiles(void)
{
if (dirFilesCount > 0)
{
for (int i = 0; i < dirFilesCount; i++) RL_FREE(dirFilesPath[i]);
RL_FREE(dirFilesPath);
dirFilesCount = 0;
}
}
// Change working directory, returns true if success
bool ChangeDirectory(const char *dir)
{
return (CHDIR(dir) == 0);
}
// Check if a file has been dropped into window
bool IsFileDropped(void)
{
if (dropFilesCount > 0) return true;
else return false;
}
// Get dropped files names
char **GetDroppedFiles(int *count)
{
*count = dropFilesCount;
return dropFilesPath;
}
// Clear dropped files paths buffer
void ClearDroppedFiles(void)
{
if (dropFilesCount > 0)
{
for (int i = 0; i < dropFilesCount; i++) RL_FREE(dropFilesPath[i]);
RL_FREE(dropFilesPath);
dropFilesCount = 0;
}
}
// Get file modification time (last write time)
long GetFileModTime(const char *fileName)
{
struct stat result = { 0 };
if (stat(fileName, &result) == 0)
{
time_t mod = result.st_mtime;
return (long)mod;
}
return 0;
}
// Save integer value to storage file (to defined position)
// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
void StorageSaveValue(int position, int value)
{
FILE *storageFile = NULL;
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_FILENAME);
#else
strcpy(path, STORAGE_FILENAME);
#endif
// Try open existing file to append data
storageFile = fopen(path, "rb+");
// If file doesn't exist, create a new storage data file
if (!storageFile) storageFile = fopen(path, "wb");
if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be created");
else
{
// Get file size
fseek(storageFile, 0, SEEK_END);
int fileSize = ftell(storageFile); // Size in bytes
fseek(storageFile, 0, SEEK_SET);
if (fileSize < (position*sizeof(int))) TraceLog(LOG_WARNING, "Storage position could not be found");
else
{
fseek(storageFile, (position*sizeof(int)), SEEK_SET);
fwrite(&value, 1, sizeof(int), storageFile);
}
fclose(storageFile);
}
}
// Load integer value from storage file (from defined position)
// NOTE: If requested position could not be found, value 0 is returned
int StorageLoadValue(int position)
{
int value = 0;
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, internalDataPath);
strcat(path, "/");
strcat(path, STORAGE_FILENAME);
#else
strcpy(path, STORAGE_FILENAME);
#endif
// Try open existing file to append data
FILE *storageFile = fopen(path, "rb");
if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be found");
else
{
// Get file size
fseek(storageFile, 0, SEEK_END);
int fileSize = ftell(storageFile); // Size in bytes
rewind(storageFile);
if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found");
else
{
fseek(storageFile, (position*4), SEEK_SET);
fread(&value, 4, 1, storageFile); // Read 1 element of 4 bytes size
}
fclose(storageFile);
}
return value;
}
// Open URL with default system browser (if available)
// NOTE: This function is onlyl safe to use if you control the URL given.
// A user could craft a malicious string performing another action.
// Only call this function yourself not with user input or make sure to check the string yourself.
// CHECK: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url)
{
// Small security check trying to avoid (partially) malicious code...
// sorry for the inconvenience when you hit this point...
if (strchr(url, '\'') != NULL)
{
TraceLog(LOG_WARNING, "Provided URL does not seem to be valid.");
}
else
{
char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char));
#if defined(_WIN32)
sprintf(cmd, "explorer %s", url);
#elif defined(__linux__)
sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
#elif defined(__APPLE__)
sprintf(cmd, "open '%s'", url);
#endif
system(cmd);
RL_FREE(cmd);
}
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
// Detect if a key has been pressed once
bool IsKeyPressed(int key)
{
bool pressed = false;
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
else pressed = false;
return pressed;
}
// Detect if a key is being pressed (key held down)
bool IsKeyDown(int key)
{
if (GetKeyStatus(key) == 1) return true;
else return false;
}
// Detect if a key has been released once
bool IsKeyReleased(int key)
{
bool released = false;
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
else released = false;
return released;
}
// Detect if a key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
if (GetKeyStatus(key) == 0) return true;
else return false;
}
// Get the last key pressed
int GetKeyPressed(void)
{
return lastKeyPressed;
}
// Set a custom key to exit program
// NOTE: default exitKey is ESCAPE
void SetExitKey(int key)
{
#if !defined(PLATFORM_ANDROID)
exitKey = key;
#endif
}
// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
// Detect if a gamepad is available
bool IsGamepadAvailable(int gamepad)
{
bool result = false;
#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
#endif
return result;
}
// Check gamepad name (if available)
bool IsGamepadName(int gamepad, const char *name)
{
bool result = false;
#if !defined(PLATFORM_ANDROID)
const char *gamepadName = NULL;
if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad);
if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0);
#endif
return result;
}
// Return gamepad internal name id
const char *GetGamepadName(int gamepad)
{
#if defined(PLATFORM_DESKTOP)
if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad);
else return NULL;
#elif defined(PLATFORM_RPI)
if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName);
return gamepadName;
#else
return NULL;
#endif
}
// Return gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
#if defined(PLATFORM_RPI)
int axisCount = 0;
if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount);
gamepadAxisCount = axisCount;
#endif
return gamepadAxisCount;
}
// Return axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis)
{
float value = 0;
#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis];
#endif
return value;
}
// Detect if a gamepad button has been pressed once
bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
(currentGamepadState[gamepad][button] == 1)) pressed = true;
#endif
return pressed;
}
// Detect if a gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
bool result = false;
#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] == 1)) result = true;
#endif
return result;
}
// Detect if a gamepad button has NOT been pressed once
bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
(currentGamepadState[gamepad][button] == 0)) released = true;
#endif
return released;
}
// Detect if a mouse button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
bool result = false;
#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
(currentGamepadState[gamepad][button] == 0)) result = true;
#endif
return result;
}
// Get the last gamepad button pressed
int GetGamepadButtonPressed(void)
{
return lastGamepadButtonPressed;
}
// Detect if a mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
bool pressed = false;
// TODO: Review, gestures could be not supported despite being on Android platform!
#if defined(PLATFORM_ANDROID)
if (IsGestureDetected(GESTURE_TAP)) pressed = true;
#else
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
#endif
/*
#if defined(PLATFORM_WEB)
Vector2 pos = GetTouchPosition(0);
if ((pos.x > 0) && (pos.y > 0)) pressed = true; // There was a touch!
#endif
*/
return pressed;
}
// Detect if a mouse button is being pressed
bool IsMouseButtonDown(int button)
{
bool down = false;
#if defined(PLATFORM_ANDROID)
if (IsGestureDetected(GESTURE_HOLD)) down = true;
#else
if (GetMouseButtonStatus(button) == 1) down = true;
#endif
return down;
}
// Detect if a mouse button has been released once
bool IsMouseButtonReleased(int button)
{
bool released = false;
#if !defined(PLATFORM_ANDROID)
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true;
#endif
return released;
}
// Detect if a mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
bool up = false;
#if !defined(PLATFORM_ANDROID)
if (GetMouseButtonStatus(button) == 0) up = true;
#endif
return up;
}
// Returns mouse position X
int GetMouseX(void)
{
#if defined(PLATFORM_ANDROID)
return (int)touchPosition[0].x;
#else
return (int)((mousePosition.x + mouseOffset.x)*mouseScale.x);
#endif
}
// Returns mouse position Y
int GetMouseY(void)
{
#if defined(PLATFORM_ANDROID)
return (int)touchPosition[0].x;
#else
return (int)((mousePosition.y + mouseOffset.y)*mouseScale.y);
#endif
}
// Returns mouse position XY
Vector2 GetMousePosition(void)
{
Vector2 position = { 0.0f, 0.0f };
#if defined(PLATFORM_ANDROID)
position = GetTouchPosition(0);
#else
position = (Vector2){ (mousePosition.x + mouseOffset.x)*mouseScale.x, (mousePosition.y + mouseOffset.y)*mouseScale.y };
#endif
/*
#if defined(PLATFORM_WEB)
Vector2 pos = GetTouchPosition(0);
// Touch position has priority over mouse position
if ((pos.x > 0) && (pos.y > 0)) position = pos; // There was a touch!
#endif
*/
return position;
}
// Set mouse position XY
void SetMousePosition(int x, int y)
{
mousePosition = (Vector2){ (float)x, (float)y };
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// NOTE: emscripten not implemented
glfwSetCursorPos(window, mousePosition.x, mousePosition.y);
#endif
#if defined(PLATFORM_UWP)
UWPMessage *msg = CreateUWPMessage();
msg->type = UWP_MSG_SET_MOUSE_LOCATION;
msg->paramVector0.x = mousePosition.x;
msg->paramVector0.y = mousePosition.y;
SendMessageToUWP(msg);
#endif
}
// Set mouse offset
// NOTE: Useful when rendering to different size targets
void SetMouseOffset(int offsetX, int offsetY)
{
mouseOffset = (Vector2){ (float)offsetX, (float)offsetY };
}
// Set mouse scaling
// NOTE: Useful when rendering to different size targets
void SetMouseScale(float scaleX, float scaleY)
{
mouseScale = (Vector2){ scaleX, scaleY };
}
// Returns mouse wheel movement Y
int GetMouseWheelMove(void)
{
#if defined(PLATFORM_ANDROID)
return 0;
#elif defined(PLATFORM_WEB)
return previousMouseWheelY/100;
#else
return previousMouseWheelY;
#endif
}
// Returns touch position X for touch point 0 (relative to screen size)
int GetTouchX(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
return (int)touchPosition[0].x;
#else // PLATFORM_DESKTOP, PLATFORM_RPI
return GetMouseX();
#endif
}
// Returns touch position Y for touch point 0 (relative to screen size)
int GetTouchY(void)
{
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
return (int)touchPosition[0].y;
#else // PLATFORM_DESKTOP, PLATFORM_RPI
return GetMouseY();
#endif
}
// Returns touch position XY for a touch point index (relative to screen size)
// TODO: Touch position should be scaled depending on display size and render size
Vector2 GetTouchPosition(int index)
{
Vector2 position = { -1.0f, -1.0f };
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
if (index < MAX_TOUCH_POINTS) position = touchPosition[index];
else TraceLog(LOG_WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
// TODO: Review touch position scaling for screenSize vs displaySize
position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2;
position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2;
}
else
{
position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2;
position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2;
}
#elif defined(PLATFORM_RPI)
position = touchPosition[index];
#else // PLATFORM_DESKTOP
if (index == 0) position = GetMousePosition();
#endif
return position;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Initialize display device and framebuffer
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
// If width or height are 0, default display size will be used for framebuffer size
// NOTE: returns false in case graphic device could not be created
static bool InitGraphicsDevice(int width, int height)
{
screenWidth = width; // User desired width
screenHeight = height; // User desired height
currentWidth = width;
currentHeight = height;
screenScaling = MatrixIdentity(); // No draw scaling required by default
// NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars...
// ...in top-down or left-right to match display aspect ratio (no weird scalings)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSetErrorCallback(ErrorCallback);
#if defined(__APPLE__)
glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
#endif
if (!glfwInit())
{
TraceLog(LOG_WARNING, "Failed to initialize GLFW");
return false;
}
// NOTE: Getting video modes is not implemented in emscripten GLFW3 version
#if defined(PLATFORM_DESKTOP)
// Find monitor resolution
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
if (!monitor)
{
TraceLog(LOG_WARNING, "Failed to get monitor");
return false;
}
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
displayWidth = mode->width;
displayHeight = mode->height;
// Screen size security check
if (screenWidth <= 0) screenWidth = displayWidth;
if (screenHeight <= 0) screenHeight = displayHeight;
#endif // PLATFORM_DESKTOP
#if defined(PLATFORM_WEB)
displayWidth = screenWidth;
displayHeight = screenHeight;
#endif // PLATFORM_WEB
glfwDefaultWindowHints(); // Set default windows hints:
//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
//glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
//glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
//glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
//glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI)
// NOTE: If using external GLFW, it requires latest GLFW 3.3 for this functionality
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
#endif
// Check some Window creation flags
if (configFlags & FLAG_WINDOW_HIDDEN) glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // Visible window
else glfwWindowHint(GLFW_VISIBLE, GL_TRUE); // Window initially hidden
if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window
else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
if (configFlags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
// FLAG_WINDOW_TRANSPARENT not supported on HTML5 and not included in any released GLFW version yet
#if defined(GLFW_TRANSPARENT_FRAMEBUFFER)
if (configFlags & FLAG_WINDOW_TRANSPARENT) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
#endif
if (configFlags & FLAG_MSAA_4X_HINT) glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
// with forward compatibility to older OpenGL versions.
// For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible.
// Check selection OpenGL version
if (rlGetVersion() == OPENGL_21)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
}
else if (rlGetVersion() == OPENGL_33)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
#if defined(__APPLE__)
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility
#else
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
#endif
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
}
else if (rlGetVersion() == OPENGL_ES_20) // Request OpenGL ES 2.0 context
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#if defined(PLATFORM_DESKTOP)
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
#else
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
#endif
}
if (fullscreen)
{
// Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor
int count;
const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
// Get closest videomode to desired screenWidth/screenHeight
for (int i = 0; i < count; i++)
{
if (modes[i].width >= screenWidth)
{
if (modes[i].height >= screenHeight)
{
displayWidth = modes[i].width;
displayHeight = modes[i].height;
break;
}
}
}
TraceLog(LOG_WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight);
// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
// for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
// by the sides to fit all monitor space...
// Try to setup the most appropiate fullscreen framebuffer for the requested screenWidth/screenHeight
// It considers device display resolution mode and setups a framebuffer with black bars if required (render size/offset)
// Modified global variables: screenWidth/screenHeight - renderWidth/renderHeight - renderOffsetX/renderOffsetY - screenScaling
// TODO: It is a quite cumbersome solution to display size vs requested size, it should be reviewed or removed...
// HighDPI monitors are properly considered in a following similar function: SetupViewport()
SetupFramebuffer(displayWidth, displayHeight);
window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
// NOTE: Full-screen change, not working properly...
//glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
}
else
{
// No-fullscreen window creation
window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL);
if (window)
{
#if defined(PLATFORM_DESKTOP)
// Center window on screen
int windowPosX = displayWidth/2 - screenWidth/2;
int windowPosY = displayHeight/2 - screenHeight/2;
if (windowPosX < 0) windowPosX = 0;
if (windowPosY < 0) windowPosY = 0;
glfwSetWindowPos(window, windowPosX, windowPosY);
#endif
renderWidth = screenWidth;
renderHeight = screenHeight;
}
}
if (!window)
{
glfwTerminate();
TraceLog(LOG_WARNING, "GLFW Failed to initialize Window");
return false;
}
else
{
TraceLog(LOG_INFO, "Display device initialized successfully");
#if defined(PLATFORM_DESKTOP)
TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight);
#endif
TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight);
TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight);
TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
}
glfwSetWindowSizeCallback(window, WindowSizeCallback); // NOTE: Resizing not allowed by default!
glfwSetCursorEnterCallback(window, CursorEnterCallback);
glfwSetKeyCallback(window, KeyCallback);
glfwSetMouseButtonCallback(window, MouseButtonCallback);
glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes
glfwSetCharCallback(window, CharCallback);
glfwSetScrollCallback(window, ScrollCallback);
glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
glfwSetDropCallback(window, WindowDropCallback);
glfwMakeContextCurrent(window);
// Try to disable GPU V-Sync by default, set framerate using SetTargetFPS()
// NOTE: V-Sync can be enabled by graphic driver configuration
#if !defined(PLATFORM_WEB)
glfwSwapInterval(0);
#endif
#if defined(PLATFORM_DESKTOP)
// Load OpenGL 3.3 extensions
// NOTE: GLFW loader function is passed as parameter
rlLoadExtensions(glfwGetProcAddress);
#endif
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration
if (configFlags & FLAG_VSYNC_HINT)
{
// WARNING: It seems to hits a critical render path in Intel HD Graphics
glfwSwapInterval(1);
TraceLog(LOG_INFO, "Trying to enable VSYNC");
}
#endif // PLATFORM_DESKTOP || PLATFORM_WEB
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
fullscreen = true;
// Screen size security check
if (screenWidth <= 0) screenWidth = displayWidth;
if (screenHeight <= 0) screenHeight = displayHeight;
#if defined(PLATFORM_RPI)
bcm_host_init();
DISPMANX_ELEMENT_HANDLE_T dispmanElement;
DISPMANX_DISPLAY_HANDLE_T dispmanDisplay;
DISPMANX_UPDATE_HANDLE_T dispmanUpdate;
VC_RECT_T dstRect;
VC_RECT_T srcRect;
#endif
EGLint samples = 0;
EGLint sampleBuffer = 0;
if (configFlags & FLAG_MSAA_4X_HINT)
{
samples = 4;
sampleBuffer = 1;
TraceLog(LOG_INFO, "Trying to enable MSAA x4");
}
const EGLint framebufferAttribs[] =
{
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
//EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
//EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
//EGL_STENCIL_SIZE, 8, // Stencil buffer size
EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
EGL_NONE
};
const EGLint contextAttribs[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
#if defined(PLATFORM_UWP)
const EGLint surfaceAttributes[] =
{
// EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER is part of the same optimization as EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER (see above).
// If you have compilation issues with it then please update your Visual Studio templates.
EGL_ANGLE_SURFACE_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_NONE
};
const EGLint defaultDisplayAttributes[] =
{
// These are the default display attributes, used to request ANGLE's D3D11 renderer.
// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
// EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
// the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
// Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
const EGLint fl9_3DisplayAttributes[] =
{
// These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
// These attributes are used if the call to eglInitialize fails with the default display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
const EGLint warpDisplayAttributes[] =
{
// These attributes can be used to request D3D11 WARP.
// They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
EGL_NONE,
};
EGLConfig config = NULL;
// eglGetPlatformDisplayEXT is an alternative to eglGetDisplay. It allows us to pass in display attributes, used to configure D3D11.
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)(eglGetProcAddress("eglGetPlatformDisplayEXT"));
if (!eglGetPlatformDisplayEXT)
{
TraceLog(LOG_WARNING, "Failed to get function eglGetPlatformDisplayEXT");
return false;
}
//
// To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
// parameters passed to eglGetPlatformDisplayEXT:
// 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
// 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
// using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
// 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
// using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
//
// This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
if (display == EGL_NO_DISPLAY)
{
TraceLog(LOG_WARNING, "Failed to initialize EGL display");
return false;
}
if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
{
// This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile devices).
display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
if (display == EGL_NO_DISPLAY)
{
TraceLog(LOG_WARNING, "Failed to initialize EGL display");
return false;
}
if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
{
// This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU.
display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
if (display == EGL_NO_DISPLAY)
{
TraceLog(LOG_WARNING, "Failed to initialize EGL display");
return false;
}
if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
{
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
TraceLog(LOG_WARNING, "Failed to initialize EGL");
return false;
}
}
}
EGLint numConfigs = 0;
if ((eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
{
TraceLog(LOG_WARNING, "Failed to choose first EGLConfig");
return false;
}
// Create a PropertySet and initialize with the EGLNativeWindowType.
//PropertySet^ surfaceCreationProperties = ref new PropertySet();
//surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), window); // CoreWindow^ window
// You can configure the surface to render at a lower resolution and be scaled up to
// the full window size. The scaling is often free on mobile hardware.
//
// One way to configure the SwapChainPanel is to specify precisely which resolution it should render at.
// Size customRenderSurfaceSize = Size(800, 600);
// surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(customRenderSurfaceSize));
//
// Another way is to tell the SwapChainPanel to render at a certain scale factor compared to its size.
// e.g. if the SwapChainPanel is 1920x1280 then setting a factor of 0.5f will make the app render at 960x640
// float customResolutionScale = 0.5f;
// surfaceCreationProperties->Insert(ref new String(EGLRenderResolutionScaleProperty), PropertyValue::CreateSingle(customResolutionScale));
// eglCreateWindowSurface() requires a EGLNativeWindowType parameter,
// In Windows platform: typedef HWND EGLNativeWindowType;
// Property: EGLNativeWindowTypeProperty
// Type: IInspectable
// Description: Set this property to specify the window type to use for creating a surface.
// If this property is missing, surface creation will fail.
//
//const wchar_t EGLNativeWindowTypeProperty[] = L"EGLNativeWindowTypeProperty";
//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
//surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
surface = eglCreateWindowSurface(display, config, uwpWindow, surfaceAttributes);
if (surface == EGL_NO_SURFACE)
{
TraceLog(LOG_WARNING, "Failed to create EGL fullscreen surface");
return false;
}
context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
if (context == EGL_NO_CONTEXT)
{
TraceLog(LOG_WARNING, "Failed to create EGL context");
return false;
}
// Get EGL display window size
eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
#else // PLATFORM_ANDROID, PLATFORM_RPI
EGLint numConfigs;
// Get an EGL display connection
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display == EGL_NO_DISPLAY)
{
TraceLog(LOG_WARNING, "Failed to initialize EGL display");
return false;
}
// Initialize the EGL display connection
if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
{
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
TraceLog(LOG_WARNING, "Failed to initialize EGL");
return false;
}
// Get an appropriate EGL framebuffer configuration
eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs);
// Set rendering API
eglBindAPI(EGL_OPENGL_ES_API);
// Create an EGL rendering context
context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
if (context == EGL_NO_CONTEXT)
{
TraceLog(LOG_WARNING, "Failed to create EGL context");
return false;
}
#endif
// Create an EGL window surface
//---------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
EGLint displayFormat;
displayWidth = ANativeWindow_getWidth(androidApp->window);
displayHeight = ANativeWindow_getHeight(androidApp->window);
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and screenScaling
SetupFramebuffer(displayWidth, displayHeight);
ANativeWindow_setBuffersGeometry(androidApp->window, renderWidth, renderHeight, displayFormat);
//ANativeWindow_setBuffersGeometry(androidApp->window, 0, 0, displayFormat); // Force use of native display size
surface = eglCreateWindowSurface(display, config, androidApp->window, NULL);
#endif // PLATFORM_ANDROID
#if defined(PLATFORM_RPI)
graphics_get_display_size(0, &displayWidth, &displayHeight);
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and screenScaling
SetupFramebuffer(displayWidth, displayHeight);
dstRect.x = 0;
dstRect.y = 0;
dstRect.width = displayWidth;
dstRect.height = displayHeight;
srcRect.x = 0;
srcRect.y = 0;
srcRect.width = renderWidth << 16;
srcRect.height = renderHeight << 16;
// NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost)
// Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
VC_DISPMANX_ALPHA_T alpha;
alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
alpha.opacity = 255; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE
alpha.mask = 0;
dispmanDisplay = vc_dispmanx_display_open(0); // LCD
dispmanUpdate = vc_dispmanx_update_start(0);
dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
&srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
nativeWindow.element = dispmanElement;
nativeWindow.width = renderWidth;
nativeWindow.height = renderHeight;
vc_dispmanx_update_submit_sync(dispmanUpdate);
surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL);
//---------------------------------------------------------------------------------
#endif // PLATFORM_RPI
// There must be at least one frame displayed before the buffers are swapped
//eglSwapInterval(display, 1);
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
{
TraceLog(LOG_WARNING, "Unable to attach EGL rendering context to EGL surface");
return false;
}
else
{
// Grab the width and height of the surface
//eglQuerySurface(display, surface, EGL_WIDTH, &renderWidth);
//eglQuerySurface(display, surface, EGL_HEIGHT, &renderHeight);
TraceLog(LOG_INFO, "Display device initialized successfully");
TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight);
TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight);
TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight);
TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
}
#endif // PLATFORM_ANDROID || PLATFORM_RPI
// Initialize OpenGL context (states and resources)
// NOTE: screenWidth and screenHeight not used, just stored as globals in rlgl
rlglInit(screenWidth, screenHeight);
int fbWidth = renderWidth;
int fbHeight = renderHeight;
#if defined(PLATFORM_DESKTOP) && defined(SUPPORT_HIGH_DPI)
glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
// Screen scaling matrix is required in case desired screen area is different than display area
screenScaling = MatrixScale((float)fbWidth/screenWidth, (float)fbHeight/screenHeight, 1.0f);
SetMouseScale((float)screenWidth/fbWidth, (float)screenHeight/fbHeight);
#endif // PLATFORM_DESKTOP && SUPPORT_HIGH_DPI
// Setup default viewport
SetupViewport(fbWidth, fbHeight);
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID)
windowReady = true; // IMPORTANT!
#endif
return true;
}
// Set viewport for a provided width and height
static void SetupViewport(int width, int height)
{
renderWidth = width;
renderHeight = height;
// Set viewport width and height
// NOTE: We consider render size and offset in case black bars are required and
// render area does not match full display area (this situation is only applicable on fullscreen mode)
rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Set orthographic projection to current framebuffer size
// NOTE: Configured top-left corner as (0, 0)
rlOrtho(0, renderWidth, renderHeight, 0, 0.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
}
// Compute framebuffer size relative to screen size and display size
// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
static void SetupFramebuffer(int width, int height)
{
// Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var)
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
TraceLog(LOG_WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight);
// Downscaling to fit display with border-bars
float widthRatio = (float)displayWidth/(float)screenWidth;
float heightRatio = (float)displayHeight/(float)screenHeight;
if (widthRatio <= heightRatio)
{
renderWidth = displayWidth;
renderHeight = (int)round((float)screenHeight*widthRatio);
renderOffsetX = 0;
renderOffsetY = (displayHeight - renderHeight);
}
else
{
renderWidth = (int)round((float)screenWidth*heightRatio);
renderHeight = displayHeight;
renderOffsetX = (displayWidth - renderWidth);
renderOffsetY = 0;
}
// Screen scaling required
float scaleRatio = (float)renderWidth/(float)screenWidth;
screenScaling = MatrixScale(scaleRatio, scaleRatio, 1.0f);
// NOTE: We render to full display resolution!
// We just need to calculate above parameters for downscale matrix and offsets
renderWidth = displayWidth;
renderHeight = displayHeight;
TraceLog(LOG_WARNING, "Downscale matrix generated, content will be rendered at: %i x %i", renderWidth, renderHeight);
}
else if ((screenWidth < displayWidth) || (screenHeight < displayHeight))
{
// Required screen size is smaller than display size
TraceLog(LOG_INFO, "UPSCALING: Required screen size: %i x %i -> Display size: %i x %i", screenWidth, screenHeight, displayWidth, displayHeight);
// Upscaling to fit display with border-bars
float displayRatio = (float)displayWidth/(float)displayHeight;
float screenRatio = (float)screenWidth/(float)screenHeight;
if (displayRatio <= screenRatio)
{
renderWidth = screenWidth;
renderHeight = (int)round((float)screenWidth/displayRatio);
renderOffsetX = 0;
renderOffsetY = (renderHeight - screenHeight);
}
else
{
renderWidth = (int)round((float)screenHeight*displayRatio);
renderHeight = screenHeight;
renderOffsetX = (renderWidth - screenWidth);
renderOffsetY = 0;
}
}
else // screen == display
{
renderWidth = screenWidth;
renderHeight = screenHeight;
renderOffsetX = 0;
renderOffsetY = 0;
}
}
// Initialize hi-resolution timer
static void InitTimer(void)
{
srand((unsigned int)time(NULL)); // Initialize random seed
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
struct timespec now;
if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
{
baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec;
}
else TraceLog(LOG_WARNING, "No hi-resolution timer available");
#endif
previousTime = GetTime(); // Get time as double
}
// Wait for some milliseconds (stop program execution)
// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
// take longer than expected... for that reason we use the busy wait loop
// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
// http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
static void Wait(float ms)
{
#if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP)
double prevTime = GetTime();
double nextTime = 0.0;
// Busy wait loop
while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
#else
#if defined(_WIN32)
Sleep((unsigned int)ms);
#elif defined(__linux__) || defined(PLATFORM_WEB)
struct timespec req = { 0 };
time_t sec = (int)(ms/1000.0f);
ms -= (sec*1000);
req.tv_sec = sec;
req.tv_nsec = ms*1000000L;
// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
while (nanosleep(&req, &req) == -1) continue;
#elif defined(__APPLE__)
usleep(ms*1000.0f);
#endif
#endif
}
// Get one key state
static bool GetKeyStatus(int key)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetKey(window, key);
#elif defined(PLATFORM_ANDROID)
// NOTE: Android supports up to 260 keys
if (key < 0 || key > 260) return false;
else return currentKeyState[key];
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// NOTE: Keys states are filled in PollInputEvents()
if (key < 0 || key > 511) return false;
else return currentKeyState[key];
#endif
}
// Get one mouse button state
static bool GetMouseButtonStatus(int button)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
return glfwGetMouseButton(window, button);
#elif defined(PLATFORM_ANDROID)
// TODO: Check for virtual mouse?
return false;
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
// NOTE: Mouse buttons states are filled in PollInputEvents()
return currentMouseState[button];
#endif
}
// Get gamepad button generic to all platforms
static int GetGamepadButton(int button)
{
int btn = GAMEPAD_BUTTON_UNKNOWN;
#if defined(PLATFORM_DESKTOP)
switch (button)
{
case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break;
case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
}
#endif
#if defined(PLATFORM_UWP)
btn = button; // UWP will provide the correct button
#endif
#if defined(PLATFORM_WEB)
// Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
switch (button)
{
case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
}
#endif
return btn;
}
// Get gamepad axis generic to all platforms
static int GetGamepadAxis(int axis)
{
int axs = GAMEPAD_AXIS_UNKNOWN;
#if defined(PLATFORM_DESKTOP)
switch (axis)
{
case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break;
case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break;
case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break;
case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break;
case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break;
case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
}
#endif
#if defined(PLATFORM_UWP)
axs = axis; // UWP will provide the correct axis
#endif
#if defined(PLATFORM_WEB)
// Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface
switch (axis)
{
case 0: axs = GAMEPAD_AXIS_LEFT_X;
case 1: axs = GAMEPAD_AXIS_LEFT_Y;
case 2: axs = GAMEPAD_AXIS_RIGHT_X;
case 3: axs = GAMEPAD_AXIS_RIGHT_X;
}
#endif
return axs;
}
// Poll (store) all input events
static void PollInputEvents(void)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
// NOTE: Gestures update must be called every frame to reset gestures correctly
// because ProcessGestureEvent() is just called on an event, not every frame
UpdateGestures();
#endif
// Reset last key pressed registered
lastKeyPressed = -1;
#if !defined(PLATFORM_RPI)
// Reset last gamepad button/axis registered state
lastGamepadButtonPressed = -1;
gamepadAxisCount = 0;
#endif
#if defined(PLATFORM_RPI)
// Register previous keys states
for (int i = 0; i < 512; i++)previousKeyState[i] = currentKeyState[i];
// Grab a keypress from the evdev fifo if avalable
if (lastKeyPressedEvdev.Head != lastKeyPressedEvdev.Tail)
{
lastKeyPressed = lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Tail]; // Read the key from the buffer
lastKeyPressedEvdev.Tail = (lastKeyPressedEvdev.Tail + 1) & 0x07; // Increment the tail pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
}
// Register previous mouse states
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
for (int i = 0; i < 3; i++)
{
previousMouseState[i] = currentMouseState[i];
currentMouseState[i] = currentMouseStateEvdev[i];
}
#endif
#if defined(PLATFORM_UWP)
// Register previous keys states
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (gamepadReady[i])
{
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
}
}
// Register previous mouse states
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
// Loop over pending messages
while (HasMessageFromUWP())
{
UWPMessage *msg = GetMessageFromUWP();
switch (msg->type)
{
case UWP_MSG_REGISTER_KEY:
{
// Convert from virtualKey
int actualKey = -1;
switch (msg->paramInt0)
{
case 0x08: actualKey = KEY_BACKSPACE; break;
case 0x20: actualKey = KEY_SPACE; break;
case 0x1B: actualKey = KEY_ESCAPE; break;
case 0x0D: actualKey = KEY_ENTER; break;
case 0x2E: actualKey = KEY_DELETE; break;
case 0x27: actualKey = KEY_RIGHT; break;
case 0x25: actualKey = KEY_LEFT; break;
case 0x28: actualKey = KEY_DOWN; break;
case 0x26: actualKey = KEY_UP; break;
case 0x70: actualKey = KEY_F1; break;
case 0x71: actualKey = KEY_F2; break;
case 0x72: actualKey = KEY_F3; break;
case 0x73: actualKey = KEY_F4; break;
case 0x74: actualKey = KEY_F5; break;
case 0x75: actualKey = KEY_F6; break;
case 0x76: actualKey = KEY_F7; break;
case 0x77: actualKey = KEY_F8; break;
case 0x78: actualKey = KEY_F9; break;
case 0x79: actualKey = KEY_F10; break;
case 0x7A: actualKey = KEY_F11; break;
case 0x7B: actualKey = KEY_F12; break;
case 0xA0: actualKey = KEY_LEFT_SHIFT; break;
case 0xA2: actualKey = KEY_LEFT_CONTROL; break;
case 0xA4: actualKey = KEY_LEFT_ALT; break;
case 0xA1: actualKey = KEY_RIGHT_SHIFT; break;
case 0xA3: actualKey = KEY_RIGHT_CONTROL; break;
case 0xA5: actualKey = KEY_RIGHT_ALT; break;
case 0x30: actualKey = KEY_ZERO; break;
case 0x31: actualKey = KEY_ONE; break;
case 0x32: actualKey = KEY_TWO; break;
case 0x33: actualKey = KEY_THREE; break;
case 0x34: actualKey = KEY_FOUR; break;
case 0x35: actualKey = KEY_FIVE; break;
case 0x36: actualKey = KEY_SIX; break;
case 0x37: actualKey = KEY_SEVEN; break;
case 0x38: actualKey = KEY_EIGHT; break;
case 0x39: actualKey = KEY_NINE; break;
case 0x41: actualKey = KEY_A; break;
case 0x42: actualKey = KEY_B; break;
case 0x43: actualKey = KEY_C; break;
case 0x44: actualKey = KEY_D; break;
case 0x45: actualKey = KEY_E; break;
case 0x46: actualKey = KEY_F; break;
case 0x47: actualKey = KEY_G; break;
case 0x48: actualKey = KEY_H; break;
case 0x49: actualKey = KEY_I; break;
case 0x4A: actualKey = KEY_J; break;
case 0x4B: actualKey = KEY_K; break;
case 0x4C: actualKey = KEY_L; break;
case 0x4D: actualKey = KEY_M; break;
case 0x4E: actualKey = KEY_N; break;
case 0x4F: actualKey = KEY_O; break;
case 0x50: actualKey = KEY_P; break;
case 0x51: actualKey = KEY_Q; break;
case 0x52: actualKey = KEY_R; break;
case 0x53: actualKey = KEY_S; break;
case 0x54: actualKey = KEY_T; break;
case 0x55: actualKey = KEY_U; break;
case 0x56: actualKey = KEY_V; break;
case 0x57: actualKey = KEY_W; break;
case 0x58: actualKey = KEY_X; break;
case 0x59: actualKey = KEY_Y; break;
case 0x5A: actualKey = KEY_Z; break;
default: break;
}
if (actualKey > -1) currentKeyState[actualKey] = msg->paramChar0;
} break;
case UWP_MSG_REGISTER_CLICK: currentMouseState[msg->paramInt0] = msg->paramChar0; break;
case UWP_MSG_SCROLL_WHEEL_UPDATE: currentMouseWheelY += msg->paramInt0; break;
case UWP_MSG_UPDATE_MOUSE_LOCATION: mousePosition = msg->paramVector0; break;
case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) gamepadReady[msg->paramInt0] = msg->paramBool0; break;
case UWP_MSG_SET_GAMEPAD_BUTTON:
{
if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) currentGamepadState[msg->paramInt0][msg->paramInt1] = msg->paramChar0;
} break;
case UWP_MSG_SET_GAMEPAD_AXIS:
{
if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) gamepadAxisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0;
// Register buttons for 2nd triggers
currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
} break;
case UWP_MSG_SET_DISPLAY_DIMS:
{
displayWidth = msg->paramVector0.x;
displayHeight = msg->paramVector0.y;
} break;
case UWP_MSG_HANDLE_RESIZE:
{
eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
// If window is resized, viewport and projection matrix needs to be re-calculated
rlViewport(0, 0, screenWidth, screenHeight); // Set viewport width and height
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlClearScreenBuffers(); // Clear screen buffers (color and depth)
// Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
// NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
// for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
currentWidth = screenWidth;
currentHeight = screenHeight;
// NOTE: Postprocessing texture is not scaled to new size
windowResized = true;
} break;
case UWP_MSG_SET_GAME_TIME: currentTime = msg->paramDouble0; break;
default: break;
}
DeleteUWPMessage(msg); //Delete, we are done
}
#endif // PLATFORM_UWP
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
double mouseX;
double mouseY;
glfwGetCursorPos(window, &mouseX, &mouseY);
mousePosition.x = (float)mouseX;
mousePosition.y = (float)mouseY;
// Keyboard input polling (automatically managed by GLFW3 through callback)
// Register previous keys states
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
// Register previous mouse states
for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
#endif
#if defined(PLATFORM_DESKTOP)
// Check if gamepads are ready
// NOTE: We do it here in case of disconnection
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (glfwJoystickPresent(i)) gamepadReady[i] = true;
else gamepadReady[i] = false;
}
// Register gamepads buttons events
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (gamepadReady[i]) // Check if gamepad is available
{
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
// Get remapped buttons
GLFWgamepadstate state;
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
const unsigned char *buttons = state.buttons;
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
{
const GamepadButton button = GetGamepadButton(k);
if (buttons[k] == GLFW_PRESS)
{
currentGamepadState[i][button] = 1;
lastGamepadButtonPressed = button;
}
else currentGamepadState[i][button] = 0;
}
// Get current axis state
const float *axes = state.axes;
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
{
const int axis = GetGamepadAxis(k);
gamepadAxisState[i][axis] = axes[k];
}
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
}
}
windowResized = false;
#if defined(SUPPORT_EVENTS_WAITING)
glfwWaitEvents();
#else
glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
#endif
#endif //defined(PLATFORM_DESKTOP)
// Gamepad support using emscripten API
// NOTE: GLFW3 joystick functionality not available in web
#if defined(PLATFORM_WEB)
// Get number of gamepads connected
int numGamepads = 0;
if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
{
// Register previous gamepad button states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
EmscriptenGamepadEvent gamepadState;
int result = emscripten_get_gamepad_status(i, &gamepadState);
if (result == EMSCRIPTEN_RESULT_SUCCESS)
{
// Register buttons data for every connected gamepad
for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
{
const GamepadButton button = GetGamepadButton(j);
if (gamepadState.digitalButton[j] == 1)
{
currentGamepadState[i][button] = 1;
lastGamepadButtonPressed = button;
}
else currentGamepadState[i][button] = 0;
//TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
}
// Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
{
const int axis = GetGamepadAxis(j);
gamepadAxisState[i][axis] = gamepadState.axis[j];
}
gamepadAxisCount = gamepadState.numAxes;
}
}
#endif
#if defined(PLATFORM_ANDROID)
// Register previous keys states
// NOTE: Android supports up to 260 keys
for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i];
// Poll Events (registered events)
// NOTE: Activity is paused if not enabled (appEnabled)
while ((ident = ALooper_pollAll(appEnabled? 0 : -1, NULL, &events,(void**)&source)) >= 0)
{
// Process this event
if (source != NULL) source->process(androidApp, source);
// NOTE: Never close window, native activity is controlled by the system!
if (androidApp->destroyRequested != 0)
{
//TraceLog(LOG_INFO, "Closing Window...");
//windowShouldClose = true;
//ANativeActivity_finish(androidApp->activity);
}
}
#endif
#if defined(PLATFORM_RPI) && defined(SUPPORT_SSH_KEYBOARD_RPI)
// NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin,
// we now use both methods inside here. 2nd method is still used for legacy purposes (Allows for input trough SSH console)
ProcessKeyboard();
// NOTE: Mouse input events polling is done asynchronously in another pthread - EventThread()
// NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
#endif
}
// Copy back buffer to front buffers
static void SwapBuffers(void)
{
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
glfwSwapBuffers(window);
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
eglSwapBuffers(display, surface);
#endif
}
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// GLFW3 Error Callback, runs on GLFW3 error
static void ErrorCallback(int error, const char *description)
{
TraceLog(LOG_WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description);
}
// GLFW3 Srolling Callback, runs on mouse wheel
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
{
currentMouseWheelY = (int)yoffset;
}
// GLFW3 Keyboard Callback, runs on key pressed
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
if (key == exitKey && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GLFW_TRUE);
// NOTE: Before closing window, while loop must be left!
}
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
{
#if defined(SUPPORT_GIF_RECORDING)
if (mods == GLFW_MOD_CONTROL)
{
if (gifRecording)
{
GifEnd();
gifRecording = false;
#if defined(PLATFORM_WEB)
// Download file from MEMFS (emscripten memory filesystem)
// saveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
emscripten_run_script(TextFormat("saveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
#endif
TraceLog(LOG_INFO, "End animated GIF recording");
}
else
{
gifRecording = true;
gifFramesCounter = 0;
char path[512] = { 0 };
#if defined(PLATFORM_ANDROID)
strcpy(path, internalDataPath);
strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
#else
strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
#endif
// NOTE: delay represents the time between frames in the gif, if we capture a gif frame every
// 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10.
GifBegin(path, screenWidth, screenHeight, (int)(GetFrameTime()*10.0f), 8, false);
screenshotCounter++;
TraceLog(LOG_INFO, "Begin animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
}
}
else
#endif // SUPPORT_GIF_RECORDING
#if defined(SUPPORT_SCREEN_CAPTURE)
{
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
screenshotCounter++;
}
#endif // SUPPORT_SCREEN_CAPTURE
}
else
{
currentKeyState[key] = action;
// NOTE: lastKeyPressed already registered on CharCallback()
//if (action == GLFW_PRESS) lastKeyPressed = key;
}
}
// GLFW3 Mouse Button Callback, runs on mouse button pressed
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
{
currentMouseState[button] = action;
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent;
// Register touch actions
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN;
else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP;
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = GetMousePosition();
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Cursor Position Callback, runs on mouse move
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
{
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
// Process mouse events as touches to be able to use mouse-gestures
GestureEvent gestureEvent;
gestureEvent.touchAction = TOUCH_MOVE;
// Assign a pointer ID
gestureEvent.pointerId[0] = 0;
// Register touch points count
gestureEvent.pointCount = 1;
// Register touch points position, only one point registered
gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
touchPosition[0] = gestureEvent.position[0];
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#endif
}
// GLFW3 Char Key Callback, runs on key down (get unicode char value)
static void CharCallback(GLFWwindow *window, unsigned int key)
{
// NOTE: Registers any key down considering OS keyboard layout but
// do not detects action events, those should be managed by user...
// https://github.com/glfw/glfw/issues/668#issuecomment-166794907
// http://www.glfw.org/docs/latest/input_guide.html#input_char
lastKeyPressed = key;
}
// GLFW3 CursorEnter Callback, when cursor enters the window
static void CursorEnterCallback(GLFWwindow *window, int enter)
{
if (enter == true) cursorOnScreen = true;
else cursorOnScreen = false;
}
// GLFW3 WindowSize Callback, runs when window is resized
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
SetupViewport(width, height); // Reset viewport and projection matrix for new size
// Set current screen size
screenWidth = width;
screenHeight = height;
currentWidth = width;
currentHeight = height;
// NOTE: Postprocessing texture is not scaled to new size
windowResized = true;
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
{
if (iconified) windowMinimized = true; // The window was iconified
else windowMinimized = false; // The window was restored
}
// GLFW3 Window Drop Callback, runs when drop files into window
// NOTE: Paths are stored in dinamic memory for further retrieval
// Everytime new files are dropped, old ones are discarded
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
{
ClearDroppedFiles();
dropFilesPath = (char **)RL_MALLOC(sizeof(char *)*count);
for (int i = 0; i < count; i++)
{
dropFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
strcpy(dropFilesPath[i], paths[i]);
}
dropFilesCount = count;
}
#endif
#if defined(PLATFORM_ANDROID)
// Android: Process activity lifecycle commands
static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
{
switch (cmd)
{
case APP_CMD_START:
{
//rendering = true;
TraceLog(LOG_INFO, "APP_CMD_START");
} break;
case APP_CMD_RESUME:
{
TraceLog(LOG_INFO, "APP_CMD_RESUME");
} break;
case APP_CMD_INIT_WINDOW:
{
TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW");
if (app->window != NULL)
{
if (contextRebindRequired)
{
// Reset screen scaling to full display size
EGLint displayFormat;
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
// Recreate display surface and re-attach OpenGL context
surface = eglCreateWindowSurface(display, config, app->window, NULL);
eglMakeCurrent(display, surface, surface, context);
contextRebindRequired = false;
}
else
{
// Init graphics device (display device and OpenGL context)
InitGraphicsDevice(screenWidth, screenHeight);
// Init hi-res timer
InitTimer();
#if defined(SUPPORT_DEFAULT_FONT)
// Load default font
// NOTE: External function (defined in module: text)
LoadDefaultFont();
#endif
// TODO: GPU assets reload in case of lost focus (lost context)
// NOTE: This problem has been solved just unbinding and rebinding context from display
/*
if (assetsReloadRequired)
{
for (int i = 0; i < assetsCount; i++)
{
// TODO: Unload old asset if required
// Load texture again to pointed texture
(*textureAsset + i) = LoadTexture(assetPath[i]);
}
}
*/
// raylib logo appearing animation (if enabled)
if (showLogo)
{
SetTargetFPS(60); // Not required on Android
LogoAnimation();
}
}
}
} break;
case APP_CMD_GAINED_FOCUS:
{
TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS");
appEnabled = true;
//ResumeMusicStream();
} break;
case APP_CMD_PAUSE:
{
TraceLog(LOG_INFO, "APP_CMD_PAUSE");
} break;
case APP_CMD_LOST_FOCUS:
{
//DrawFrame();
TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS");
appEnabled = false;
//PauseMusicStream();
} break;
case APP_CMD_TERM_WINDOW:
{
// Dettach OpenGL context and destroy display surface
// NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
// NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroySurface(display, surface);
contextRebindRequired = true;
TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW");
} break;
case APP_CMD_SAVE_STATE:
{
TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE");
} break;
case APP_CMD_STOP:
{
TraceLog(LOG_INFO, "APP_CMD_STOP");
} break;
case APP_CMD_DESTROY:
{
// TODO: Finish activity?
//ANativeActivity_finish(androidApp->activity);
TraceLog(LOG_INFO, "APP_CMD_DESTROY");
} break;
case APP_CMD_CONFIG_CHANGED:
{
//AConfiguration_fromAssetManager(androidApp->config, androidApp->activity->assetManager);
//print_cur_config(androidApp);
// Check screen orientation here!
TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED");
} break;
default: break;
}
}
// Android: Get input events
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
{
// If additional inputs are required check:
// https://developer.android.com/ndk/reference/group/input
int type = AInputEvent_getType(event);
if (type == AINPUT_EVENT_TYPE_MOTION)
{
// Get first touch position
touchPosition[0].x = AMotionEvent_getX(event, 0);
touchPosition[0].y = AMotionEvent_getY(event, 0);
// Get second touch position
touchPosition[1].x = AMotionEvent_getX(event, 1);
touchPosition[1].y = AMotionEvent_getY(event, 1);
// Useful functions for gamepad inputs:
//AMotionEvent_getAction()
//AMotionEvent_getAxisValue()
//AMotionEvent_getButtonState()
// Gamepad dpad button presses capturing
// TODO: That's weird, key input (or button)
// shouldn't come as a TYPE_MOTION event...
int32_t keycode = AKeyEvent_getKeyCode(event);
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
{
currentKeyState[keycode] = 1; // Key down
lastKeyPressed = keycode;
}
else currentKeyState[keycode] = 0; // Key up
}
else if (type == AINPUT_EVENT_TYPE_KEY)
{
int32_t keycode = AKeyEvent_getKeyCode(event);
//int32_t AKeyEvent_getMetaState(event);
// Save current button and its state
// NOTE: Android key action is 0 for down and 1 for up
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
{
currentKeyState[keycode] = 1; // Key down
lastKeyPressed = keycode;
}
else currentKeyState[keycode] = 0; // Key up
if (keycode == AKEYCODE_POWER)
{
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
return 0;
}
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
{
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
return 1;
}
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
{
// Set default OS behaviour
return 0;
}
}
int32_t action = AMotionEvent_getAction(event);
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent;
// Register touch actions
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
// NOTE: Documentation says pointerCount is Always >= 1,
// but in practice it can be 0 or over a million
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
// Only enable gestures for 1-3 touch points
if ((gestureEvent.pointCount > 0) && (gestureEvent.pointCount < 4))
{
// Register touch points id
// NOTE: Only two points registered
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
// Register touch points position
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
}
#else
// Support only simple touch position
if (flags == AMOTION_EVENT_ACTION_DOWN)
{
// Get first touch position
touchPosition[0].x = AMotionEvent_getX(event, 0);
touchPosition[0].y = AMotionEvent_getY(event, 0);
touchPosition[0].x /= (float)GetScreenWidth();
touchPosition[0].y /= (float)GetScreenHeight();
}
#endif
return 0;
}
#endif
#if defined(PLATFORM_WEB)
// Register fullscreen change events
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData)
{
//isFullscreen: int e->isFullscreen
//fullscreenEnabled: int e->fullscreenEnabled
//fs element nodeName: (char *) e->nodeName
//fs element id: (char *) e->id
//Current element size: (int) e->elementWidth, (int) e->elementHeight
//Screen size:(int) e->screenWidth, (int) e->screenHeight
if (e->isFullscreen)
{
TraceLog(LOG_INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
}
else
{
TraceLog(LOG_INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
}
// TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input
return 0;
}
// Register keyboard input events
static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData)
{
if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0))
{
emscripten_exit_pointerlock();
}
return 0;
}
// Register mouse input events
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
{
// Lock mouse pointer when click on screen
if ((eventType == EMSCRIPTEN_EVENT_CLICK) && toggleCursorLock)
{
EmscriptenPointerlockChangeEvent plce;
emscripten_get_pointerlock_status(&plce);
if (!plce.isActive) emscripten_request_pointerlock(0, 1);
else
{
emscripten_exit_pointerlock();
emscripten_get_pointerlock_status(&plce);
//if (plce.isActive) TraceLog(LOG_WARNING, "Pointer lock exit did not work!");
}
toggleCursorLock = false;
}
return 0;
}
// Register touch input events
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
{
/*
for (int i = 0; i < touchEvent->numTouches; i++)
{
long x, y, id;
if (!touchEvent->touches[i].isChanged) continue;
id = touchEvent->touches[i].identifier;
x = touchEvent->touches[i].canvasX;
y = touchEvent->touches[i].canvasY;
}
TraceLog(LOG_DEBUG, "%s, numTouches: %d %s%s%s%s", emscripten_event_type_to_string(eventType), event->numTouches,
event->ctrlKey? " CTRL" : "", event->shiftKey? " SHIFT" : "", event->altKey? " ALT" : "", event->metaKey? " META" : "");
for (int i = 0; i < event->numTouches; ++i)
{
const EmscriptenTouchPoint *t = &event->touches[i];
TraceLog(LOG_DEBUG, " %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)",
t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY);
}
*/
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent;
// Register touch actions
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
// Register touch points count
gestureEvent.pointCount = touchEvent->numTouches;
// Register touch points id
gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
// Register touch points position
// NOTE: Only two points registered
// TODO: Touch data should be scaled accordingly!
//gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY };
//gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY };
gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
touchPosition[0] = gestureEvent.position[0];
touchPosition[1] = gestureEvent.position[1];
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
gestureEvent.position[0].x /= (float)GetScreenWidth();
gestureEvent.position[0].y /= (float)GetScreenHeight();
gestureEvent.position[1].x /= (float)GetScreenWidth();
gestureEvent.position[1].y /= (float)GetScreenHeight();
// Gesture data is sent to gestures system for processing
ProcessGestureEvent(gestureEvent);
#else
// Support only simple touch position
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
{
// Get first touch position
touchPosition[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
touchPosition[0].x /= (float)GetScreenWidth();
touchPosition[0].y /= (float)GetScreenHeight();
}
#endif
return 1;
}
// Register connected/disconnected gamepads events
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
{
/*
TraceLog(LOG_DEBUG, "%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
for(int i = 0; i < gamepadEvent->numAxes; ++i) TraceLog(LOG_DEBUG, "Axis %d: %g", i, gamepadEvent->axis[i]);
for(int i = 0; i < gamepadEvent->numButtons; ++i) TraceLog(LOG_DEBUG, "Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
*/
if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true;
else gamepadReady[gamepadEvent->index] = false;
// TODO: Test gamepadEvent->index
return 0;
}
#endif
#if defined(PLATFORM_RPI)
#if defined(SUPPORT_SSH_KEYBOARD_RPI)
// Initialize Keyboard system (using standard input)
static void InitKeyboard(void)
{
// NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
// Make stdin non-blocking (not enough, need to configure to non-canonical mode)
int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
// Save terminal keyboard settings and reconfigure terminal with new settings
struct termios keyboardNewSettings;
tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings
keyboardNewSettings = defaultKeyboardSettings;
// New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
// NOTE: ISIG controls if ^C and ^Z generate break signals or not
keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
//keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
keyboardNewSettings.c_cc[VMIN] = 1;
keyboardNewSettings.c_cc[VTIME] = 0;
// Set new keyboard settings (change occurs immediately)
tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
// NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE
// Save old keyboard mode to restore it at the end
if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0)
{
// NOTE: It could mean we are using a remote keyboard through ssh!
TraceLog(LOG_WARNING, "Could not change keyboard mode (SSH keyboard?)");
}
else
{
// We reconfigure keyboard mode to get:
// - scancodes (K_RAW)
// - keycodes (K_MEDIUMRAW)
// - ASCII chars (K_XLATE)
// - UNICODE chars (K_UNICODE)
ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
}
// Register keyboard restore when program finishes
atexit(RestoreKeyboard);
}
// Process keyboard inputs
// TODO: Most probably input reading and processing should be in a separate thread
static void ProcessKeyboard(void)
{
#define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
// Keyboard input polling (fill keys[256] array with status)
int bufferByteCount = 0; // Bytes available on the buffer
char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time
// Read availables keycodes from stdin
bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
// Reset pressed keys array (it will be filled below)
for (int i = 0; i < 512; i++) currentKeyState[i] = 0;
// Check keys from event input workers (This is the new keyboard reading method)
for (int i = 0; i < 512; i++) currentKeyState[i] = currentKeyStateEvdev[i];
// Fill all read bytes (looking for keys)
for (int i = 0; i < bufferByteCount; i++)
{
TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount);
// NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
if (keysBuffer[i] == 0x1b)
{
// Detect ESC to stop program
if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE
else
{
if (keysBuffer[i + 1] == 0x5b) // Special function key
{
if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
{
// Process special function keys (F1 - F12)
switch (keysBuffer[i + 3])
{
case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1
case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2
case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3
case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4
case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5
case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6
case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7
case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8
case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9
case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10
case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11
case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12
default: break;
}
if (keysBuffer[i + 2] == 0x5b) i += 4;
else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
}
else
{
switch (keysBuffer[i + 2])
{
case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP
case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN
case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT
case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT
default: break;
}
i += 3; // Jump to next key
}
// NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
}
}
}
else if (keysBuffer[i] == 0x0a) { lastKeyPressed = 257; currentKeyState[257] = 1; } // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
else if (keysBuffer[i] == 0x7f) { lastKeyPressed = 259; currentKeyState[259] = 1; } // raylib KEY_BACKSPACE
else
{
TraceLog(LOG_DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]);
// Translate lowercase a-z letters to A-Z
if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
{
currentKeyState[(int)keysBuffer[i] - 32] = 1;
}
else currentKeyState[(int)keysBuffer[i]] = 1;
lastKeyPressed = keysBuffer[i]; // Register last key pressed
}
}
// Check exit key (same functionality as GLFW3 KeyCallback())
if (currentKeyState[exitKey] == 1) windowShouldClose = true;
#if defined(SUPPORT_SCREEN_CAPTURE)
// Check screen capture key (raylib key: KEY_F12)
if (currentKeyState[301] == 1)
{
TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
screenshotCounter++;
}
#endif
}
// Restore default keyboard input
static void RestoreKeyboard(void)
{
// Reset to default keyboard settings
tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
// Reconfigure keyboard to default mode
ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
}
#endif //SUPPORT_SSH_KEYBOARD_RPI
// Initialise user input from evdev(/dev/input/event<N>) this means mouse, keyboard or gamepad devices
static void InitEvdevInput(void)
{
char path[MAX_FILEPATH_LENGTH];
DIR *directory;
struct dirent *entity;
// Reset variables
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
{
touchPosition[i].x = -1;
touchPosition[i].y = -1;
}
// Reset keypress buffer
lastKeyPressedEvdev.Head = 0;
lastKeyPressedEvdev.Tail = 0;
// Reset keyboard key state
for (int i = 0; i < 512; i++) currentKeyStateEvdev[i] = 0;
// Open the linux directory of "/dev/input"
directory = opendir(DEFAULT_EVDEV_PATH);
if (directory)
{
while ((entity = readdir(directory)) != NULL)
{
if (strncmp("event", entity->d_name, strlen("event")) == 0) // Search for devices named "event*"
{
sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
EventThreadSpawn(path); // Identify the device and spawn a thread for it
}
}
closedir(directory);
}
else TraceLog(LOG_WARNING, "Unable to open linux event directory: %s", DEFAULT_EVDEV_PATH);
}
// Identifies a input device and spawns a thread to handle it if needed
static void EventThreadSpawn(char *device)
{
#define BITS_PER_LONG (sizeof(long)*8)
#define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
#define OFF(x) ((x)%BITS_PER_LONG)
#define BIT(x) (1UL<<OFF(x))
#define LONG(x) ((x)/BITS_PER_LONG)
#define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
struct input_absinfo absinfo;
unsigned long evBits[NBITS(EV_MAX)];
unsigned long absBits[NBITS(ABS_MAX)];
unsigned long relBits[NBITS(REL_MAX)];
unsigned long keyBits[NBITS(KEY_MAX)];
bool hasAbs = false;
bool hasRel = false;
bool hasAbsMulti = false;
int freeWorkerId = -1;
int fd = -1;
InputEventWorker *worker;
// Open the device and allocate worker
//-------------------------------------------------------------------------------------------------------
// Find a free spot in the workers array
for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
{
if (eventWorkers[i].threadId == 0)
{
freeWorkerId = i;
break;
}
}
// Select the free worker from array
if (freeWorkerId >= 0)
{
worker = &(eventWorkers[freeWorkerId]); // Grab a pointer to the worker
memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker
}
else
{
TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Out of worker slots", device);
return;
}
// Open the device
fd = open(device, O_RDONLY | O_NONBLOCK);
if (fd < 0)
{
TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Can't open device (Error: %d)", device, worker->fd);
return;
}
worker->fd = fd;
// Grab number on the end of the devices name "event<N>"
int devNum = 0;
char *ptrDevName = strrchr(device, 't');
worker->eventNum = -1;
if (ptrDevName != NULL)
{
if (sscanf(ptrDevName, "t%d", &devNum) == 1)
worker->eventNum = devNum;
}
// At this point we have a connection to the device, but we don't yet know what the device is.
// It could be many things, even as simple as a power button...
//-------------------------------------------------------------------------------------------------------
// Identify the device
//-------------------------------------------------------------------------------------------------------
ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the avalable device properties
// Check for absolute input devices
if (TEST_BIT(evBits, EV_ABS))
{
ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
// Check for absolute movement support (usualy touchscreens, but also joysticks)
if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
{
hasAbs = true;
// Get the scaling values
ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
worker->absRange.x = absinfo.minimum;
worker->absRange.width = absinfo.maximum - absinfo.minimum;
ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
worker->absRange.y = absinfo.minimum;
worker->absRange.height = absinfo.maximum - absinfo.minimum;
}
// Check for multiple absolute movement support (usualy multitouch touchscreens)
if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
{
hasAbsMulti = true;
// Get the scaling values
ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
worker->absRange.x = absinfo.minimum;
worker->absRange.width = absinfo.maximum - absinfo.minimum;
ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
worker->absRange.y = absinfo.minimum;
worker->absRange.height = absinfo.maximum - absinfo.minimum;
}
}
// Check for relative movement support (usualy mouse)
if (TEST_BIT(evBits, EV_REL))
{
ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
}
// Check for button support to determine the device type(usualy on all input devices)
if (TEST_BIT(evBits, EV_KEY))
{
ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
if (hasAbs || hasAbsMulti)
{
if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen
if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet
if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet
if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet
if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device
}
if (hasRel)
{
if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse
if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse
}
if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad
if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad
if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad
if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard
}
//-------------------------------------------------------------------------------------------------------
// Decide what to do with the device
//-------------------------------------------------------------------------------------------------------
if (worker->isTouch || worker->isMouse || worker->isKeyboard)
{
// Looks like a interesting device
TraceLog(LOG_INFO, "Opening input device [%s] (%s%s%s%s%s)", device,
worker->isMouse? "mouse " : "",
worker->isMultitouch? "multitouch " : "",
worker->isTouch? "touchscreen " : "",
worker->isGamepad? "gamepad " : "",
worker->isKeyboard? "keyboard " : "");
// Create a thread for this device
int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
if (error != 0)
{
TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Can't create thread (Error: %d)", device, error);
worker->threadId = 0;
close(fd);
}
#if defined(USE_LAST_TOUCH_DEVICE)
// Find touchscreen with the highest index
int maxTouchNumber = -1;
for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
{
if (eventWorkers[i].isTouch && (eventWorkers[i].eventNum > maxTouchNumber)) maxTouchNumber = eventWorkers[i].eventNum;
}
// Find toucnscreens with lower indexes
for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
{
if (eventWorkers[i].isTouch && (eventWorkers[i].eventNum < maxTouchNumber))
{
if (eventWorkers[i].threadId != 0)
{
TraceLog(LOG_WARNING, "Duplicate touchscreen found, killing touchscreen on event: %d", i);
pthread_cancel(eventWorkers[i].threadId);
close(eventWorkers[i].fd);
}
}
}
#endif
}
else close(fd); // We are not interested in this device
//-------------------------------------------------------------------------------------------------------
}
// Input device events reading thread
static void *EventThread(void *arg)
{
// Scancode to keycode mapping for US keyboards
// TODO: Probably replace this with a keymap from the X11 to get the correct regional map for the keyboard:
// Currently non US keyboards will have the wrong mapping for some keys
static const int keymap_US[] =
{ 0,256,49,50,51,52,53,54,55,56,57,48,45,61,259,258,81,87,69,82,84,
89,85,73,79,80,91,93,257,341,65,83,68,70,71,72,74,75,76,59,39,96,
340,92,90,88,67,86,66,78,77,44,46,47,344,332,342,32,280,290,291,
292,293,294,295,296,297,298,299,282,281,327,328,329,333,324,325,
326,334,321,322,323,320,330,0,85,86,300,301,89,90,91,92,93,94,95,
335,345,331,283,346,101,268,265,266,263,262,269,264,267,260,261,
112,113,114,115,116,117,118,119,120,121,122,123,124,125,347,127,
128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,
176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,
192,193,194,0,0,0,0,0,200,201,202,203,204,205,206,207,208,209,210,
211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,
227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,
243,244,245,246,247,248,0,0,0,0,0,0,0, };
struct input_event event;
InputEventWorker *worker = (InputEventWorker *)arg;
int touchAction = -1;
bool gestureUpdate = false;
int keycode;
while (!windowShouldClose)
{
// Try to read data from the device and only continue if successful
if (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
{
// Relative movement parsing
if (event.type == EV_REL)
{
if (event.code == REL_X)
{
mousePosition.x += event.value;
touchPosition[0].x = mousePosition.x;
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
gestureUpdate = true;
#endif
}
if (event.code == REL_Y)
{
mousePosition.y += event.value;
touchPosition[0].y = mousePosition.y;
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
gestureUpdate = true;
#endif
}
if (event.code == REL_WHEEL) currentMouseWheelY += event.value;
}
// Absolute movement parsing
if (event.type == EV_ABS)
{
// Basic movement
if (event.code == ABS_X)
{
mousePosition.x = (event.value - worker->absRange.x)*screenWidth/worker->absRange.width; // Scale acording to absRange
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
gestureUpdate = true;
#endif
}
if (event.code == ABS_Y)
{
mousePosition.y = (event.value - worker->absRange.y)*screenHeight/worker->absRange.height; // Scale acording to absRange
#if defined(SUPPORT_GESTURES_SYSTEM)
touchAction = TOUCH_MOVE;
gestureUpdate = true;
#endif
}
// Multitouch movement
if (event.code == ABS_MT_SLOT) worker->touchSlot = event.value; // Remeber the slot number for the folowing events
if (event.code == ABS_MT_POSITION_X)
{
if (worker->touchSlot < MAX_TOUCH_POINTS) touchPosition[worker->touchSlot].x = (event.value - worker->absRange.x)*screenWidth/worker->absRange.width; // Scale acording to absRange
}
if (event.code == ABS_MT_POSITION_Y)
{
if (worker->touchSlot < MAX_TOUCH_POINTS) touchPosition[worker->touchSlot].y = (event.value - worker->absRange.y)*screenHeight/worker->absRange.height; // Scale acording to absRange
}
if (event.code == ABS_MT_TRACKING_ID)
{
if ((event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS))
{
// Touch has ended for this point
touchPosition[worker->touchSlot].x = -1;
touchPosition[worker->touchSlot].y = -1;
}
}
}
// Button parsing
if (event.type == EV_KEY)
{
// Mouse button parsing
if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
{
currentMouseStateEvdev[MOUSE_LEFT_BUTTON] = event.value;
#if defined(SUPPORT_GESTURES_SYSTEM)
if (event.value > 0) touchAction = TOUCH_DOWN;
else touchAction = TOUCH_UP;
gestureUpdate = true;
#endif
}
if (event.code == BTN_RIGHT) currentMouseStateEvdev[MOUSE_RIGHT_BUTTON] = event.value;
if (event.code == BTN_MIDDLE) currentMouseStateEvdev[MOUSE_MIDDLE_BUTTON] = event.value;
// Keyboard button parsing
if ((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
{
keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode
// Make sure we got a valid keycode
if ((keycode > 0) && (keycode < sizeof(currentKeyState)))
{
// Store the key information for raylib to later use
currentKeyStateEvdev[keycode] = event.value;
if (event.value > 0)
{
// Add the key int the fifo
lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Head] = keycode; // Put the data at the front of the fifo snake
lastKeyPressedEvdev.Head = (lastKeyPressedEvdev.Head + 1) & 0x07; // Increment the head pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
// TODO: This fifo is not fully threadsafe with multiple writers, so multiple keyboards hitting a key at the exact same time could miss a key (double write to head before it was incremented)
}
TraceLog(LOG_DEBUG, "KEY%s ScanCode: %4i KeyCode: %4i",event.value == 0 ? "UP":"DOWN", event.code, keycode);
}
}
}
// Screen confinement
if (mousePosition.x < 0) mousePosition.x = 0;
if (mousePosition.x > screenWidth/mouseScale.x) mousePosition.x = screenWidth/mouseScale.x;
if (mousePosition.y < 0) mousePosition.y = 0;
if (mousePosition.y > screenHeight/mouseScale.y) mousePosition.y = screenHeight/mouseScale.y;
// Gesture update
if (gestureUpdate)
{
#if defined(SUPPORT_GESTURES_SYSTEM)
GestureEvent gestureEvent = { 0 };
gestureEvent.pointCount = 0;
gestureEvent.touchAction = touchAction;
if (touchPosition[0].x >= 0) gestureEvent.pointCount++;
if (touchPosition[1].x >= 0) gestureEvent.pointCount++;
if (touchPosition[2].x >= 0) gestureEvent.pointCount++;
if (touchPosition[3].x >= 0) gestureEvent.pointCount++;
gestureEvent.pointerId[0] = 0;
gestureEvent.pointerId[1] = 1;
gestureEvent.pointerId[2] = 2;
gestureEvent.pointerId[3] = 3;
gestureEvent.position[0] = touchPosition[0];
gestureEvent.position[1] = touchPosition[1];
gestureEvent.position[2] = touchPosition[2];
gestureEvent.position[3] = touchPosition[3];
ProcessGestureEvent(gestureEvent);
#endif
}
}
else
{
usleep(5000); // Sleep for 5ms to avoid hogging CPU time
}
}
close(worker->fd);
return NULL;
}
// Init gamepad system
static void InitGamepad(void)
{
char gamepadDev[128] = "";
for (int i = 0; i < MAX_GAMEPADS; i++)
{
sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
{
// NOTE: Only show message for first gamepad
if (i == 0) TraceLog(LOG_WARNING, "Gamepad device could not be opened, no gamepad available");
}
else
{
gamepadReady[i] = true;
// NOTE: Only create one thread
if (i == 0)
{
int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
if (error != 0) TraceLog(LOG_WARNING, "Error creating gamepad input event thread");
else TraceLog(LOG_INFO, "Gamepad device initialized successfully");
}
}
}
}
// Process Gamepad (/dev/input/js0)
static void *GamepadThread(void *arg)
{
#define JS_EVENT_BUTTON 0x01 // Button pressed/released
#define JS_EVENT_AXIS 0x02 // Joystick axis moved
#define JS_EVENT_INIT 0x80 // Initial state of device
struct js_event {
unsigned int time; // event timestamp in milliseconds
short value; // event value
unsigned char type; // event type
unsigned char number; // event axis/button number
};
// Read gamepad event
struct js_event gamepadEvent;
while (!windowShouldClose)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
{
gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
// Process gamepad events by type
if (gamepadEvent.type == JS_EVENT_BUTTON)
{
TraceLog(LOG_DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
{
// 1 - button pressed, 0 - button released
currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
else lastGamepadButtonPressed = -1;
}
}
else if (gamepadEvent.type == JS_EVENT_AXIS)
{
TraceLog(LOG_DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
{
// NOTE: Scaling of gamepadEvent.value to get values between -1..1
gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
}
}
}
else
{
usleep(1000); //Sleep for 1ms to avoid hogging CPU time
}
}
}
return NULL;
}
#endif // PLATFORM_RPI
// Plays raylib logo appearing animation
static void LogoAnimation(void)
{
#if !defined(PLATFORM_WEB) && !defined(PLATFORM_UWP)
int logoPositionX = screenWidth/2 - 128;
int logoPositionY = screenHeight/2 - 128;
int framesCounter = 0;
int lettersCount = 0;
int topSideRecWidth = 16;
int leftSideRecHeight = 16;
int bottomSideRecWidth = 16;
int rightSideRecHeight = 16;
int state = 0; // Tracking animation states (State Machine)
float alpha = 1.0f; // Useful for fading
while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (state == 0) // State 0: Small box blinking
{
framesCounter++;
if (framesCounter == 84)
{
state = 1;
framesCounter = 0; // Reset counter... will be used later...
}
}
else if (state == 1) // State 1: Top and left bars growing
{
topSideRecWidth += 4;
leftSideRecHeight += 4;
if (topSideRecWidth == 256) state = 2;
}
else if (state == 2) // State 2: Bottom and right bars growing
{
bottomSideRecWidth += 4;
rightSideRecHeight += 4;
if (bottomSideRecWidth == 256) state = 3;
}
else if (state == 3) // State 3: Letters appearing (one by one)
{
framesCounter++;
if (framesCounter/12) // Every 12 frames, one more letter!
{
lettersCount++;
framesCounter = 0;
}
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
{
alpha -= 0.02f;
if (alpha <= 0.0f)
{
alpha = 0.0f;
state = 4;
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (state == 0)
{
if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
}
else if (state == 1)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
}
else if (state == 2)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
}
else if (state == 3)
{
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawText(TextSubtext("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
}
EndDrawing();
//----------------------------------------------------------------------------------
}
#endif
showLogo = false; // Prevent for repeating when reloading window (Android)
}