85850a955a
GLFW has been updated to latest version, probably this code is not required any more due to already been integrated into library... but it needs to be tested...
3779 lines
139 KiB
C
3779 lines
139 KiB
C
/**********************************************************************************************
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*
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* raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms
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*
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* PLATFORMS SUPPORTED:
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* - PLATFORM_DESKTOP: Windows (Win32, Win64)
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* - PLATFORM_DESKTOP: Linux (X11 desktop mode)
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* - PLATFORM_DESKTOP: FreeBSD (X11 desktop)
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* - PLATFORM_DESKTOP: OSX/macOS
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* - PLATFORM_ANDROID: Android 4.0 (ARM, ARM64)
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* - PLATFORM_RPI: Raspberry Pi 0,1,2,3 (Raspbian)
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* - PLATFORM_WEB: HTML5 with asm.js (Chrome, Firefox)
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* - PLATFORM_UWP: Windows 10 App, Windows Phone, Xbox One
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*
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* CONFIGURATION:
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*
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* #define PLATFORM_DESKTOP
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* Windowing and input system configured for desktop platforms: Windows, Linux, OSX, FreeBSD
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* NOTE: Oculus Rift CV1 requires PLATFORM_DESKTOP for mirror rendering - View [rlgl] module to enable it
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*
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* #define PLATFORM_ANDROID
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* Windowing and input system configured for Android device, app activity managed internally in this module.
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* NOTE: OpenGL ES 2.0 is required and graphic device is managed by EGL
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*
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* #define PLATFORM_RPI
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* Windowing and input system configured for Raspberry Pi i native mode (no X.org required, tested on Raspbian),
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* graphic device is managed by EGL and inputs are processed is raw mode, reading from /dev/input/
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*
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* #define PLATFORM_WEB
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* Windowing and input system configured for HTML5 (run on browser), code converted from C to asm.js
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* using emscripten compiler. OpenGL ES 2.0 required for direct translation to WebGL equivalent code.
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*
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* #define PLATFORM_UWP
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* Universal Windows Platform support, using OpenGL ES 2.0 through ANGLE on multiple Windows platforms,
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* including Windows 10 App, Windows Phone and Xbox One platforms.
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*
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* #define SUPPORT_DEFAULT_FONT (default)
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* Default font is loaded on window initialization to be available for the user to render simple text.
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* NOTE: If enabled, uses external module functions to load default raylib font (module: text)
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*
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* #define SUPPORT_CAMERA_SYSTEM
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* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
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*
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* #define SUPPORT_GESTURES_SYSTEM
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* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag
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*
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* #define SUPPORT_MOUSE_GESTURES
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* Mouse gestures are directly mapped like touches and processed by gestures system.
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*
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* #define SUPPORT_BUSY_WAIT_LOOP
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* Use busy wait loop for timming sync, if not defined, a high-resolution timer is setup and used
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*
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* #define SUPPORT_GIF_RECORDING
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* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()
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*
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* DEPENDENCIES:
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* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD)
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* raymath - 3D math functionality (Vector2, Vector3, Matrix, Quaternion)
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* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
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* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
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*
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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// Default configuration flags (supported features)
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//-------------------------------------------------
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#define SUPPORT_DEFAULT_FONT
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#define SUPPORT_MOUSE_GESTURES
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#define SUPPORT_CAMERA_SYSTEM
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#define SUPPORT_GESTURES_SYSTEM
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#define SUPPORT_BUSY_WAIT_LOOP
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#define SUPPORT_GIF_RECORDING
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//-------------------------------------------------
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#include "raylib.h"
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#if (defined(__linux__) || defined(PLATFORM_WEB)) && _POSIX_C_SOURCE < 199309L
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#undef _POSIX_C_SOURCE
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#define _POSIX_C_SOURCE 199309L // Required for CLOCK_MONOTONIC if compiled with c99 without gnu ext.
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#endif
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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#include "utils.h" // Required for: fopen() Android mapping
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#define RAYMATH_IMPLEMENTATION // Use raymath as a header-only library (includes implementation)
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#define RAYMATH_EXTERN_INLINE // Compile raymath functions as static inline (remember, it's a compiler hint)
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#include "raymath.h" // Required for: Vector3 and Matrix functions
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#if defined(SUPPORT_GESTURES_SYSTEM)
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#define GESTURES_IMPLEMENTATION
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#include "gestures.h" // Gestures detection functionality
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#endif
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#if defined(SUPPORT_CAMERA_SYSTEM) && !defined(PLATFORM_ANDROID)
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#define CAMERA_IMPLEMENTATION
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#include "camera.h" // Camera system functionality
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#endif
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#if defined(SUPPORT_GIF_RECORDING)
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#define RGIF_IMPLEMENTATION
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#include "external/rgif.h" // Support GIF recording
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#endif
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#include <stdio.h> // Standard input / output lib
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#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit()
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#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
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#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
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#include <math.h> // Required for: tan() [Used in Begin3dMode() to set perspective]
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#include <string.h> // Required for: strrchr(), strcmp()
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//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
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#if defined(_WIN32)
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#include <direct.h> // Required for: _getch(), _chdir()
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#define GETCWD _getcwd // NOTE: MSDN recommends not to use getcwd(), chdir()
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#define CHDIR _chdir
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#else
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#include "unistd.h" // Required for: getch(), chdir() (POSIX)
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#define GETCWD getcwd
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#define CHDIR chdir
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#endif
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#if defined(__linux__) || defined(PLATFORM_WEB)
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#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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#elif defined(__APPLE__)
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#include <unistd.h> // Required for: usleep()
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#endif
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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//#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
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#include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
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#if defined(__linux__)
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#define GLFW_EXPOSE_NATIVE_X11 // Linux specific definitions for getting
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#define GLFW_EXPOSE_NATIVE_GLX // native functions like glfwGetX11Window
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#include <GLFW/glfw3native.h> // which are required for hiding mouse
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#endif
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//#include <GL/gl.h> // OpenGL functions (GLFW3 already includes gl.h)
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#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
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// NOTE: Those functions require linking with winmm library
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unsigned int __stdcall timeBeginPeriod(unsigned int uPeriod);
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unsigned int __stdcall timeEndPeriod(unsigned int uPeriod);
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#endif
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#endif
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#if defined(PLATFORM_ANDROID)
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//#include <android/sensor.h> // Android sensors functions (accelerometer, gyroscope, light...)
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#include <android/window.h> // Defines AWINDOW_FLAG_FULLSCREEN and others
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#include <android_native_app_glue.h> // Defines basic app state struct and manages activity
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#include <EGL/egl.h> // Khronos EGL library - Native platform display device control functions
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#include <GLES2/gl2.h> // Khronos OpenGL ES 2.0 library
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#endif
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#if defined(PLATFORM_RPI)
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#include <fcntl.h> // POSIX file control definitions - open(), creat(), fcntl()
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#include <unistd.h> // POSIX standard function definitions - read(), close(), STDIN_FILENO
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#include <termios.h> // POSIX terminal control definitions - tcgetattr(), tcsetattr()
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#include <pthread.h> // POSIX threads management (mouse input)
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#include <sys/ioctl.h> // UNIX System call for device-specific input/output operations - ioctl()
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#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
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#include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
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#include <linux/joystick.h> // Linux: Joystick support library
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#include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
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#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
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#include "EGL/eglext.h" // Khronos EGL library - Extensions
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#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
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#endif
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#if defined(PLATFORM_UWP)
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#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
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#include "EGL/eglext.h" // Khronos EGL library - Extensions
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#include "GLES2/gl2.h" // Khronos OpenGL ES 2.0 library
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#endif
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#include <emscripten/html5.h>
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#if defined(PLATFORM_RPI)
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// Old device inputs system
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#define DEFAULT_KEYBOARD_DEV STDIN_FILENO // Standard input
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#define DEFAULT_MOUSE_DEV "/dev/input/mouse0" // Mouse input
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#define DEFAULT_TOUCH_DEV "/dev/input/event4" // Touch input virtual device (created by ts_uinput)
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#define DEFAULT_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
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// New device input events (evdev) (must be detected)
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//#define DEFAULT_KEYBOARD_DEV "/dev/input/eventN"
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//#define DEFAULT_MOUSE_DEV "/dev/input/eventN"
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//#define DEFAULT_GAMEPAD_DEV "/dev/input/eventN"
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#define MOUSE_SENSITIVITY 0.8f
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#endif
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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#define STORAGE_FILENAME "storage.data"
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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static GLFWwindow *window; // Native window (graphic device)
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#endif
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static bool windowReady = false; // Check if window has been initialized successfully
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static bool windowMinimized = false; // Check if window has been minimized
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#if defined(PLATFORM_ANDROID)
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static struct android_app *app; // Android activity
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static struct android_poll_source *source; // Android events polling source
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static int ident, events; // Android ALooper_pollAll() variables
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static const char *internalDataPath; // Android internal data path to write data (/data/data/<package>/files)
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static bool appEnabled = true; // Used to detec if app is active
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static bool contextRebindRequired = false; // Used to know context rebind required
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#endif
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#if defined(PLATFORM_RPI)
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static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
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// Keyboard input variables
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// NOTE: For keyboard we will use the standard input (but reconfigured...)
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static struct termios defaultKeyboardSettings; // Used to store default keyboard settings
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static int defaultKeyboardMode; // Used to store default keyboard mode
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// Mouse input variables
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static int mouseStream = -1; // Mouse device file descriptor
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static bool mouseReady = false; // Flag to know if mouse is ready
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static pthread_t mouseThreadId; // Mouse reading thread id
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// Touch input variables
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static int touchStream = -1; // Touch device file descriptor
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static bool touchReady = false; // Flag to know if touch interface is ready
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static pthread_t touchThreadId; // Touch reading thread id
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// Gamepad input variables
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static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor
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static pthread_t gamepadThreadId; // Gamepad reading thread id
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static char gamepadName[64]; // Gamepad name holder
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#endif
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
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static EGLDisplay display; // Native display device (physical screen connection)
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static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
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static EGLContext context; // Graphic context, mode in which drawing can be done
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static EGLConfig config; // Graphic config
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static uint64_t baseTime; // Base time measure for hi-res timer
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static bool windowShouldClose = false; // Flag to set window for closing
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#endif
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#if defined(PLATFORM_UWP)
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static EGLNativeWindowType uwpWindow;
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#endif
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// Display size-related data
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static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...)
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static int screenWidth, screenHeight; // Screen width and height (used render area)
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static int renderWidth, renderHeight; // Framebuffer width and height (render area, including black bars if required)
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static int renderOffsetX = 0; // Offset X from render area (must be divided by 2)
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static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2)
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static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
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static Matrix downscaleView; // Matrix to downscale view (in case screen size bigger than display size)
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static bool cursorHidden = false; // Track if cursor is hidden
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static bool cursorOnScreen = false; // Tracks if cursor is inside client area
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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static const char *windowTitle = NULL; // Window text title...
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static int screenshotCounter = 0; // Screenshots counter
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// Register mouse states
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static char previousMouseState[3] = { 0 }; // Registers previous mouse button state
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static char currentMouseState[3] = { 0 }; // Registers current mouse button state
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static int previousMouseWheelY = 0; // Registers previous mouse wheel variation
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static int currentMouseWheelY = 0; // Registers current mouse wheel variation
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// Register gamepads states
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static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
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static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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static char currentGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
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// Keyboard configuration
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static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
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#endif
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// Register keyboard states
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static char previousKeyState[512] = { 0 }; // Registers previous frame key state
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static char currentKeyState[512] = { 0 }; // Registers current frame key state
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static int lastKeyPressed = -1; // Register last key pressed
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static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed
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static int gamepadAxisCount = 0; // Register number of available gamepad axis
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static Vector2 mousePosition; // Mouse position on screen
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#if defined(PLATFORM_WEB)
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static bool toggleCursorLock = false; // Ask for cursor pointer lock on next click
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#endif
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static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
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#if defined(PLATFORM_DESKTOP)
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static char **dropFilesPath; // Store dropped files paths as strings
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static int dropFilesCount = 0; // Count stored strings
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#endif
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static double currentTime, previousTime; // Used to track timmings
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static double updateTime, drawTime; // Time measures for update and draw
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static double frameTime = 0.0; // Time measure for one frame
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static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
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static unsigned char configFlags = 0; // Configuration flags (bit based)
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static bool showLogo = false; // Track if showing logo at init is enabled
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#if defined(SUPPORT_GIF_RECORDING)
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static int gifFramesCounter = 0;
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static bool gifRecording = false;
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#endif
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//----------------------------------------------------------------------------------
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// Other Modules Functions Declaration (required by core)
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//----------------------------------------------------------------------------------
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#if defined(SUPPORT_DEFAULT_FONT)
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extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
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extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
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#endif
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
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static void SetupFramebufferSize(int displayWidth, int displayHeight);
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static void InitTimer(void); // Initialize timer
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static void Wait(float ms); // Wait for some milliseconds (stop program execution)
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static bool GetKeyStatus(int key); // Returns if a key has been pressed
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static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
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static void PollInputEvents(void); // Register user events
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static void SwapBuffers(void); // Copy back buffer to front buffers
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static void LogoAnimation(void); // Plays raylib logo appearing animation
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static void SetupViewport(void); // Set viewport parameters
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
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static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
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static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
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static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
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static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
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static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
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static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
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static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
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#endif
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#if defined(PLATFORM_DESKTOP)
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static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
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#endif
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#if defined(PLATFORM_ANDROID)
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static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
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static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
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#endif
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#if defined(PLATFORM_WEB)
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static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData);
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static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData);
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static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
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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)
|
|
static void InitKeyboard(void); // Init raw keyboard system (standard input reading)
|
|
static void ProcessKeyboard(void); // Process keyboard events
|
|
static void RestoreKeyboard(void); // Restore keyboard system
|
|
static void InitMouse(void); // Mouse initialization (including mouse thread)
|
|
static void *MouseThread(void *arg); // Mouse reading thread
|
|
static void InitTouch(void); // Touch device initialization (including touch thread)
|
|
static void *TouchThread(void *arg); // Touch device reading thread
|
|
static void InitGamepad(void); // Init raw gamepad input
|
|
static void *GamepadThread(void *arg); // Mouse reading thread
|
|
#endif
|
|
|
|
#if defined(PLATFORM_UWP)
|
|
// Define functions required to manage inputs
|
|
#endif
|
|
|
|
#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_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
|
|
// 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, void *data)
|
|
{
|
|
TraceLog(LOG_INFO, "Initializing raylib (v1.9.4-dev)");
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
windowTitle = (char *)data;
|
|
#endif
|
|
|
|
#if defined(PLATFORM_UWP)
|
|
uwpWindow = (EGLNativeWindowType)data;
|
|
#endif
|
|
|
|
// Init hi-res timer
|
|
InitTimer();
|
|
|
|
// 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;
|
|
|
|
#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
|
|
InitMouse(); // Mouse init
|
|
InitTouch(); // Touch init
|
|
InitKeyboard(); // Keyboard init
|
|
InitGamepad(); // Gamepad init
|
|
#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);
|
|
//emscripten_set_touchstart_callback(0, NULL, 1, Emscripten_HandleTouch);
|
|
//emscripten_set_touchend_callback("#canvas", data, 0, Emscripten_HandleTouch);
|
|
|
|
// 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
|
|
|
|
#if defined(PLATFORM_ANDROID)
|
|
// Initialize window and OpenGL context (and Android activity)
|
|
// NOTE: data parameter could be used to pass any kind of required data to the initialization
|
|
void InitWindow(int width, int height, void *data)
|
|
{
|
|
TraceLog(LOG_INFO, "Initializing raylib (v1.9.4-dev)");
|
|
|
|
screenWidth = width;
|
|
screenHeight = height;
|
|
|
|
// Input data is android app pointer
|
|
app = (struct android_app *)data;
|
|
internalDataPath = app->activity->internalDataPath;
|
|
|
|
// Set desired windows flags before initializing anything
|
|
ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
|
|
//ANativeActivity_setWindowFlags(app->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN);
|
|
|
|
int orientation = AConfiguration_getOrientation(app->config);
|
|
|
|
if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(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(app->config, ACONFIGURATION_ORIENTATION_PORT);
|
|
TraceLog(LOG_WARNING, "Window set to portraid mode");
|
|
}
|
|
else
|
|
{
|
|
AConfiguration_setOrientation(app->config, ACONFIGURATION_ORIENTATION_LAND);
|
|
TraceLog(LOG_WARNING, "Window set to landscape mode");
|
|
}
|
|
|
|
//AConfiguration_getDensity(app->config);
|
|
//AConfiguration_getKeyboard(app->config);
|
|
//AConfiguration_getScreenSize(app->config);
|
|
//AConfiguration_getScreenLong(app->config);
|
|
|
|
app->onAppCmd = AndroidCommandCallback;
|
|
app->onInputEvent = AndroidInputCallback;
|
|
|
|
InitAssetManager(app->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(app, source);
|
|
|
|
// NOTE: Never close window, native activity is controlled by the system!
|
|
//if (app->destroyRequested != 0) windowShouldClose = true;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// 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
|
|
|
|
pthread_join(mouseThreadId, NULL);
|
|
pthread_join(touchThreadId, 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_DESKTOP) || defined(PLATFORM_WEB)
|
|
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
|
|
}
|
|
|
|
// 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)
|
|
void SetWindowIcon(Image image)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
ImageFormat(&image, UNCOMPRESSED_R8G8B8A8);
|
|
|
|
GLFWimage icon[1];
|
|
|
|
icon[0].width = image.width;
|
|
icon[0].height = image.height;
|
|
icon[0].pixels = (unsigned char *)image.data;
|
|
|
|
// NOTE: We only support one image icon
|
|
glfwSetWindowIcon(window, 1, icon);
|
|
|
|
// TODO: Support multi-image icons --> image.mipmaps
|
|
#endif
|
|
}
|
|
|
|
// Set title for window (only PLATFORM_DESKTOP)
|
|
void SetWindowTitle(const char *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
|
|
}
|
|
|
|
// Get current screen width
|
|
int GetScreenWidth(void)
|
|
{
|
|
return screenWidth;
|
|
}
|
|
|
|
// Get current screen height
|
|
int GetScreenHeight(void)
|
|
{
|
|
return screenHeight;
|
|
}
|
|
|
|
// Show mouse cursor
|
|
void ShowCursor()
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
#endif
|
|
cursorHidden = false;
|
|
}
|
|
|
|
// Hides mouse cursor
|
|
void HideCursor()
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
|
#endif
|
|
cursorHidden = true;
|
|
}
|
|
|
|
// Check if cursor is not visible
|
|
bool IsCursorHidden()
|
|
{
|
|
return cursorHidden;
|
|
}
|
|
|
|
// Enables cursor (unlock cursor)
|
|
void EnableCursor()
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
#endif
|
|
#if defined(PLATFORM_WEB)
|
|
toggleCursorLock = true;
|
|
#endif
|
|
cursorHidden = false;
|
|
}
|
|
|
|
// Disables cursor (lock cursor)
|
|
void DisableCursor()
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
#endif
|
|
#if defined(PLATFORM_WEB)
|
|
toggleCursorLock = true;
|
|
#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(downscaleView)); // If downscale required, apply it here
|
|
|
|
//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
|
|
// NOTE: Not required with OpenGL 3.3+
|
|
}
|
|
|
|
// End canvas drawing and swap buffers (double buffering)
|
|
void EndDrawing(void)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
#if 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);
|
|
|
|
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((targetTime - frameTime)*1000.0f);
|
|
|
|
currentTime = GetTime();
|
|
double extraTime = currentTime - previousTime;
|
|
previousTime = currentTime;
|
|
|
|
frameTime += extraTime;
|
|
}
|
|
}
|
|
|
|
// Initialize 2D mode with custom camera (2D)
|
|
void Begin2dMode(Camera2D camera)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
|
|
// Camera rotation and scaling is always relative to target
|
|
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
|
|
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
|
|
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
|
|
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
|
|
|
|
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
|
|
|
|
rlMultMatrixf(MatrixToFloat(matTransform));
|
|
}
|
|
|
|
// Ends 2D mode with custom camera
|
|
void End2dMode(void)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
}
|
|
|
|
// Initializes 3D mode with custom camera (3D)
|
|
void Begin3dMode(Camera camera)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
|
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
|
|
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
|
|
|
// Setup perspective projection
|
|
float aspect = (float)screenWidth/(float)screenHeight;
|
|
double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
|
|
double right = top*aspect;
|
|
|
|
// NOTE: zNear and zFar values are important when computing depth buffer values
|
|
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
|
|
|
|
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
|
|
// Setup Camera view
|
|
Matrix 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 End3dMode(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)
|
|
|
|
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
|
|
}
|
|
|
|
// Initializes render texture for drawing
|
|
void BeginTextureMode(RenderTexture2D target)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlEnableRenderTexture(target.id); // Enable render target
|
|
|
|
rlClearScreenBuffers(); // Clear render texture buffers
|
|
|
|
// Set viewport to framebuffer size
|
|
rlViewport(0, 0, target.texture.width, target.texture.height);
|
|
|
|
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
|
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
|
|
|
// Set orthographic projection to current framebuffer size
|
|
// NOTE: Configured top-left corner as (0, 0)
|
|
rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
|
|
|
|
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
|
|
//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
|
|
}
|
|
|
|
// Ends drawing to render texture
|
|
void EndTextureMode(void)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlDisableRenderTexture(); // Disable render target
|
|
|
|
// Set viewport to default framebuffer size (screen size)
|
|
SetupViewport();
|
|
|
|
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
|
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
|
|
|
// Set orthographic projection to current framebuffer size
|
|
// NOTE: Configured top-left corner as (0, 0)
|
|
rlOrtho(0, GetScreenWidth(), GetScreenHeight(), 0, 0.0f, 1.0f);
|
|
|
|
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
}
|
|
|
|
// Returns a ray trace from mouse position
|
|
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
|
|
{
|
|
Ray ray;
|
|
|
|
// Calculate normalized device coordinates
|
|
// NOTE: y value is negative
|
|
float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
|
|
float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
|
|
float z = 1.0f;
|
|
|
|
// Store values in a vector
|
|
Vector3 deviceCoords = { x, y, z };
|
|
|
|
TraceLog(LOG_DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
|
|
|
|
// Calculate projection matrix from perspective
|
|
Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
|
|
|
|
// Calculate view matrix from camera look at
|
|
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
|
// 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);
|
|
|
|
// Calculate normalized direction vector
|
|
Vector3 direction = Vector3Subtract(farPoint, nearPoint);
|
|
Vector3Normalize(&direction);
|
|
|
|
// Apply calculated vectors to ray
|
|
ray.position = camera.position;
|
|
ray.direction = direction;
|
|
|
|
return ray;
|
|
}
|
|
|
|
// Returns the screen space position from a 3d world space position
|
|
Vector2 GetWorldToScreen(Vector3 position, Camera camera)
|
|
{
|
|
// Calculate projection matrix (from perspective instead of frustum
|
|
Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)GetScreenWidth()/(double)GetScreenHeight(), 0.01, 1000.0);
|
|
|
|
// Calculate view matrix from camera look at (and transpose it)
|
|
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
|
// Convert world position vector to quaternion
|
|
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
|
|
|
|
// Transform world position to view
|
|
QuaternionTransform(&worldPos, matView);
|
|
|
|
// Transform result to projection (clip space position)
|
|
QuaternionTransform(&worldPos, matProj);
|
|
|
|
// Calculate normalized device coordinates (inverted y)
|
|
Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.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
|
|
}
|
|
|
|
// Returns normalized float array for a Color
|
|
float *ColorToFloat(Color color)
|
|
{
|
|
static float buffer[4];
|
|
|
|
buffer[0] = (float)color.r/255;
|
|
buffer[1] = (float)color.g/255;
|
|
buffer[2] = (float)color.b/255;
|
|
buffer[3] = (float)color.a/255;
|
|
|
|
return buffer;
|
|
}
|
|
|
|
// 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 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 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)};
|
|
}
|
|
|
|
// Activate raylib logo at startup (can be done with flags)
|
|
void ShowLogo(void)
|
|
{
|
|
showLogo = true;
|
|
}
|
|
|
|
// 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)
|
|
void TakeScreenshot(const char *fileName)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
|
|
unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight);
|
|
SavePNG(fileName, imgData, renderWidth, renderHeight, 4); // Save image as PNG
|
|
free(imgData);
|
|
|
|
TraceLog(LOG_INFO, "Screenshot taken: %s", fileName);
|
|
#endif
|
|
}
|
|
|
|
// Check file extension
|
|
bool IsFileExtension(const char *fileName, const char *ext)
|
|
{
|
|
bool result = false;
|
|
const char *fileExt;
|
|
|
|
if ((fileExt = strrchr(fileName, '.')) != NULL)
|
|
{
|
|
if (strcmp(fileExt, ext) == 0) result = true;
|
|
}
|
|
|
|
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 "";
|
|
|
|
return (dot + 1);
|
|
}
|
|
|
|
// Get pointer to filename for a path string
|
|
const char *GetFileName(const char *filePath)
|
|
{
|
|
const char *fileName = strrchr(filePath, '\\');
|
|
|
|
if (!fileName || fileName == filePath) return filePath;
|
|
|
|
return fileName + 1;
|
|
}
|
|
|
|
|
|
// Get directory for a given fileName (with path)
|
|
const char *GetDirectoryPath(const char *fileName)
|
|
{
|
|
char *lastSlash = NULL;
|
|
static char filePath[256]; // MAX_DIRECTORY_PATH_SIZE = 256
|
|
memset(filePath, 0, 256);
|
|
|
|
lastSlash = strrchr(fileName, '\\');
|
|
strncpy(filePath, fileName, strlen(fileName) - (strlen(lastSlash) - 1));
|
|
filePath[strlen(fileName) - strlen(lastSlash)] = '\0';
|
|
|
|
return filePath;
|
|
}
|
|
|
|
// Get current working directory
|
|
const char *GetWorkingDirectory(void)
|
|
{
|
|
static char currentDir[256]; // MAX_DIRECTORY_PATH_SIZE = 256
|
|
memset(currentDir, 0, 256);
|
|
|
|
GETCWD(currentDir, 256 - 1);
|
|
|
|
return currentDir;
|
|
}
|
|
|
|
// Change working directory, returns true if success
|
|
bool ChangeDirectory(const char *dir)
|
|
{
|
|
return (CHDIR(dir) == 0);
|
|
}
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
// 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++) free(dropFilesPath[i]);
|
|
|
|
free(dropFilesPath);
|
|
|
|
dropFilesCount = 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// 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[128];
|
|
#if defined(PLATFORM_ANDROID)
|
|
strcpy(path, internalDataPath);
|
|
strcat(path, "/");
|
|
strcat(path, STORAGE_FILENAME);
|
|
#else
|
|
strcpy(path, STORAGE_FILENAME);
|
|
#endif
|
|
|
|
// Try open existing file to append data
|
|
storageFile = fopen(path, "rb+");
|
|
|
|
// If file doesn't exist, create a new storage data file
|
|
if (!storageFile) storageFile = fopen(path, "wb");
|
|
|
|
if (!storageFile) TraceLog(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*4)) TraceLog(LOG_WARNING, "Storage position could not be found");
|
|
else
|
|
{
|
|
fseek(storageFile, (position*4), SEEK_SET);
|
|
fwrite(&value, 1, 4, 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[128];
|
|
#if defined(PLATFORM_ANDROID)
|
|
strcpy(path, internalDataPath);
|
|
strcat(path, "/");
|
|
strcat(path, STORAGE_FILENAME);
|
|
#else
|
|
strcpy(path, STORAGE_FILENAME);
|
|
#endif
|
|
|
|
// Try open existing file to append data
|
|
FILE *storageFile = fopen(path, "rb");
|
|
|
|
if (!storageFile) TraceLog(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;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// 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
|
|
|
|
return pressed;
|
|
}
|
|
|
|
// Detect if a mouse button is being pressed
|
|
bool IsMouseButtonDown(int button)
|
|
{
|
|
bool down = false;
|
|
|
|
#if defined(PLATFORM_ANDROID)
|
|
if (IsGestureDetected(GESTURE_HOLD)) down = true;
|
|
#else
|
|
if (GetMouseButtonStatus(button) == 1) down = true;
|
|
#endif
|
|
|
|
return down;
|
|
}
|
|
|
|
// Detect if a mouse button has been released once
|
|
bool IsMouseButtonReleased(int button)
|
|
{
|
|
bool released = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true;
|
|
#endif
|
|
|
|
return released;
|
|
}
|
|
|
|
// Detect if a mouse button is NOT being pressed
|
|
bool IsMouseButtonUp(int button)
|
|
{
|
|
bool up = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if (GetMouseButtonStatus(button) == 0) up = true;
|
|
#endif
|
|
|
|
return up;
|
|
}
|
|
|
|
// Returns mouse position X
|
|
int GetMouseX(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID)
|
|
return (int)touchPosition[0].x;
|
|
#else
|
|
return (int)mousePosition.x;
|
|
#endif
|
|
}
|
|
|
|
// Returns mouse position Y
|
|
int GetMouseY(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID)
|
|
return (int)touchPosition[0].x;
|
|
#else
|
|
return (int)mousePosition.y;
|
|
#endif
|
|
}
|
|
|
|
// Returns mouse position XY
|
|
Vector2 GetMousePosition(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID)
|
|
return GetTouchPosition(0);
|
|
#else
|
|
return mousePosition;
|
|
#endif
|
|
}
|
|
|
|
// Set mouse position XY
|
|
void SetMousePosition(Vector2 position)
|
|
{
|
|
mousePosition = position;
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
// NOTE: emscripten not implemented
|
|
glfwSetCursorPos(window, position.x, position.y);
|
|
#endif
|
|
}
|
|
|
|
// Returns mouse wheel movement Y
|
|
int GetMouseWheelMove(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID)
|
|
return 0;
|
|
#elif defined(PLATFORM_WEB)
|
|
return previousMouseWheelY/100;
|
|
#else
|
|
return previousMouseWheelY;
|
|
#endif
|
|
}
|
|
|
|
// Returns touch position X 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;
|
|
}
|
|
#else // PLATFORM_DESKTOP, PLATFORM_RPI
|
|
if (index == 0) position = GetMousePosition();
|
|
#endif
|
|
|
|
return position;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Initialize display device and framebuffer
|
|
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
|
|
// If width or height are 0, default display size will be used for framebuffer size
|
|
// 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
|
|
|
|
// NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars...
|
|
// ...in top-down or left-right to match display aspect ratio (no weird scalings)
|
|
|
|
// Downscale matrix is required in case desired screen area is bigger than display area
|
|
downscaleView = MatrixIdentity();
|
|
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
glfwSetErrorCallback(ErrorCallback);
|
|
|
|
if (!glfwInit())
|
|
{
|
|
TraceLog(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 // defined(PLATFORM_DESKTOP)
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
displayWidth = screenWidth;
|
|
displayHeight = screenHeight;
|
|
#endif // defined(PLATFORM_WEB)
|
|
|
|
glfwDefaultWindowHints(); // Set default windows hints
|
|
|
|
// Check some Window creation flags
|
|
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_DECORATED) glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window
|
|
|
|
if (configFlags & FLAG_WINDOW_TRANSPARENT)
|
|
{
|
|
// TODO: Enable transparent window (not ready yet on GLFW 3.2)
|
|
}
|
|
|
|
if (configFlags & FLAG_MSAA_4X_HINT)
|
|
{
|
|
glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
|
|
TraceLog(LOG_INFO, "Trying to enable MSAA x4");
|
|
}
|
|
|
|
//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
|
|
//glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default)
|
|
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
|
|
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
|
|
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
|
|
|
|
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
|
|
// with forward compatibility to older OpenGL versions.
|
|
// For example, if using OpenGL 1.1, driver can provide a 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!
|
|
// Other values: GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
|
|
#if defined(__APPLE__)
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // OSX Requires
|
|
#else
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
|
|
#endif
|
|
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
|
|
}
|
|
|
|
if (fullscreen)
|
|
{
|
|
// Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor
|
|
int count;
|
|
const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
|
|
|
|
// Get closest videomode to desired screenWidth/screenHeight
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
if (modes[i].width >= screenWidth)
|
|
{
|
|
if (modes[i].height >= screenHeight)
|
|
{
|
|
displayWidth = modes[i].width;
|
|
displayHeight = modes[i].height;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
TraceLog(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...
|
|
|
|
// At this point we need to manage render size vs screen size
|
|
// NOTE: This function uses and modifies global module variables:
|
|
// screenWidth/screenHeight - renderWidth/renderHeight - downscaleView
|
|
SetupFramebufferSize(displayWidth, displayHeight);
|
|
|
|
window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
|
|
|
|
// NOTE: Full-screen change, not working properly...
|
|
//glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
|
|
}
|
|
else
|
|
{
|
|
// No-fullscreen window creation
|
|
window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL);
|
|
|
|
if (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);
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetDropCallback(window, WindowDropCallback);
|
|
#endif
|
|
|
|
glfwMakeContextCurrent(window);
|
|
|
|
// Try to disable GPU V-Sync by default, set framerate using SetTargetFPS()
|
|
// NOTE: V-Sync can be enabled by graphic driver configuration
|
|
glfwSwapInterval(0);
|
|
|
|
#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)
|
|
{
|
|
glfwSwapInterval(1);
|
|
TraceLog(LOG_INFO, "Trying to enable VSYNC");
|
|
}
|
|
#endif // defined(PLATFORM_DESKTOP) || defined(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;
|
|
}
|
|
}
|
|
}
|
|
|
|
//SetupFramebufferSize(displayWidth, displayHeight);
|
|
|
|
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(app->window);
|
|
displayHeight = ANativeWindow_getHeight(app->window);
|
|
|
|
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
|
|
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
|
|
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
|
|
|
// At this point we need to manage render size vs screen size
|
|
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
|
|
SetupFramebufferSize(displayWidth, displayHeight);
|
|
|
|
ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
|
|
//ANativeWindow_setBuffersGeometry(app->window, 0, 0, displayFormat); // Force use of native display size
|
|
|
|
surface = eglCreateWindowSurface(display, config, app->window, NULL);
|
|
#endif // defined(PLATFORM_ANDROID)
|
|
|
|
#if defined(PLATFORM_RPI)
|
|
graphics_get_display_size(0, &displayWidth, &displayHeight);
|
|
|
|
// At this point we need to manage render size vs screen size
|
|
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
|
|
SetupFramebufferSize(displayWidth, displayHeight);
|
|
|
|
dstRect.x = 0;
|
|
dstRect.y = 0;
|
|
dstRect.width = displayWidth;
|
|
dstRect.height = displayHeight;
|
|
|
|
srcRect.x = 0;
|
|
srcRect.y = 0;
|
|
srcRect.width = renderWidth << 16;
|
|
srcRect.height = renderHeight << 16;
|
|
|
|
// NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost)
|
|
// Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
|
|
|
|
VC_DISPMANX_ALPHA_T alpha;
|
|
alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
|
|
alpha.opacity = 255; // 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 // defined(PLATFORM_RPI)
|
|
// There must be at least one frame displayed before the buffers are swapped
|
|
//eglSwapInterval(display, 1);
|
|
|
|
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE)
|
|
{
|
|
TraceLog(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 // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
|
|
|
renderWidth = screenWidth;
|
|
renderHeight = screenHeight;
|
|
|
|
// Initialize OpenGL context (states and resources)
|
|
// NOTE: screenWidth and screenHeight not used, just stored as globals
|
|
rlglInit(screenWidth, screenHeight);
|
|
|
|
// Setup default viewport
|
|
SetupViewport();
|
|
|
|
// Initialize internal projection and modelview matrices
|
|
// NOTE: Default to orthographic projection mode with top-left corner at (0,0)
|
|
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
|
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
|
rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f);
|
|
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
|
|
ClearBackground(RAYWHITE); // Default background color for raylib games :P
|
|
|
|
#if defined(PLATFORM_ANDROID)
|
|
windowReady = true; // IMPORTANT!
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
// Set viewport parameters
|
|
static void SetupViewport(void)
|
|
{
|
|
#if defined(__APPLE__)
|
|
// Get framebuffer size of current window
|
|
// NOTE: Required to handle HighDPI display correctly on OSX because framebuffer
|
|
// is automatically reasized to adapt to new DPI.
|
|
// When OS does that, it can be detected using GLFW3 callback: glfwSetFramebufferSizeCallback()
|
|
int fbWidth, fbHeight;
|
|
glfwGetFramebufferSize(window, &fbWidth, &fbHeight);
|
|
rlViewport(renderOffsetX/2, renderOffsetY/2, fbWidth - renderOffsetX, fbHeight - renderOffsetY);
|
|
#else
|
|
// Initialize screen viewport (area of the screen that you will actually draw to)
|
|
// NOTE: Viewport must be recalculated if screen is resized
|
|
rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
|
|
#endif
|
|
}
|
|
|
|
// Compute framebuffer size relative to screen size and display size
|
|
// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
|
|
static void SetupFramebufferSize(int displayWidth, int displayHeight)
|
|
{
|
|
// Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var)
|
|
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
|
|
{
|
|
TraceLog(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;
|
|
}
|
|
|
|
// NOTE: downscale matrix required!
|
|
float scaleRatio = (float)renderWidth/(float)screenWidth;
|
|
|
|
downscaleView = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
|
|
|
|
// NOTE: We render to full display resolution!
|
|
// We just need to calculate above parameters for downscale matrix and offsets
|
|
renderWidth = displayWidth;
|
|
renderHeight = displayHeight;
|
|
|
|
TraceLog(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(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
|
|
static void Wait(float ms)
|
|
{
|
|
#if defined(SUPPORT_BUSY_WAIT_LOOP)
|
|
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)
|
|
// NOTE: Keys states are filled in PollInputEvents()
|
|
if (key < 0 || key > 511) return false;
|
|
else return currentKeyState[key];
|
|
#endif
|
|
}
|
|
|
|
// Get one mouse button state
|
|
static bool GetMouseButtonStatus(int button)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
return glfwGetMouseButton(window, button);
|
|
#elif defined(PLATFORM_ANDROID)
|
|
// TODO: Check for virtual mouse?
|
|
return false;
|
|
#elif defined(PLATFORM_RPI)
|
|
// NOTE: Mouse buttons states are filled in PollInputEvents()
|
|
return currentMouseState[button];
|
|
#endif
|
|
}
|
|
|
|
// Poll (store) all input events
|
|
static void PollInputEvents(void)
|
|
{
|
|
#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_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 disconection
|
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
{
|
|
if (glfwJoystickPresent(i)) gamepadReady[i] = true;
|
|
else gamepadReady[i] = false;
|
|
}
|
|
|
|
// Register gamepads buttons events
|
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
{
|
|
if (gamepadReady[i]) // Check if gamepad is available
|
|
{
|
|
// Register previous gamepad states
|
|
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
|
|
|
|
// Get current gamepad state
|
|
// NOTE: There is no callback available, so we get it manually
|
|
const unsigned char *buttons;
|
|
int buttonsCount;
|
|
|
|
buttons = glfwGetJoystickButtons(i, &buttonsCount);
|
|
|
|
for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
|
|
{
|
|
if (buttons[k] == GLFW_PRESS)
|
|
{
|
|
currentGamepadState[i][k] = 1;
|
|
lastGamepadButtonPressed = k;
|
|
}
|
|
else currentGamepadState[i][k] = 0;
|
|
}
|
|
|
|
// Get current axis state
|
|
const float *axes;
|
|
int axisCount = 0;
|
|
|
|
axes = glfwGetJoystickAxes(i, &axisCount);
|
|
|
|
for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++)
|
|
{
|
|
gamepadAxisState[i][k] = axes[k];
|
|
}
|
|
|
|
gamepadAxisCount = axisCount;
|
|
}
|
|
}
|
|
|
|
glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
|
|
#endif
|
|
|
|
// Gamepad support using emscripten API
|
|
// NOTE: GLFW3 joystick functionality not available in web
|
|
#if defined(PLATFORM_WEB)
|
|
// Get number of gamepads connected
|
|
int 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++)
|
|
{
|
|
if (gamepadState.digitalButton[j] == 1)
|
|
{
|
|
currentGamepadState[i][j] = 1;
|
|
lastGamepadButtonPressed = j;
|
|
}
|
|
else currentGamepadState[i][j] = 0;
|
|
|
|
//printf("Gamepad %d, button %d: Digital: %d, Analog: %g\n", 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++)
|
|
{
|
|
gamepadAxisState[i][j] = 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(app, source);
|
|
|
|
// NOTE: Never close window, native activity is controlled by the system!
|
|
if (app->destroyRequested != 0)
|
|
{
|
|
//TraceLog(LOG_INFO, "Closing Window...");
|
|
//windowShouldClose = true;
|
|
//ANativeActivity_finish(app->activity);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_RPI)
|
|
// NOTE: Mouse input events polling is done asynchonously in another pthread - MouseThread()
|
|
|
|
// NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin,
|
|
// we use method 2 (stdin) but maybe in a future we should change to method 1...
|
|
ProcessKeyboard();
|
|
|
|
// NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
|
|
#endif
|
|
}
|
|
|
|
// Copy back buffer to front buffers
|
|
static void SwapBuffers(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
glfwSwapBuffers(window);
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || 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, GL_TRUE);
|
|
|
|
// NOTE: Before closing window, while loop must be left!
|
|
}
|
|
#if defined(PLATFORM_DESKTOP)
|
|
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
|
|
{
|
|
#if defined(SUPPORT_GIF_RECORDING)
|
|
if (mods == GLFW_MOD_CONTROL)
|
|
{
|
|
if (gifRecording)
|
|
{
|
|
GifEnd();
|
|
gifRecording = false;
|
|
|
|
TraceLog(LOG_INFO, "End animated GIF recording");
|
|
}
|
|
else
|
|
{
|
|
gifRecording = true;
|
|
gifFramesCounter = 0;
|
|
|
|
// 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(FormatText("screenrec%03i.gif", screenshotCounter), screenWidth, screenHeight, (int)(GetFrameTime()*10.0f), 8, false);
|
|
screenshotCounter++;
|
|
|
|
TraceLog(LOG_INFO, "Begin animated GIF recording: %s", FormatText("screenrec%03i.gif", screenshotCounter));
|
|
}
|
|
}
|
|
else
|
|
#endif // SUPPORT_GIF_RECORDING
|
|
{
|
|
TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
|
|
screenshotCounter++;
|
|
}
|
|
}
|
|
#endif // PLATFORM_DESKTOP
|
|
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)
|
|
{
|
|
// If window is resized, viewport and projection matrix needs to be re-calculated
|
|
rlViewport(0, 0, width, height); // Set viewport width and height
|
|
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
|
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
|
rlOrtho(0, width, height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
|
|
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
rlClearScreenBuffers(); // Clear screen buffers (color and depth)
|
|
|
|
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
|
|
// 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)
|
|
screenWidth = width;
|
|
screenHeight = height;
|
|
renderWidth = width;
|
|
renderHeight = height;
|
|
|
|
// NOTE: Postprocessing texture is not scaled to new size
|
|
}
|
|
|
|
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
|
|
static void WindowIconifyCallback(GLFWwindow* window, int iconified)
|
|
{
|
|
if (iconified) windowMinimized = true; // The window was iconified
|
|
else windowMinimized = false; // The window was restored
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
// GLFW3 Window Drop Callback, runs when drop files into window
|
|
// NOTE: Paths are stored in dinamic memory for further retrieval
|
|
// Everytime new files are dropped, old ones are discarded
|
|
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
|
|
{
|
|
ClearDroppedFiles();
|
|
|
|
dropFilesPath = (char **)malloc(sizeof(char *)*count);
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
dropFilesPath[i] = (char *)malloc(sizeof(char)*256); // Max path length set to 256 char
|
|
strcpy(dropFilesPath[i], paths[i]);
|
|
}
|
|
|
|
dropFilesCount = count;
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID)
|
|
// Android: Process activity lifecycle commands
|
|
static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
|
|
{
|
|
switch (cmd)
|
|
{
|
|
case APP_CMD_START:
|
|
{
|
|
//rendering = true;
|
|
TraceLog(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(app->activity);
|
|
|
|
TraceLog(LOG_INFO, "APP_CMD_DESTROY");
|
|
} break;
|
|
case APP_CMD_CONFIG_CHANGED:
|
|
{
|
|
//AConfiguration_fromAssetManager(app->config, app->activity->assetManager);
|
|
//print_cur_config(app);
|
|
|
|
// Check screen orientation here!
|
|
|
|
TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED");
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// Android: Get input events
|
|
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
|
{
|
|
//http://developer.android.com/ndk/reference/index.html
|
|
|
|
int type = AInputEvent_getType(event);
|
|
|
|
if (type == AINPUT_EVENT_TYPE_MOTION)
|
|
{
|
|
// Get first touch position
|
|
touchPosition[0].x = AMotionEvent_getX(event, 0);
|
|
touchPosition[0].y = AMotionEvent_getY(event, 0);
|
|
|
|
// Get second touch position
|
|
touchPosition[1].x = AMotionEvent_getX(event, 1);
|
|
touchPosition[1].y = AMotionEvent_getY(event, 1);
|
|
}
|
|
else if (type == AINPUT_EVENT_TYPE_KEY)
|
|
{
|
|
int32_t keycode = AKeyEvent_getKeyCode(event);
|
|
//int32_t AKeyEvent_getMetaState(event);
|
|
|
|
// Save current button and its state
|
|
// NOTE: Android key action is 0 for down and 1 for up
|
|
if (AKeyEvent_getAction(event) == 0)
|
|
{
|
|
currentKeyState[keycode] = 1; // Key down
|
|
lastKeyPressed = keycode;
|
|
}
|
|
else currentKeyState[keycode] = 0; // Key up
|
|
|
|
if (keycode == AKEYCODE_POWER)
|
|
{
|
|
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
|
|
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
|
|
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
|
|
// NOTE: AndroidManifest.xml must have <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
|
|
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
|
|
|
|
// Register touch points id
|
|
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
|
|
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
|
|
|
|
// Register touch points position
|
|
// NOTE: Only two points registered
|
|
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
|
|
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
|
|
|
|
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
#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;
|
|
}
|
|
|
|
printf("%s, numTouches: %d %s%s%s%s\n", emscripten_event_type_to_string(eventType), event->numTouches,
|
|
event->ctrlKey ? " CTRL" : "", event->shiftKey ? " SHIFT" : "", event->altKey ? " ALT" : "", event->metaKey ? " META" : "");
|
|
|
|
for (int i = 0; i < event->numTouches; ++i)
|
|
{
|
|
const EmscriptenTouchPoint *t = &event->touches[i];
|
|
|
|
printf(" %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)\n",
|
|
t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY);
|
|
}
|
|
*/
|
|
|
|
GestureEvent gestureEvent;
|
|
|
|
// Register touch actions
|
|
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
|
|
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
|
|
else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
|
|
|
|
// Register touch points count
|
|
gestureEvent.pointCount = touchEvent->numTouches;
|
|
|
|
// Register touch points id
|
|
gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
|
|
gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
|
|
|
|
// Register touch points position
|
|
// NOTE: Only two points registered
|
|
// TODO: Touch data should be scaled accordingly!
|
|
//gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY };
|
|
//gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY };
|
|
gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
|
|
gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
|
|
|
|
touchPosition[0] = gestureEvent.position[0];
|
|
touchPosition[1] = gestureEvent.position[1];
|
|
|
|
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
|
|
return 1;
|
|
}
|
|
|
|
// Register connected/disconnected gamepads events
|
|
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
|
|
{
|
|
/*
|
|
printf("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"\n",
|
|
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) printf("Axis %d: %g\n", i, gamepadEvent->axis[i]);
|
|
for(int i = 0; i < gamepadEvent->numButtons; ++i) printf("Button %d: Digital: %d, Analog: %g\n", 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)
|
|
// Initialize Keyboard system (using standard input)
|
|
static void InitKeyboard(void)
|
|
{
|
|
// NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
|
|
|
|
// Make stdin non-blocking (not enough, need to configure to non-canonical mode)
|
|
int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
|
|
fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
|
|
|
|
// Save terminal keyboard settings and reconfigure terminal with new settings
|
|
struct termios keyboardNewSettings;
|
|
tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings
|
|
keyboardNewSettings = defaultKeyboardSettings;
|
|
|
|
// New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
|
|
// NOTE: ISIG controls if ^C and ^Z generate break signals or not
|
|
keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
|
|
//keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
|
|
keyboardNewSettings.c_cc[VMIN] = 1;
|
|
keyboardNewSettings.c_cc[VTIME] = 0;
|
|
|
|
// Set new keyboard settings (change occurs immediately)
|
|
tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
|
|
|
|
// NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE, we change that! -> WHY???
|
|
|
|
// Save old keyboard mode to restore it at the end
|
|
if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0)
|
|
{
|
|
// NOTE: It could mean we are using a remote keyboard through ssh!
|
|
TraceLog(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
|
|
|
|
// Reset pressed keys array
|
|
for (int i = 0; i < 512; i++) currentKeyState[i] = 0;
|
|
|
|
// Read availables keycodes from stdin
|
|
bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
|
|
|
|
// Fill all read bytes (looking for keys)
|
|
for (int i = 0; i < bufferByteCount; i++)
|
|
{
|
|
TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount);
|
|
|
|
//printf("Key(s) bytes: ");
|
|
//for (int i = 0; i < bufferByteCount; i++) printf("0x%02x ", keysBuffer[i]);
|
|
//printf("\n");
|
|
|
|
// NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
|
|
// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
|
|
if (keysBuffer[i] == 0x1b)
|
|
{
|
|
// Detect ESC to stop program
|
|
if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE
|
|
else
|
|
{
|
|
if (keysBuffer[i + 1] == 0x5b) // Special function key
|
|
{
|
|
if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
|
|
{
|
|
// Process special function keys (F1 - F12)
|
|
switch (keysBuffer[i + 3])
|
|
{
|
|
case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1
|
|
case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2
|
|
case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3
|
|
case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4
|
|
case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5
|
|
case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6
|
|
case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7
|
|
case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8
|
|
case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9
|
|
case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10
|
|
case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11
|
|
case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12
|
|
default: break;
|
|
}
|
|
|
|
if (keysBuffer[i + 2] == 0x5b) i += 4;
|
|
else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
|
|
}
|
|
else
|
|
{
|
|
switch (keysBuffer[i + 2])
|
|
{
|
|
case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP
|
|
case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN
|
|
case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT
|
|
case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT
|
|
default: break;
|
|
}
|
|
|
|
i += 3; // Jump to next key
|
|
}
|
|
|
|
// NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
|
|
}
|
|
}
|
|
}
|
|
else if (keysBuffer[i] == 0x0a) currentKeyState[257] = 1; // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
|
|
else if (keysBuffer[i] == 0x7f) 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;
|
|
}
|
|
}
|
|
|
|
// Check exit key (same functionality as GLFW3 KeyCallback())
|
|
if (currentKeyState[exitKey] == 1) windowShouldClose = true;
|
|
|
|
// Check screen capture key (raylib key: KEY_F12)
|
|
if (currentKeyState[301] == 1)
|
|
{
|
|
TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
|
|
screenshotCounter++;
|
|
}
|
|
}
|
|
|
|
// Restore default keyboard input
|
|
static void RestoreKeyboard(void)
|
|
{
|
|
// Reset to default keyboard settings
|
|
tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
|
|
|
|
// Reconfigure keyboard to default mode
|
|
ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
|
|
}
|
|
|
|
// Mouse initialization (including mouse thread)
|
|
static void InitMouse(void)
|
|
{
|
|
// NOTE: We can use /dev/input/mice to read from all available mice
|
|
if ((mouseStream = open(DEFAULT_MOUSE_DEV, O_RDONLY|O_NONBLOCK)) < 0)
|
|
{
|
|
TraceLog(LOG_WARNING, "Mouse device could not be opened, no mouse available");
|
|
}
|
|
else
|
|
{
|
|
mouseReady = true;
|
|
|
|
int error = pthread_create(&mouseThreadId, NULL, &MouseThread, NULL);
|
|
|
|
if (error != 0) TraceLog(LOG_WARNING, "Error creating mouse input event thread");
|
|
else TraceLog(LOG_INFO, "Mouse device initialized successfully");
|
|
}
|
|
}
|
|
|
|
// Mouse reading thread
|
|
// NOTE: We need a separate thread to avoid loosing mouse events,
|
|
// if too much time passes between reads, queue gets full and new events override older ones...
|
|
static void *MouseThread(void *arg)
|
|
{
|
|
const unsigned char XSIGN = (1 << 4);
|
|
const unsigned char YSIGN = (1 << 5);
|
|
|
|
typedef struct {
|
|
char buttons;
|
|
char dx, dy;
|
|
} MouseEvent;
|
|
|
|
MouseEvent mouse;
|
|
|
|
int mouseRelX = 0;
|
|
int mouseRelY = 0;
|
|
|
|
while (!windowShouldClose)
|
|
{
|
|
if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
|
|
{
|
|
if ((mouse.buttons & 0x08) == 0) break; // This bit should always be set
|
|
|
|
// Check Left button pressed
|
|
if ((mouse.buttons & 0x01) > 0) currentMouseState[0] = 1;
|
|
else currentMouseState[0] = 0;
|
|
|
|
// Check Right button pressed
|
|
if ((mouse.buttons & 0x02) > 0) currentMouseState[1] = 1;
|
|
else currentMouseState[1] = 0;
|
|
|
|
// Check Middle button pressed
|
|
if ((mouse.buttons & 0x04) > 0) currentMouseState[2] = 1;
|
|
else currentMouseState[2] = 0;
|
|
|
|
mouseRelX = (int)mouse.dx;
|
|
mouseRelY = (int)mouse.dy;
|
|
|
|
if ((mouse.buttons & XSIGN) > 0) mouseRelX = -1*(255 - mouseRelX);
|
|
if ((mouse.buttons & YSIGN) > 0) mouseRelY = -1*(255 - mouseRelY);
|
|
|
|
// NOTE: Mouse movement is normalized to not be screen resolution dependant
|
|
// We suppose 2*255 (max relative movement) is equivalent to screenWidth (max pixels width)
|
|
// Result after normalization is multiplied by MOUSE_SENSITIVITY factor
|
|
|
|
mousePosition.x += (float)mouseRelX*((float)screenWidth/(2*255))*MOUSE_SENSITIVITY;
|
|
mousePosition.y -= (float)mouseRelY*((float)screenHeight/(2*255))*MOUSE_SENSITIVITY;
|
|
|
|
if (mousePosition.x < 0) mousePosition.x = 0;
|
|
if (mousePosition.y < 0) mousePosition.y = 0;
|
|
|
|
if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
|
|
if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
|
|
}
|
|
//else read(mouseStream, &mouse, 1); // Try to sync up again
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// Touch initialization (including touch thread)
|
|
static void InitTouch(void)
|
|
{
|
|
if ((touchStream = open(DEFAULT_TOUCH_DEV, O_RDONLY|O_NONBLOCK)) < 0)
|
|
{
|
|
TraceLog(LOG_WARNING, "Touch device could not be opened, no touchscreen available");
|
|
}
|
|
else
|
|
{
|
|
touchReady = true;
|
|
|
|
int error = pthread_create(&touchThreadId, NULL, &TouchThread, NULL);
|
|
|
|
if (error != 0) TraceLog(LOG_WARNING, "Error creating touch input event thread");
|
|
else TraceLog(LOG_INFO, "Touch device initialized successfully");
|
|
}
|
|
}
|
|
|
|
// Touch reading thread.
|
|
// This reads from a Virtual Input Event /dev/input/event4 which is
|
|
// created by the ts_uinput daemon. This takes, filters and scales
|
|
// raw input from the Touchscreen (which appears in /dev/input/event3)
|
|
// based on the Calibration data referenced by tslib.
|
|
static void *TouchThread(void *arg)
|
|
{
|
|
struct input_event ev;
|
|
GestureEvent gestureEvent;
|
|
|
|
while (!windowShouldClose)
|
|
{
|
|
if (read(touchStream, &ev, sizeof(ev)) == (int)sizeof(ev))
|
|
{
|
|
// if pressure > 0 then simulate left mouse button click
|
|
if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1)
|
|
{
|
|
currentMouseState[0] = 0;
|
|
gestureEvent.touchAction = TOUCH_UP;
|
|
gestureEvent.pointCount = 1;
|
|
gestureEvent.pointerId[0] = 0;
|
|
gestureEvent.pointerId[1] = 1;
|
|
gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
|
|
gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
|
ProcessGestureEvent(gestureEvent);
|
|
}
|
|
if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0)
|
|
{
|
|
currentMouseState[0] = 1;
|
|
gestureEvent.touchAction = TOUCH_DOWN;
|
|
gestureEvent.pointCount = 1;
|
|
gestureEvent.pointerId[0] = 0;
|
|
gestureEvent.pointerId[1] = 1;
|
|
gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
|
|
gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
|
ProcessGestureEvent(gestureEvent);
|
|
}
|
|
// x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data
|
|
if (ev.type == EV_ABS && ev.code == 0)
|
|
{
|
|
mousePosition.x = ev.value;
|
|
if (mousePosition.x < 0) mousePosition.x = 0;
|
|
if (mousePosition.x > screenWidth) mousePosition.x = screenWidth;
|
|
gestureEvent.touchAction = TOUCH_MOVE;
|
|
gestureEvent.pointCount = 1;
|
|
gestureEvent.pointerId[0] = 0;
|
|
gestureEvent.pointerId[1] = 1;
|
|
gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
|
|
gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
|
ProcessGestureEvent(gestureEvent);
|
|
}
|
|
if (ev.type == EV_ABS && ev.code == 1)
|
|
{
|
|
mousePosition.y = ev.value;
|
|
if (mousePosition.y < 0) mousePosition.y = 0;
|
|
if (mousePosition.y > screenHeight) mousePosition.y = screenHeight;
|
|
gestureEvent.touchAction = TOUCH_MOVE;
|
|
gestureEvent.pointCount = 1;
|
|
gestureEvent.pointerId[0] = 0;
|
|
gestureEvent.pointerId[1] = 1;
|
|
gestureEvent.position[0] = (Vector2){ mousePosition.x, mousePosition.y };
|
|
gestureEvent.position[1] = (Vector2){ mousePosition.x, mousePosition.y };
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
|
ProcessGestureEvent(gestureEvent);
|
|
}
|
|
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
#endif // PLATFORM_RPI
|
|
|
|
// Plays raylib logo appearing animation
|
|
static void LogoAnimation(void)
|
|
{
|
|
#if !defined(PLATFORM_WEB)
|
|
int logoPositionX = screenWidth/2 - 128;
|
|
int logoPositionY = screenHeight/2 - 128;
|
|
|
|
int framesCounter = 0;
|
|
int lettersCount = 0;
|
|
|
|
int topSideRecWidth = 16;
|
|
int leftSideRecHeight = 16;
|
|
|
|
int bottomSideRecWidth = 16;
|
|
int rightSideRecHeight = 16;
|
|
|
|
int state = 0; // Tracking animation states (State Machine)
|
|
float alpha = 1.0f; // Useful for fading
|
|
|
|
while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
if (state == 0) // State 0: Small box blinking
|
|
{
|
|
framesCounter++;
|
|
|
|
if (framesCounter == 84)
|
|
{
|
|
state = 1;
|
|
framesCounter = 0; // Reset counter... will be used later...
|
|
}
|
|
}
|
|
else if (state == 1) // State 1: Top and left bars growing
|
|
{
|
|
topSideRecWidth += 4;
|
|
leftSideRecHeight += 4;
|
|
|
|
if (topSideRecWidth == 256) state = 2;
|
|
}
|
|
else if (state == 2) // State 2: Bottom and right bars growing
|
|
{
|
|
bottomSideRecWidth += 4;
|
|
rightSideRecHeight += 4;
|
|
|
|
if (bottomSideRecWidth == 256) state = 3;
|
|
}
|
|
else if (state == 3) // State 3: Letters appearing (one by one)
|
|
{
|
|
framesCounter++;
|
|
|
|
if (framesCounter/12) // Every 12 frames, one more letter!
|
|
{
|
|
lettersCount++;
|
|
framesCounter = 0;
|
|
}
|
|
|
|
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
|
|
{
|
|
alpha -= 0.02f;
|
|
|
|
if (alpha <= 0.0f)
|
|
{
|
|
alpha = 0.0f;
|
|
state = 4;
|
|
}
|
|
}
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
if (state == 0)
|
|
{
|
|
if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
|
|
}
|
|
else if (state == 1)
|
|
{
|
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
|
|
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
|
|
}
|
|
else if (state == 2)
|
|
{
|
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
|
|
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
|
|
|
|
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
|
|
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
|
|
}
|
|
else if (state == 3)
|
|
{
|
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
|
|
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
|
|
|
|
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
|
|
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
|
|
|
|
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
|
|
|
|
DrawText(SubText("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
|
|
}
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
#endif
|
|
|
|
showLogo = false; // Prevent for repeating when reloading window (Android)
|
|
}
|