b1e914bbf3
Based on pull request from user "DarkElvenAngel", better integrated with the current event system and enhanced with buffer to help with fast typing at low framerates.
4677 lines
172 KiB
C
4677 lines
172 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, OpenBSD, NetBSD, DragonFly (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, OpenBSD, NetBSD, DragonFly
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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 timing sync, if not defined, a high-resolution timer is setup and used
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*
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* #define SUPPORT_EVENTS_WAITING
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* Wait for events passively (sleeping while no events) instead of polling them actively every frame
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*
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* #define SUPPORT_SCREEN_CAPTURE
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* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()
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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, OpenBSD, NetBSD, DragonFly)
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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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#include "raylib.h" // Declares module functions
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// Check if config flags have been externally provided on compilation line
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#if !defined(EXTERNAL_CONFIG_FLAGS)
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#include "config.h" // Defines module configuration flags
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#else
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#define RAYLIB_VERSION "2.5"
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#endif
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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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#define RAYMATH_IMPLEMENTATION // Define external out-of-line implementation of raymath here
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#include "raymath.h" // Required for: Vector3 and Matrix functions
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#define RLGL_IMPLEMENTATION
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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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#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 BeginMode3D() 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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#include <ctype.h> // Required for: tolower() [Used in IsFileExtension()]
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#include <sys/stat.h> // Required for stat() [Used in GetLastWriteTime()]
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#if defined(PLATFORM_DESKTOP) && defined(_WIN32) && (defined(_MSC_VER) || defined(__TINYC__))
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#include "external/dirent.h" // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
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#else
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#include <dirent.h> // Required for: DIR, opendir(), closedir() [Used in GetDirectoryFiles()]
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#endif
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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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#include <io.h> // Required for _access() [Used in FileExists()]
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#else
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#include "unistd.h" // Required for: getch(), chdir() (POSIX), access()
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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(PLATFORM_DESKTOP)
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#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
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// NOTE: Already provided by rlgl implementation (on glad.h)
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#include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
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// NOTE: GLFW3 already includes gl.h (OpenGL) headers
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// Support retrieving native window handlers
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#if defined(_WIN32)
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h> // WARNING: It requires customization to avoid windows.h inclusion!
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#if !defined(SUPPORT_BUSY_WAIT_LOOP)
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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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#elif defined(__linux__)
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#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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//#define GLFW_EXPOSE_NATIVE_X11 // WARNING: Exposing Xlib.h > X.h results in dup symbols for Font type
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//#define GLFW_EXPOSE_NATIVE_WAYLAND
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//#define GLFW_EXPOSE_NATIVE_MIR
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#include <GLFW/glfw3native.h> // Required for: glfwGetX11Window()
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#elif defined(__APPLE__)
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#include <unistd.h> // Required for: usleep()
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//#define GLFW_EXPOSE_NATIVE_COCOA // WARNING: Fails due to type redefinition
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#include <GLFW/glfw3native.h> // Required for: glfwGetCocoaWindow()
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#endif
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#endif
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#if defined(__linux__)
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#include <linux/limits.h> // for NAME_MAX and PATH_MAX defines
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#define MAX_FILEPATH_LENGTH PATH_MAX // Use Linux define (4096)
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#else
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#define MAX_FILEPATH_LENGTH 512 // Use common value
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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 <dirent.h> // POSIX directory browsing
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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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#define GLFW_INCLUDE_ES2 // GLFW3: Enable OpenGL ES 2.0 (translated to WebGL)
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#include <GLFW/glfw3.h> // GLFW3 library: Windows, OpenGL context and Input management
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#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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#include <emscripten/emscripten.h> // Emscripten library - LLVM to JavaScript compiler
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#include <emscripten/html5.h> // Emscripten HTML5 library
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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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#define USE_LAST_TOUCH_DEVICE // When multiple touchscreens are connected, only use the one with the highest event<N> number
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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_GAMEPAD_DEV "/dev/input/js" // Gamepad input (base dev for all gamepads: js0, js1, ...)
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#define DEFAULT_EVDEV_PATH "/dev/input/" // Path to the linux input events
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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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// Window/Graphics related variables
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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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static bool windowResized = false; // Check if window has been resized
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static const char *windowTitle = NULL; // Window text title...
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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 currentWidth, currentHeight; // Current render width and height, it could change on BeginTextureMode()
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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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#if defined(PLATFORM_RPI)
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static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
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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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extern EGLNativeWindowType uwpWindow; // Native EGL window handler for UWP (external, defined in UWP App)
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#endif
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//-----------------------------------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
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static struct android_app *androidApp; // 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 = NULL; // 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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// Inputs related variables
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//-----------------------------------------------------------------------------------
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// 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 exitKey = KEY_ESCAPE; // Default exit key (ESC)
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#if defined(PLATFORM_RPI)
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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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#endif
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// Mouse states
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static Vector2 mousePosition = { 0.0f, 0.0f }; // Mouse position on screen
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static Vector2 mouseScale = { 1.0f, 1.0f }; // Mouse scaling
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static Vector2 mouseOffset = { 0.0f, 0.0f }; // Mouse offset
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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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static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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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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#endif
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#if defined(PLATFORM_RPI)
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static char currentMouseStateEvdev[3] = { 0 }; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
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typedef struct {
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pthread_t threadId; // Event reading thread id
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int fd; // File descriptor to the device it is assigned to
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int eventNum; // Number of 'event<N>' device
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Rectangle absRange; // Range of values for absolute pointing devices (touchscreens)
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int touchSlot; // Hold the touch slot number of the currently being sent multitouch block
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bool isMouse; // True if device supports relative X Y movements
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bool isTouch; // True if device supports absolute X Y movements and has BTN_TOUCH
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bool isMultitouch; // True if device supports multiple absolute movevents and has BTN_TOUCH
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bool isKeyboard; // True if device has letter keycodes
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bool isGamepad; // True if device has gamepad buttons
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} InputEventWorker;
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static InputEventWorker eventWorkers[10]; // List of worker threads for every monitored "/dev/input/event<N>"
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typedef struct{
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int Contents[8];
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char Head;
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char Tail;
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} KeyEventFifo;
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static KeyEventFifo lastKeyPressedEvdev; // Buffer for holding keydown events as they arrive (Needed due to multitreading of event workers)
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static char currentKeyStateEvdev[512] = { 0 }; // Registers current frame key state from event based driver (Needs to be seperate because the legacy console based method clears keys on every frame)
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#endif
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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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// Gamepads states
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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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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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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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#endif
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#if defined(PLATFORM_RPI)
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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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//-----------------------------------------------------------------------------------
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// Timming system variables
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//-----------------------------------------------------------------------------------
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static double currentTime = 0.0; // Current time measure
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static double previousTime = 0.0; // Previous time measure
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static double updateTime = 0.0; // Time measure for frame update
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static double drawTime = 0.0; // Time measure for frame draw
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|
static double frameTime = 0.0; // Time measure for one frame
|
|
static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
|
|
//-----------------------------------------------------------------------------------
|
|
|
|
// Config internal variables
|
|
//-----------------------------------------------------------------------------------
|
|
static unsigned char configFlags = 0; // Configuration flags (bit based)
|
|
static bool showLogo = false; // Track if showing logo at init is enabled
|
|
|
|
static char **dropFilesPath; // Store dropped files paths as strings
|
|
static int dropFilesCount = 0; // Count dropped files strings
|
|
|
|
static char **dirFilesPath; // Store directory files paths as strings
|
|
static int dirFilesCount = 0; // Count directory files strings
|
|
|
|
#if defined(SUPPORT_SCREEN_CAPTURE)
|
|
static int screenshotCounter = 0; // Screenshots counter
|
|
#endif
|
|
|
|
#if defined(SUPPORT_GIF_RECORDING)
|
|
static int gifFramesCounter = 0; // GIF frames counter
|
|
static bool gifRecording = false; // GIF recording state
|
|
#endif
|
|
//-----------------------------------------------------------------------------------
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Other Modules Functions Declaration (required by core)
|
|
//----------------------------------------------------------------------------------
|
|
#if defined(SUPPORT_DEFAULT_FONT)
|
|
extern void LoadDefaultFont(void); // [Module: text] Loads default font on InitWindow()
|
|
extern void UnloadDefaultFont(void); // [Module: text] Unloads default font from GPU memory
|
|
#endif
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Declaration
|
|
//----------------------------------------------------------------------------------
|
|
static bool InitGraphicsDevice(int width, int height); // Initialize graphics device
|
|
static void SetupFramebuffer(int width, int height); // Setup main framebuffer
|
|
static void SetupViewport(void); // Set viewport parameters
|
|
static void SwapBuffers(void); // Copy back buffer to front buffers
|
|
|
|
static void InitTimer(void); // Initialize timer
|
|
static void Wait(float ms); // Wait for some milliseconds (stop program execution)
|
|
|
|
static bool GetKeyStatus(int key); // Returns if a key has been pressed
|
|
static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
|
|
static void PollInputEvents(void); // Register user events
|
|
|
|
static void LogoAnimation(void); // Plays raylib logo appearing animation
|
|
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
static void ErrorCallback(int error, const char *description); // GLFW3 Error Callback, runs on GLFW3 error
|
|
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods); // GLFW3 Keyboard Callback, runs on key pressed
|
|
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods); // GLFW3 Mouse Button Callback, runs on mouse button pressed
|
|
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y); // GLFW3 Cursor Position Callback, runs on mouse move
|
|
static void CharCallback(GLFWwindow *window, unsigned int key); // GLFW3 Char Key Callback, runs on key pressed (get char value)
|
|
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset); // GLFW3 Srolling Callback, runs on mouse wheel
|
|
static void CursorEnterCallback(GLFWwindow *window, int enter); // GLFW3 Cursor Enter Callback, cursor enters client area
|
|
static void WindowSizeCallback(GLFWwindow *window, int width, int height); // GLFW3 WindowSize Callback, runs when window is resized
|
|
static void WindowIconifyCallback(GLFWwindow *window, int iconified); // GLFW3 WindowIconify Callback, runs when window is minimized/restored
|
|
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths); // GLFW3 Window Drop Callback, runs when drop files into window
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID)
|
|
static void AndroidCommandCallback(struct android_app *app, int32_t cmd); // Process Android activity lifecycle commands
|
|
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event); // Process Android inputs
|
|
#endif
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData);
|
|
static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData);
|
|
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
|
|
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData);
|
|
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData);
|
|
#endif
|
|
|
|
#if defined(PLATFORM_RPI)
|
|
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 InitEvdevInput(void); // Mouse initialization (including mouse thread)
|
|
static void EventThreadSpawn(char *device); // Identifies a input device and spawns a thread to handle it if needed
|
|
static void *EventThread(void *arg); // Input device events reading thread
|
|
static void InitGamepad(void); // Init raw gamepad input
|
|
static void *GamepadThread(void *arg); // Mouse reading thread
|
|
#endif
|
|
|
|
#if defined(PLATFORM_UWP)
|
|
// TODO: 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_ANDROID)
|
|
// To allow easier porting to android, we allow the user to define a
|
|
// main function which we call from android_main, defined by ourselves
|
|
extern int main(int argc, char *argv[]);
|
|
|
|
void android_main(struct android_app *app)
|
|
{
|
|
char arg0[] = "raylib"; // NOTE: argv[] are mutable
|
|
androidApp = app;
|
|
|
|
// TODO: Should we maybe report != 0 return codes somewhere?
|
|
(void)main(1, (char *[]) { arg0, NULL });
|
|
}
|
|
|
|
// TODO: Add this to header (if apps really need it)
|
|
struct android_app *GetAndroidApp(void)
|
|
{
|
|
return androidApp;
|
|
}
|
|
#endif
|
|
|
|
// Initialize window and OpenGL context
|
|
// NOTE: data parameter could be used to pass any kind of required data to the initialization
|
|
void InitWindow(int width, int height, const char *title)
|
|
{
|
|
TraceLog(LOG_INFO, "Initializing raylib %s", RAYLIB_VERSION);
|
|
|
|
windowTitle = title;
|
|
#if defined(PLATFORM_ANDROID)
|
|
screenWidth = width;
|
|
screenHeight = height;
|
|
currentWidth = width;
|
|
currentHeight = height;
|
|
|
|
// Input data is android app pointer
|
|
internalDataPath = androidApp->activity->internalDataPath;
|
|
|
|
// Set desired windows flags before initializing anything
|
|
ANativeActivity_setWindowFlags(androidApp->activity, AWINDOW_FLAG_FULLSCREEN, 0); //AWINDOW_FLAG_SCALED, AWINDOW_FLAG_DITHER
|
|
//ANativeActivity_setWindowFlags(androidApp->activity, AWINDOW_FLAG_FORCE_NOT_FULLSCREEN, AWINDOW_FLAG_FULLSCREEN);
|
|
|
|
int orientation = AConfiguration_getOrientation(androidApp->config);
|
|
|
|
if (orientation == ACONFIGURATION_ORIENTATION_PORT) TraceLog(LOG_INFO, "PORTRAIT window orientation");
|
|
else if (orientation == ACONFIGURATION_ORIENTATION_LAND) TraceLog(LOG_INFO, "LANDSCAPE window orientation");
|
|
|
|
// TODO: Automatic orientation doesn't seem to work
|
|
if (width <= height)
|
|
{
|
|
AConfiguration_setOrientation(androidApp->config, ACONFIGURATION_ORIENTATION_PORT);
|
|
TraceLog(LOG_WARNING, "Window set to portraid mode");
|
|
}
|
|
else
|
|
{
|
|
AConfiguration_setOrientation(androidApp->config, ACONFIGURATION_ORIENTATION_LAND);
|
|
TraceLog(LOG_WARNING, "Window set to landscape mode");
|
|
}
|
|
|
|
//AConfiguration_getDensity(androidApp->config);
|
|
//AConfiguration_getKeyboard(androidApp->config);
|
|
//AConfiguration_getScreenSize(androidApp->config);
|
|
//AConfiguration_getScreenLong(androidApp->config);
|
|
|
|
androidApp->onAppCmd = AndroidCommandCallback;
|
|
androidApp->onInputEvent = AndroidInputCallback;
|
|
|
|
InitAssetManager(androidApp->activity->assetManager);
|
|
|
|
TraceLog(LOG_INFO, "Android app initialized successfully");
|
|
|
|
// Wait for window to be initialized (display and context)
|
|
while (!windowReady)
|
|
{
|
|
// Process events loop
|
|
while ((ident = ALooper_pollAll(0, NULL, &events, (void**)&source)) >= 0)
|
|
{
|
|
// Process this event
|
|
if (source != NULL) source->process(androidApp, source);
|
|
|
|
// NOTE: Never close window, native activity is controlled by the system!
|
|
//if (androidApp->destroyRequested != 0) windowShouldClose = true;
|
|
}
|
|
}
|
|
#else
|
|
// Init graphics device (display device and OpenGL context)
|
|
// NOTE: returns true if window and graphic device has been initialized successfully
|
|
windowReady = InitGraphicsDevice(width, height);
|
|
if (!windowReady) return;
|
|
|
|
// Init hi-res timer
|
|
InitTimer();
|
|
|
|
#if defined(SUPPORT_DEFAULT_FONT)
|
|
// Load default font
|
|
// NOTE: External function (defined in module: text)
|
|
LoadDefaultFont();
|
|
#endif
|
|
|
|
#if defined(PLATFORM_RPI)
|
|
// Init raw input system
|
|
InitEvdevInput(); // Mouse 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 // defined(PLATFORM_ANDROID)
|
|
}
|
|
|
|
// Close window and unload OpenGL context
|
|
void CloseWindow(void)
|
|
{
|
|
#if defined(SUPPORT_GIF_RECORDING)
|
|
if (gifRecording)
|
|
{
|
|
GifEnd();
|
|
gifRecording = false;
|
|
}
|
|
#endif
|
|
|
|
#if defined(SUPPORT_DEFAULT_FONT)
|
|
UnloadDefaultFont();
|
|
#endif
|
|
|
|
rlglClose(); // De-init rlgl
|
|
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
glfwDestroyWindow(window);
|
|
glfwTerminate();
|
|
#endif
|
|
|
|
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
|
|
timeEndPeriod(1); // Restore time period
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
|
|
// Close surface, context and display
|
|
if (display != EGL_NO_DISPLAY)
|
|
{
|
|
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
|
|
|
if (surface != EGL_NO_SURFACE)
|
|
{
|
|
eglDestroySurface(display, surface);
|
|
surface = EGL_NO_SURFACE;
|
|
}
|
|
|
|
if (context != EGL_NO_CONTEXT)
|
|
{
|
|
eglDestroyContext(display, context);
|
|
context = EGL_NO_CONTEXT;
|
|
}
|
|
|
|
eglTerminate(display);
|
|
display = EGL_NO_DISPLAY;
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_RPI)
|
|
// Wait for mouse and gamepad threads to finish before closing
|
|
// NOTE: Those threads should already have finished at this point
|
|
// because they are controlled by windowShouldClose variable
|
|
|
|
windowShouldClose = true; // Added to force threads to exit when the close window is called
|
|
|
|
for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
|
|
{
|
|
if (eventWorkers[i].threadId == 0)
|
|
{
|
|
pthread_join(eventWorkers[i].threadId, NULL);
|
|
}
|
|
}
|
|
pthread_join(gamepadThreadId, NULL);
|
|
#endif
|
|
|
|
TraceLog(LOG_INFO, "Window closed successfully");
|
|
}
|
|
|
|
// Check if window has been initialized successfully
|
|
bool IsWindowReady(void)
|
|
{
|
|
return windowReady;
|
|
}
|
|
|
|
// Check if KEY_ESCAPE pressed or Close icon pressed
|
|
bool WindowShouldClose(void)
|
|
{
|
|
#if defined(PLATFORM_WEB)
|
|
// Emterpreter-Async required to run sync code
|
|
// https://github.com/emscripten-core/emscripten/wiki/Emterpreter#emterpreter-async-run-synchronous-code
|
|
// By default, this function is never called on a web-ready raylib example because we encapsulate
|
|
// frame code in a UpdateDrawFrame() function, to allow browser manage execution asynchronously
|
|
// but now emscripten allows sync code to be executed in an interpreted way, using emterpreter!
|
|
emscripten_sleep(16);
|
|
return false;
|
|
#endif
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
if (windowReady)
|
|
{
|
|
// While window minimized, stop loop execution
|
|
while (windowMinimized) glfwWaitEvents();
|
|
|
|
return (glfwWindowShouldClose(window));
|
|
}
|
|
else return true;
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
|
|
if (windowReady) return windowShouldClose;
|
|
else return true;
|
|
#endif
|
|
}
|
|
|
|
// Check if window has been minimized (or lost focus)
|
|
bool IsWindowMinimized(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
|
|
return windowMinimized;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
// Check if window has been resized
|
|
bool IsWindowResized(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
|
|
return windowResized;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
// Check if window is currently hidden
|
|
bool IsWindowHidden(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
return (glfwGetWindowAttrib(window, GLFW_VISIBLE) == GL_FALSE);
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
// Toggle fullscreen mode (only PLATFORM_DESKTOP)
|
|
void ToggleFullscreen(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
fullscreen = !fullscreen; // Toggle fullscreen flag
|
|
|
|
// NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
|
|
if (fullscreen) glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
|
|
else glfwSetWindowMonitor(window, NULL, 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
|
TraceLog(LOG_WARNING, "Could not toggle to windowed mode");
|
|
#endif
|
|
}
|
|
|
|
// Set icon for window (only PLATFORM_DESKTOP)
|
|
// NOTE: Image must be in RGBA format, 8bit per channel
|
|
void SetWindowIcon(Image image)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
if (image.format == UNCOMPRESSED_R8G8B8A8)
|
|
{
|
|
GLFWimage icon[1] = { 0 };
|
|
|
|
icon[0].width = image.width;
|
|
icon[0].height = image.height;
|
|
icon[0].pixels = (unsigned char *)image.data;
|
|
|
|
// NOTE 1: We only support one image icon
|
|
// NOTE 2: The specified image data is copied before this function returns
|
|
glfwSetWindowIcon(window, 1, icon);
|
|
}
|
|
else TraceLog(LOG_WARNING, "Window icon image must be in R8G8B8A8 pixel format");
|
|
#endif
|
|
}
|
|
|
|
// Set title for window (only PLATFORM_DESKTOP)
|
|
void SetWindowTitle(const char *title)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetWindowTitle(window, title);
|
|
#endif
|
|
}
|
|
|
|
// Set window position on screen (windowed mode)
|
|
void SetWindowPosition(int x, int y)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetWindowPos(window, x, y);
|
|
#endif
|
|
}
|
|
|
|
// Set monitor for the current window (fullscreen mode)
|
|
void SetWindowMonitor(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
//glfwSetWindowMonitor(window, monitors[monitor], 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
|
|
TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
}
|
|
|
|
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
|
|
void SetWindowMinSize(int width, int height)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
|
|
glfwSetWindowSizeLimits(window, width, height, mode->width, mode->height);
|
|
#endif
|
|
}
|
|
|
|
// Set window dimensions
|
|
void SetWindowSize(int width, int height)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetWindowSize(window, width, height);
|
|
#endif
|
|
}
|
|
|
|
// Show the window
|
|
void UnhideWindow(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwShowWindow(window);
|
|
#endif
|
|
}
|
|
|
|
// Hide the window
|
|
void HideWindow(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwHideWindow(window);
|
|
#endif
|
|
}
|
|
|
|
// Get current screen width
|
|
int GetScreenWidth(void)
|
|
{
|
|
return screenWidth;
|
|
}
|
|
|
|
// Get current screen height
|
|
int GetScreenHeight(void)
|
|
{
|
|
return screenHeight;
|
|
}
|
|
|
|
// Get native window handle
|
|
void *GetWindowHandle(void)
|
|
{
|
|
#if defined(_WIN32)
|
|
// NOTE: Returned handle is: void *HWND (windows.h)
|
|
return glfwGetWin32Window(window);
|
|
#elif defined(__linux__)
|
|
// NOTE: Returned handle is: unsigned long Window (X.h)
|
|
// typedef unsigned long XID;
|
|
// typedef XID Window;
|
|
//unsigned long id = (unsigned long)glfwGetX11Window(window);
|
|
return NULL; // TODO: Find a way to return value... cast to void *?
|
|
#elif defined(__APPLE__)
|
|
// NOTE: Returned handle is: (objc_object *)
|
|
return NULL; // TODO: return (void *)glfwGetCocoaWindow(window);
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
// Get number of monitors
|
|
int GetMonitorCount(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
glfwGetMonitors(&monitorCount);
|
|
return monitorCount;
|
|
#else
|
|
return 1;
|
|
#endif
|
|
}
|
|
|
|
// Get primary monitor width
|
|
int GetMonitorWidth(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
|
|
return mode->width;
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
// Get primary monitor width
|
|
int GetMonitorHeight(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
|
|
return mode->height;
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
// Get primary montior physical width in millimetres
|
|
int GetMonitorPhysicalWidth(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
int physicalWidth;
|
|
glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
|
|
return physicalWidth;
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
// Get primary monitor physical height in millimetres
|
|
int GetMonitorPhysicalHeight(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
int physicalHeight;
|
|
glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight);
|
|
return physicalHeight;
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
// Get the human-readable, UTF-8 encoded name of the primary monitor
|
|
const char *GetMonitorName(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
return glfwGetMonitorName(monitors[monitor]);
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
return "";
|
|
}
|
|
|
|
// Get clipboard text content
|
|
// NOTE: returned string is allocated and freed by GLFW
|
|
const char *GetClipboardText(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
return glfwGetClipboardString(window);
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
// Set clipboard text content
|
|
void SetClipboardText(const char *text)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetClipboardString(window, text);
|
|
#endif
|
|
}
|
|
|
|
// Show mouse cursor
|
|
void ShowCursor(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
#endif
|
|
cursorHidden = false;
|
|
}
|
|
|
|
// Hides mouse cursor
|
|
void HideCursor(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
|
#endif
|
|
cursorHidden = true;
|
|
}
|
|
|
|
// Check if cursor is not visible
|
|
bool IsCursorHidden(void)
|
|
{
|
|
return cursorHidden;
|
|
}
|
|
|
|
// Enables cursor (unlock cursor)
|
|
void EnableCursor(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
#endif
|
|
#if defined(PLATFORM_WEB)
|
|
toggleCursorLock = true;
|
|
#endif
|
|
cursorHidden = false;
|
|
}
|
|
|
|
// Disables cursor (lock cursor)
|
|
void DisableCursor(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
#endif
|
|
#if defined(PLATFORM_WEB)
|
|
toggleCursorLock = true;
|
|
#endif
|
|
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((float)(targetTime - frameTime)*1000.0f);
|
|
|
|
currentTime = GetTime();
|
|
double extraTime = currentTime - previousTime;
|
|
previousTime = currentTime;
|
|
|
|
frameTime += extraTime;
|
|
}
|
|
}
|
|
|
|
// Initialize 2D mode with custom camera (2D)
|
|
void BeginMode2D(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 EndMode2D(void)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
}
|
|
|
|
// Initializes 3D mode with custom camera (3D)
|
|
void BeginMode3D(Camera3D camera)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
|
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
|
|
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
|
|
|
float aspect = (float)currentWidth/(float)currentHeight;
|
|
|
|
if (camera.type == CAMERA_PERSPECTIVE)
|
|
{
|
|
// Setup perspective projection
|
|
double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
|
|
double right = top*aspect;
|
|
|
|
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
|
|
}
|
|
else if (camera.type == CAMERA_ORTHOGRAPHIC)
|
|
{
|
|
// Setup orthographic projection
|
|
double top = camera.fovy/2.0;
|
|
double right = top*aspect;
|
|
|
|
rlOrtho(-right,right,-top,top, 0.01, 1000.0);
|
|
}
|
|
|
|
// NOTE: zNear and zFar values are important when computing depth buffer values
|
|
|
|
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
|
|
// Setup Camera view
|
|
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
|
|
|
|
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
|
|
}
|
|
|
|
// Ends 3D mode and returns to default 2D orthographic mode
|
|
void EndMode3D(void)
|
|
{
|
|
rlglDraw(); // Process internal buffers (update + draw)
|
|
|
|
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
|
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
|
|
|
|
rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
|
|
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
|
|
}
|
|
|
|
// Initializes render texture for drawing
|
|
void BeginTextureMode(RenderTexture2D target)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlEnableRenderTexture(target.id); // Enable render target
|
|
|
|
// Set viewport to framebuffer size
|
|
rlViewport(0, 0, target.texture.width, target.texture.height);
|
|
|
|
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
|
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
|
|
|
// Set orthographic projection to current framebuffer size
|
|
// NOTE: Configured top-left corner as (0, 0)
|
|
rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
|
|
|
|
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
|
|
//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
|
|
|
|
// Setup current width/height for proper aspect ratio
|
|
// calculation when using BeginMode3D()
|
|
currentWidth = target.texture.width;
|
|
currentHeight = target.texture.height;
|
|
}
|
|
|
|
// Ends drawing to render texture
|
|
void EndTextureMode(void)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlDisableRenderTexture(); // Disable render target
|
|
|
|
// Set viewport to default framebuffer size (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)
|
|
|
|
// Reset current screen size
|
|
currentWidth = GetScreenWidth();
|
|
currentHeight = GetScreenHeight();
|
|
}
|
|
|
|
// Returns a ray trace from mouse position
|
|
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
|
|
{
|
|
Ray ray;
|
|
|
|
// Calculate normalized device coordinates
|
|
// NOTE: y value is negative
|
|
float x = (2.0f*mousePosition.x)/(float)GetScreenWidth() - 1.0f;
|
|
float y = 1.0f - (2.0f*mousePosition.y)/(float)GetScreenHeight();
|
|
float z = 1.0f;
|
|
|
|
// Store values in a vector
|
|
Vector3 deviceCoords = { x, y, z };
|
|
|
|
// Calculate view matrix from camera look at
|
|
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
|
Matrix matProj = MatrixIdentity();
|
|
|
|
if (camera.type == CAMERA_PERSPECTIVE)
|
|
{
|
|
// Calculate projection matrix from perspective
|
|
matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
|
|
}
|
|
else if (camera.type == CAMERA_ORTHOGRAPHIC)
|
|
{
|
|
float aspect = (float)screenWidth/(float)screenHeight;
|
|
double top = camera.fovy/2.0;
|
|
double right = top*aspect;
|
|
|
|
// Calculate projection matrix from orthographic
|
|
matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
|
|
}
|
|
|
|
// Unproject far/near points
|
|
Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
|
|
Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
|
|
|
|
// Unproject the mouse cursor in the near plane.
|
|
// We need this as the source position because orthographic projects, compared to perspect doesn't have a
|
|
// convergence point, meaning that the "eye" of the camera is more like a plane than a point.
|
|
Vector3 cameraPlanePointerPos = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, -1.0f }, matProj, matView);
|
|
|
|
// Calculate normalized direction vector
|
|
Vector3 direction = Vector3Normalize(Vector3Subtract(farPoint, nearPoint));
|
|
|
|
if (camera.type == CAMERA_PERSPECTIVE) ray.position = camera.position;
|
|
else if (camera.type == CAMERA_ORTHOGRAPHIC) ray.position = cameraPlanePointerPos;
|
|
|
|
// Apply calculated vectors to ray
|
|
ray.direction = direction;
|
|
|
|
return ray;
|
|
}
|
|
|
|
// Returns the screen space position from a 3d world space position
|
|
Vector2 GetWorldToScreen(Vector3 position, Camera camera)
|
|
{
|
|
// Calculate projection matrix (from perspective instead of frustum
|
|
Matrix matProj = MatrixIdentity();
|
|
|
|
if (camera.type == CAMERA_PERSPECTIVE)
|
|
{
|
|
// Calculate projection matrix from perspective
|
|
matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
|
|
}
|
|
else if (camera.type == CAMERA_ORTHOGRAPHIC)
|
|
{
|
|
float aspect = (float)screenWidth/(float)screenHeight;
|
|
double top = camera.fovy/2.0;
|
|
double right = top*aspect;
|
|
|
|
// Calculate projection matrix from orthographic
|
|
matProj = MatrixOrtho(-right, right, -top, top, 0.01, 1000.0);
|
|
}
|
|
|
|
// Calculate view matrix from camera look at (and transpose it)
|
|
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
|
|
|
// Convert world position vector to quaternion
|
|
Quaternion worldPos = { position.x, position.y, position.z, 1.0f };
|
|
|
|
// Transform world position to view
|
|
worldPos = QuaternionTransform(worldPos, matView);
|
|
|
|
// Transform result to projection (clip space position)
|
|
worldPos = QuaternionTransform(worldPos, matProj);
|
|
|
|
// Calculate normalized device coordinates (inverted y)
|
|
Vector3 ndcPos = { worldPos.x/worldPos.w, -worldPos.y/worldPos.w, worldPos.z/worldPos.w };
|
|
|
|
// Calculate 2d screen position vector
|
|
Vector2 screenPosition = { (ndcPos.x + 1.0f)/2.0f*(float)GetScreenWidth(), (ndcPos.y + 1.0f)/2.0f*(float)GetScreenHeight() };
|
|
|
|
return screenPosition;
|
|
}
|
|
|
|
// Get transform matrix for camera
|
|
Matrix GetCameraMatrix(Camera camera)
|
|
{
|
|
return MatrixLookAt(camera.position, camera.target, camera.up);
|
|
}
|
|
|
|
// Set target FPS (maximum)
|
|
void SetTargetFPS(int fps)
|
|
{
|
|
if (fps < 1) targetTime = 0.0;
|
|
else targetTime = 1.0/(double)fps;
|
|
|
|
TraceLog(LOG_INFO, "Target time per frame: %02.03f milliseconds", (float)targetTime*1000);
|
|
}
|
|
|
|
// Returns current FPS
|
|
int GetFPS(void)
|
|
{
|
|
return (int)(1.0f/GetFrameTime());
|
|
}
|
|
|
|
// Returns time in seconds for last frame drawn
|
|
float GetFrameTime(void)
|
|
{
|
|
// NOTE: We round value to milliseconds
|
|
return (float)frameTime;
|
|
}
|
|
|
|
// Get elapsed time measure in seconds since InitTimer()
|
|
// NOTE: On PLATFORM_DESKTOP InitTimer() is called on InitWindow()
|
|
// NOTE: On PLATFORM_DESKTOP, timer is initialized on glfwInit()
|
|
double GetTime(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
return glfwGetTime(); // Elapsed time since glfwInit()
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
|
struct timespec ts;
|
|
clock_gettime(CLOCK_MONOTONIC, &ts);
|
|
uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
|
|
|
|
return (double)(time - baseTime)*1e-9; // Elapsed time since InitTimer()
|
|
#endif
|
|
}
|
|
|
|
// Returns hexadecimal value for a Color
|
|
int ColorToInt(Color color)
|
|
{
|
|
return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
|
|
}
|
|
|
|
// Returns color normalized as float [0..1]
|
|
Vector4 ColorNormalize(Color color)
|
|
{
|
|
Vector4 result;
|
|
|
|
result.x = (float)color.r/255.0f;
|
|
result.y = (float)color.g/255.0f;
|
|
result.z = (float)color.b/255.0f;
|
|
result.w = (float)color.a/255.0f;
|
|
|
|
return result;
|
|
}
|
|
|
|
// Returns HSV values for a Color
|
|
// NOTE: Hue is returned as degrees [0..360]
|
|
Vector3 ColorToHSV(Color color)
|
|
{
|
|
Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
|
|
Vector3 hsv = { 0.0f, 0.0f, 0.0f };
|
|
float min, max, delta;
|
|
|
|
min = rgb.x < rgb.y? rgb.x : rgb.y;
|
|
min = min < rgb.z? min : rgb.z;
|
|
|
|
max = rgb.x > rgb.y? rgb.x : rgb.y;
|
|
max = max > rgb.z? max : rgb.z;
|
|
|
|
hsv.z = max; // Value
|
|
delta = max - min;
|
|
|
|
if (delta < 0.00001f)
|
|
{
|
|
hsv.y = 0.0f;
|
|
hsv.x = 0.0f; // Undefined, maybe NAN?
|
|
return hsv;
|
|
}
|
|
|
|
if (max > 0.0f)
|
|
{
|
|
// NOTE: If max is 0, this divide would cause a crash
|
|
hsv.y = (delta/max); // Saturation
|
|
}
|
|
else
|
|
{
|
|
// NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
|
|
hsv.y = 0.0f;
|
|
hsv.x = NAN; // Undefined
|
|
return hsv;
|
|
}
|
|
|
|
// NOTE: Comparing float values could not work properly
|
|
if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta; // Between yellow & magenta
|
|
else
|
|
{
|
|
if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta; // Between cyan & yellow
|
|
else hsv.x = 4.0f + (rgb.x - rgb.y)/delta; // Between magenta & cyan
|
|
}
|
|
|
|
hsv.x *= 60.0f; // Convert to degrees
|
|
|
|
if (hsv.x < 0.0f) hsv.x += 360.0f;
|
|
|
|
return hsv;
|
|
}
|
|
|
|
// Returns a Color from HSV values
|
|
// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
|
|
// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
|
|
Color ColorFromHSV(Vector3 hsv)
|
|
{
|
|
Color color = { 0, 0, 0, 255 };
|
|
float h = hsv.x, s = hsv.y, v = hsv.z;
|
|
|
|
// Red channel
|
|
float k = fmod((5.0f + h/60.0f), 6);
|
|
float t = 4.0f - k;
|
|
k = (t < k)? t : k;
|
|
k = (k < 1)? k : 1;
|
|
k = (k > 0)? k : 0;
|
|
color.r = (v - v*s*k)*255;
|
|
|
|
// Green channel
|
|
k = fmod((3.0f + h/60.0f), 6);
|
|
t = 4.0f - k;
|
|
k = (t < k)? t : k;
|
|
k = (k < 1)? k : 1;
|
|
k = (k > 0)? k : 0;
|
|
color.g = (v - v*s*k)*255;
|
|
|
|
// Blue channel
|
|
k = fmod((1.0f + h/60.0f), 6);
|
|
t = 4.0f - k;
|
|
k = (t < k)? t : k;
|
|
k = (k < 1)? k : 1;
|
|
k = (k > 0)? k : 0;
|
|
color.b = (v - v*s*k)*255;
|
|
|
|
return color;
|
|
}
|
|
|
|
// Returns a Color struct from hexadecimal value
|
|
Color GetColor(int hexValue)
|
|
{
|
|
Color color;
|
|
|
|
color.r = (unsigned char)(hexValue >> 24) & 0xFF;
|
|
color.g = (unsigned char)(hexValue >> 16) & 0xFF;
|
|
color.b = (unsigned char)(hexValue >> 8) & 0xFF;
|
|
color.a = (unsigned char)hexValue & 0xFF;
|
|
|
|
return color;
|
|
}
|
|
|
|
// Returns a random value between min and max (both included)
|
|
int GetRandomValue(int min, int max)
|
|
{
|
|
if (min > max)
|
|
{
|
|
int tmp = max;
|
|
max = min;
|
|
min = tmp;
|
|
}
|
|
|
|
return (rand()%(abs(max - min) + 1) + min);
|
|
}
|
|
|
|
// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
|
Color Fade(Color color, float alpha)
|
|
{
|
|
if (alpha < 0.0f) alpha = 0.0f;
|
|
else if (alpha > 1.0f) alpha = 1.0f;
|
|
|
|
return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
|
|
}
|
|
|
|
// Setup window configuration flags (view FLAGS)
|
|
void SetConfigFlags(unsigned char flags)
|
|
{
|
|
configFlags = flags;
|
|
|
|
if (configFlags & FLAG_SHOW_LOGO) showLogo = true;
|
|
if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true;
|
|
}
|
|
|
|
// NOTE TraceLog() function is located in [utils.h]
|
|
|
|
// Takes a screenshot of current screen (saved a .png)
|
|
// NOTE: This function could work in any platform but some platforms: PLATFORM_ANDROID and PLATFORM_WEB
|
|
// have their own internal file-systems, to dowload image to user file-system some additional mechanism is required
|
|
void TakeScreenshot(const char *fileName)
|
|
{
|
|
unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight);
|
|
Image image = { imgData, renderWidth, renderHeight, 1, UNCOMPRESSED_R8G8B8A8 };
|
|
|
|
char path[512] = { 0 };
|
|
#if defined(PLATFORM_ANDROID)
|
|
strcpy(path, internalDataPath);
|
|
strcat(path, "/");
|
|
strcat(path, fileName);
|
|
#else
|
|
strcpy(path, fileName);
|
|
#endif
|
|
|
|
ExportImage(image, path);
|
|
free(imgData);
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
// Download file from MEMFS (emscripten memory filesystem)
|
|
// SaveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
|
|
emscripten_run_script(TextFormat("SaveFileFromMEMFSToDisk('%s','%s')", GetFileName(path), GetFileName(path)));
|
|
#endif
|
|
|
|
TraceLog(LOG_INFO, "Screenshot taken: %s", path);
|
|
}
|
|
|
|
// Check if the file exists
|
|
bool FileExists(const char *fileName)
|
|
{
|
|
bool result = false;
|
|
|
|
#if defined(_WIN32)
|
|
if (_access(fileName, 0) != -1) result = true;
|
|
#else
|
|
if (access(fileName, F_OK) != -1) result = true;
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Check file extension
|
|
bool IsFileExtension(const char *fileName, const char *ext)
|
|
{
|
|
bool result = false;
|
|
const char *fileExt;
|
|
|
|
if ((fileExt = strrchr(fileName, '.')) != NULL)
|
|
{
|
|
#if defined(_WIN32)
|
|
result = true;
|
|
int extLen = strlen(ext);
|
|
|
|
if (strlen(fileExt) == extLen)
|
|
{
|
|
for (int i = 0; i < extLen; i++)
|
|
{
|
|
if (tolower(fileExt[i]) != tolower(ext[i]))
|
|
{
|
|
result = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else result = false;
|
|
#else
|
|
if (strcmp(fileExt, ext) == 0) result = true;
|
|
#endif
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
// Get pointer to extension for a filename string
|
|
const char *GetExtension(const char *fileName)
|
|
{
|
|
const char *dot = strrchr(fileName, '.');
|
|
|
|
if (!dot || dot == fileName) return NULL;
|
|
|
|
return (dot + 1);
|
|
}
|
|
|
|
// String pointer reverse break: returns right-most occurrence of charset in s
|
|
static const char *strprbrk(const char *s, const char *charset)
|
|
{
|
|
const char *latestMatch = NULL;
|
|
for (; s = strpbrk(s, charset), s != NULL; latestMatch = s++) { }
|
|
return latestMatch;
|
|
}
|
|
|
|
// Get pointer to filename for a path string
|
|
const char *GetFileName(const char *filePath)
|
|
{
|
|
const char *fileName = strprbrk(filePath, "\\/");
|
|
|
|
if (!fileName || fileName == filePath) return filePath;
|
|
|
|
return fileName + 1;
|
|
}
|
|
|
|
// Get filename string without extension (memory should be freed)
|
|
const char *GetFileNameWithoutExt(const char *filePath)
|
|
{
|
|
#define MAX_FILENAMEWITHOUTEXT_LENGTH 64
|
|
|
|
static char fileName[MAX_FILENAMEWITHOUTEXT_LENGTH];
|
|
memset(fileName, 0, MAX_FILENAMEWITHOUTEXT_LENGTH);
|
|
|
|
strcpy(fileName, GetFileName(filePath)); // Get filename with extension
|
|
|
|
int len = strlen(fileName);
|
|
|
|
for (int i = 0; (i < len) && (i < MAX_FILENAMEWITHOUTEXT_LENGTH); i++)
|
|
{
|
|
if (fileName[i] == '.')
|
|
{
|
|
// NOTE: We break on first '.' found
|
|
fileName[i] = '\0';
|
|
break;
|
|
}
|
|
}
|
|
|
|
return fileName;
|
|
}
|
|
|
|
// Get directory for a given fileName (with path)
|
|
const char *GetDirectoryPath(const char *fileName)
|
|
{
|
|
const char *lastSlash = NULL;
|
|
static char filePath[MAX_FILEPATH_LENGTH];
|
|
memset(filePath, 0, MAX_FILEPATH_LENGTH);
|
|
|
|
lastSlash = strprbrk(fileName, "\\/");
|
|
if (!lastSlash) return NULL;
|
|
|
|
// NOTE: Be careful, strncpy() is not safe, it does not care about '\0'
|
|
strncpy(filePath, fileName, strlen(fileName) - (strlen(lastSlash) - 1));
|
|
filePath[strlen(fileName) - strlen(lastSlash)] = '\0'; // Add '\0' manually
|
|
|
|
return filePath;
|
|
}
|
|
|
|
// Get current working directory
|
|
const char *GetWorkingDirectory(void)
|
|
{
|
|
static char currentDir[MAX_FILEPATH_LENGTH];
|
|
memset(currentDir, 0, MAX_FILEPATH_LENGTH);
|
|
|
|
GETCWD(currentDir, MAX_FILEPATH_LENGTH - 1);
|
|
|
|
return currentDir;
|
|
}
|
|
|
|
// Get filenames in a directory path (max 512 files)
|
|
// NOTE: Files count is returned by parameters pointer
|
|
char **GetDirectoryFiles(const char *dirPath, int *fileCount)
|
|
{
|
|
#define MAX_DIRECTORY_FILES 512
|
|
|
|
ClearDirectoryFiles();
|
|
|
|
// Memory allocation for MAX_DIRECTORY_FILES
|
|
dirFilesPath = (char **)malloc(sizeof(char *)*MAX_DIRECTORY_FILES);
|
|
for (int i = 0; i < MAX_DIRECTORY_FILES; i++) dirFilesPath[i] = (char *)malloc(sizeof(char)*MAX_FILEPATH_LENGTH);
|
|
|
|
int counter = 0;
|
|
struct dirent *ent;
|
|
DIR *dir = opendir(dirPath);
|
|
|
|
if (dir != NULL) // It's a directory
|
|
{
|
|
// TODO: Reading could be done in two passes,
|
|
// first one to count files and second one to read names
|
|
// That way we can allocate required memory, instead of a limited pool
|
|
|
|
while ((ent = readdir(dir)) != NULL)
|
|
{
|
|
strcpy(dirFilesPath[counter], ent->d_name);
|
|
counter++;
|
|
}
|
|
|
|
closedir(dir);
|
|
}
|
|
else TraceLog(LOG_WARNING, "Can not open directory...\n"); // Maybe it's a file...
|
|
|
|
dirFilesCount = counter;
|
|
*fileCount = dirFilesCount;
|
|
|
|
return dirFilesPath;
|
|
}
|
|
|
|
// Clear directory files paths buffers
|
|
void ClearDirectoryFiles(void)
|
|
{
|
|
if (dirFilesCount > 0)
|
|
{
|
|
for (int i = 0; i < dirFilesCount; i++) free(dirFilesPath[i]);
|
|
|
|
free(dirFilesPath);
|
|
dirFilesCount = 0;
|
|
}
|
|
}
|
|
|
|
// Change working directory, returns true if success
|
|
bool ChangeDirectory(const char *dir)
|
|
{
|
|
return (CHDIR(dir) == 0);
|
|
}
|
|
|
|
// Check if a file has been dropped into window
|
|
bool IsFileDropped(void)
|
|
{
|
|
if (dropFilesCount > 0) return true;
|
|
else return false;
|
|
}
|
|
|
|
// Get dropped files names
|
|
char **GetDroppedFiles(int *count)
|
|
{
|
|
*count = dropFilesCount;
|
|
return dropFilesPath;
|
|
}
|
|
|
|
// Clear dropped files paths buffer
|
|
void ClearDroppedFiles(void)
|
|
{
|
|
if (dropFilesCount > 0)
|
|
{
|
|
for (int i = 0; i < dropFilesCount; i++) free(dropFilesPath[i]);
|
|
|
|
free(dropFilesPath);
|
|
|
|
dropFilesCount = 0;
|
|
}
|
|
}
|
|
|
|
// Get file modification time (last write time)
|
|
long GetFileModTime(const char *fileName)
|
|
{
|
|
struct stat result = { 0 };
|
|
|
|
if (stat(fileName, &result) == 0)
|
|
{
|
|
time_t mod = result.st_mtime;
|
|
|
|
return (long)mod;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Save integer value to storage file (to defined position)
|
|
// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
|
|
void StorageSaveValue(int position, int value)
|
|
{
|
|
FILE *storageFile = NULL;
|
|
|
|
char path[512] = { 0 };
|
|
#if defined(PLATFORM_ANDROID)
|
|
strcpy(path, internalDataPath);
|
|
strcat(path, "/");
|
|
strcat(path, STORAGE_FILENAME);
|
|
#else
|
|
strcpy(path, STORAGE_FILENAME);
|
|
#endif
|
|
|
|
// Try open existing file to append data
|
|
storageFile = fopen(path, "rb+");
|
|
|
|
// If file doesn't exist, create a new storage data file
|
|
if (!storageFile) storageFile = fopen(path, "wb");
|
|
|
|
if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be created");
|
|
else
|
|
{
|
|
// Get file size
|
|
fseek(storageFile, 0, SEEK_END);
|
|
int fileSize = ftell(storageFile); // Size in bytes
|
|
fseek(storageFile, 0, SEEK_SET);
|
|
|
|
if (fileSize < (position*sizeof(int))) TraceLog(LOG_WARNING, "Storage position could not be found");
|
|
else
|
|
{
|
|
fseek(storageFile, (position*sizeof(int)), SEEK_SET);
|
|
fwrite(&value, 1, sizeof(int), storageFile);
|
|
}
|
|
|
|
fclose(storageFile);
|
|
}
|
|
}
|
|
|
|
// Load integer value from storage file (from defined position)
|
|
// NOTE: If requested position could not be found, value 0 is returned
|
|
int StorageLoadValue(int position)
|
|
{
|
|
int value = 0;
|
|
|
|
char path[512] = { 0 };
|
|
#if defined(PLATFORM_ANDROID)
|
|
strcpy(path, internalDataPath);
|
|
strcat(path, "/");
|
|
strcat(path, STORAGE_FILENAME);
|
|
#else
|
|
strcpy(path, STORAGE_FILENAME);
|
|
#endif
|
|
|
|
// Try open existing file to append data
|
|
FILE *storageFile = fopen(path, "rb");
|
|
|
|
if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be found");
|
|
else
|
|
{
|
|
// Get file size
|
|
fseek(storageFile, 0, SEEK_END);
|
|
int fileSize = ftell(storageFile); // Size in bytes
|
|
rewind(storageFile);
|
|
|
|
if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found");
|
|
else
|
|
{
|
|
fseek(storageFile, (position*4), SEEK_SET);
|
|
fread(&value, 4, 1, storageFile); // Read 1 element of 4 bytes size
|
|
}
|
|
|
|
fclose(storageFile);
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
// Open URL with default system browser (if available)
|
|
// NOTE: This function is onlyl safe to use if you control the URL given.
|
|
// A user could craft a malicious string performing another action.
|
|
// Only call this function yourself not with user input or make sure to check the string yourself.
|
|
// CHECK: https://github.com/raysan5/raylib/issues/686
|
|
void OpenURL(const char *url)
|
|
{
|
|
// Small security check trying to avoid (partially) malicious code...
|
|
// sorry for the inconvenience when you hit this point...
|
|
if (strchr(url, '\'') != NULL)
|
|
{
|
|
TraceLog(LOG_WARNING, "Provided URL does not seem to be valid.");
|
|
}
|
|
else
|
|
{
|
|
char *cmd = (char *)calloc(strlen(url) + 10, sizeof(char));
|
|
|
|
#if defined(_WIN32)
|
|
sprintf(cmd, "explorer %s", url);
|
|
#elif defined(__linux__)
|
|
sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
|
|
#elif defined(__APPLE__)
|
|
sprintf(cmd, "open '%s'", url);
|
|
#endif
|
|
system(cmd);
|
|
free(cmd);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
|
|
//----------------------------------------------------------------------------------
|
|
// Detect if a key has been pressed once
|
|
bool IsKeyPressed(int key)
|
|
{
|
|
bool pressed = false;
|
|
|
|
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
|
|
else pressed = false;
|
|
|
|
return pressed;
|
|
}
|
|
|
|
// Detect if a key is being pressed (key held down)
|
|
bool IsKeyDown(int key)
|
|
{
|
|
if (GetKeyStatus(key) == 1) return true;
|
|
else return false;
|
|
}
|
|
|
|
// Detect if a key has been released once
|
|
bool IsKeyReleased(int key)
|
|
{
|
|
bool released = false;
|
|
|
|
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
|
|
else released = false;
|
|
|
|
return released;
|
|
}
|
|
|
|
// Detect if a key is NOT being pressed (key not held down)
|
|
bool IsKeyUp(int key)
|
|
{
|
|
if (GetKeyStatus(key) == 0) return true;
|
|
else return false;
|
|
}
|
|
|
|
// Get the last key pressed
|
|
int GetKeyPressed(void)
|
|
{
|
|
return lastKeyPressed;
|
|
}
|
|
|
|
// Set a custom key to exit program
|
|
// NOTE: default exitKey is ESCAPE
|
|
void SetExitKey(int key)
|
|
{
|
|
#if !defined(PLATFORM_ANDROID)
|
|
exitKey = key;
|
|
#endif
|
|
}
|
|
|
|
// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
|
|
|
|
// Detect if a gamepad is available
|
|
bool IsGamepadAvailable(int gamepad)
|
|
{
|
|
bool result = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Check gamepad name (if available)
|
|
bool IsGamepadName(int gamepad, const char *name)
|
|
{
|
|
bool result = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
const char *gamepadName = NULL;
|
|
|
|
if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad);
|
|
if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0);
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Return gamepad internal name id
|
|
const char *GetGamepadName(int gamepad)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad);
|
|
else return NULL;
|
|
#elif defined(PLATFORM_RPI)
|
|
if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName);
|
|
|
|
return gamepadName;
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
// Return gamepad axis count
|
|
int GetGamepadAxisCount(int gamepad)
|
|
{
|
|
#if defined(PLATFORM_RPI)
|
|
int axisCount = 0;
|
|
if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount);
|
|
gamepadAxisCount = axisCount;
|
|
#endif
|
|
return gamepadAxisCount;
|
|
}
|
|
|
|
// Return axis movement vector for a gamepad
|
|
float GetGamepadAxisMovement(int gamepad, int axis)
|
|
{
|
|
float value = 0;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis];
|
|
#endif
|
|
|
|
return value;
|
|
}
|
|
|
|
// Detect if a gamepad button has been pressed once
|
|
bool IsGamepadButtonPressed(int gamepad, int button)
|
|
{
|
|
bool pressed = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
|
|
(currentGamepadState[gamepad][button] == 1)) pressed = true;
|
|
#endif
|
|
|
|
return pressed;
|
|
}
|
|
|
|
// Detect if a gamepad button is being pressed
|
|
bool IsGamepadButtonDown(int gamepad, int button)
|
|
{
|
|
bool result = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
(currentGamepadState[gamepad][button] == 1)) result = true;
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Detect if a gamepad button has NOT been pressed once
|
|
bool IsGamepadButtonReleased(int gamepad, int button)
|
|
{
|
|
bool released = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
|
|
(currentGamepadState[gamepad][button] == 0)) released = true;
|
|
#endif
|
|
|
|
return released;
|
|
}
|
|
|
|
// Detect if a mouse button is NOT being pressed
|
|
bool IsGamepadButtonUp(int gamepad, int button)
|
|
{
|
|
bool result = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
(currentGamepadState[gamepad][button] == 0)) result = true;
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Get the last gamepad button pressed
|
|
int GetGamepadButtonPressed(void)
|
|
{
|
|
return lastGamepadButtonPressed;
|
|
}
|
|
|
|
// Detect if a mouse button has been pressed once
|
|
bool IsMouseButtonPressed(int button)
|
|
{
|
|
bool pressed = false;
|
|
|
|
// TODO: Review, gestures could be not supported despite being on Android platform!
|
|
#if defined(PLATFORM_ANDROID)
|
|
if (IsGestureDetected(GESTURE_TAP)) pressed = true;
|
|
#else
|
|
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
|
|
#endif
|
|
|
|
return pressed;
|
|
}
|
|
|
|
// Detect if a mouse button is being pressed
|
|
bool IsMouseButtonDown(int button)
|
|
{
|
|
bool down = false;
|
|
|
|
#if defined(PLATFORM_ANDROID)
|
|
if (IsGestureDetected(GESTURE_HOLD)) down = true;
|
|
#else
|
|
if (GetMouseButtonStatus(button) == 1) down = true;
|
|
#endif
|
|
|
|
return down;
|
|
}
|
|
|
|
// Detect if a mouse button has been released once
|
|
bool IsMouseButtonReleased(int button)
|
|
{
|
|
bool released = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 0)) released = true;
|
|
#endif
|
|
|
|
return released;
|
|
}
|
|
|
|
// Detect if a mouse button is NOT being pressed
|
|
bool IsMouseButtonUp(int button)
|
|
{
|
|
bool up = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if (GetMouseButtonStatus(button) == 0) up = true;
|
|
#endif
|
|
|
|
return up;
|
|
}
|
|
|
|
// Returns mouse position X
|
|
int GetMouseX(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID)
|
|
return (int)touchPosition[0].x;
|
|
#else
|
|
return (int)((mousePosition.x + mouseOffset.x)*mouseScale.x);
|
|
#endif
|
|
}
|
|
|
|
// Returns mouse position Y
|
|
int GetMouseY(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID)
|
|
return (int)touchPosition[0].x;
|
|
#else
|
|
return (int)((mousePosition.y + mouseOffset.y)*mouseScale.y);
|
|
#endif
|
|
}
|
|
|
|
// Returns mouse position XY
|
|
Vector2 GetMousePosition(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID)
|
|
return GetTouchPosition(0);
|
|
#else
|
|
return (Vector2){ (mousePosition.x + mouseOffset.x)*mouseScale.x, (mousePosition.y + mouseOffset.y)*mouseScale.y };
|
|
#endif
|
|
}
|
|
|
|
// Set mouse position XY
|
|
void SetMousePosition(int x, int y)
|
|
{
|
|
mousePosition = (Vector2){ (float)x, (float)y };
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
// NOTE: emscripten not implemented
|
|
glfwSetCursorPos(window, mousePosition.x, mousePosition.y);
|
|
#endif
|
|
}
|
|
|
|
// Set mouse offset
|
|
// NOTE: Useful when rendering to different size targets
|
|
void SetMouseOffset(int offsetX, int offsetY)
|
|
{
|
|
mouseOffset = (Vector2){ (float)offsetX, (float)offsetY };
|
|
}
|
|
|
|
// Set mouse scaling
|
|
// NOTE: Useful when rendering to different size targets
|
|
void SetMouseScale(float scaleX, float scaleY)
|
|
{
|
|
mouseScale = (Vector2){ scaleX, scaleY };
|
|
}
|
|
|
|
// Returns mouse wheel movement Y
|
|
int GetMouseWheelMove(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID)
|
|
return 0;
|
|
#elif defined(PLATFORM_WEB)
|
|
return previousMouseWheelY/100;
|
|
#else
|
|
return previousMouseWheelY;
|
|
#endif
|
|
}
|
|
|
|
// Returns touch position X for touch point 0 (relative to screen size)
|
|
int GetTouchX(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
|
return (int)touchPosition[0].x;
|
|
#else // PLATFORM_DESKTOP, PLATFORM_RPI
|
|
return GetMouseX();
|
|
#endif
|
|
}
|
|
|
|
// Returns touch position Y for touch point 0 (relative to screen size)
|
|
int GetTouchY(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
|
return (int)touchPosition[0].y;
|
|
#else // PLATFORM_DESKTOP, PLATFORM_RPI
|
|
return GetMouseY();
|
|
#endif
|
|
}
|
|
|
|
// Returns touch position XY for a touch point index (relative to screen size)
|
|
// TODO: Touch position should be scaled depending on display size and render size
|
|
Vector2 GetTouchPosition(int index)
|
|
{
|
|
Vector2 position = { -1.0f, -1.0f };
|
|
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
|
if (index < MAX_TOUCH_POINTS) position = touchPosition[index];
|
|
else TraceLog(LOG_WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
|
|
|
|
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
|
|
{
|
|
// TODO: Review touch position scaling for screenSize vs displaySize
|
|
position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2;
|
|
position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2;
|
|
}
|
|
else
|
|
{
|
|
position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2;
|
|
position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2;
|
|
}
|
|
#elif defined(PLATFORM_RPI)
|
|
position = touchPosition[index];
|
|
#else // PLATFORM_DESKTOP
|
|
if (index == 0) position = GetMousePosition();
|
|
#endif
|
|
|
|
return position;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Initialize display device and framebuffer
|
|
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
|
|
// If width or height are 0, default display size will be used for framebuffer size
|
|
// NOTE: returns false in case graphic device could not be created
|
|
static bool InitGraphicsDevice(int width, int height)
|
|
{
|
|
screenWidth = width; // User desired width
|
|
screenHeight = height; // User desired height
|
|
currentWidth = width;
|
|
currentHeight = height;
|
|
|
|
// 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 defined(__APPLE__)
|
|
glfwInitHint(GLFW_COCOA_CHDIR_RESOURCES, GLFW_FALSE);
|
|
#endif
|
|
|
|
if (!glfwInit())
|
|
{
|
|
TraceLog(LOG_WARNING, "Failed to initialize GLFW");
|
|
return false;
|
|
}
|
|
|
|
// NOTE: Getting video modes is not implemented in emscripten GLFW3 version
|
|
#if defined(PLATFORM_DESKTOP)
|
|
// Find monitor resolution
|
|
GLFWmonitor *monitor = glfwGetPrimaryMonitor();
|
|
if (!monitor)
|
|
{
|
|
TraceLog(LOG_WARNING, "Failed to get monitor");
|
|
return false;
|
|
}
|
|
const GLFWvidmode *mode = glfwGetVideoMode(monitor);
|
|
|
|
displayWidth = mode->width;
|
|
displayHeight = mode->height;
|
|
|
|
// Screen size security check
|
|
if (screenWidth <= 0) screenWidth = displayWidth;
|
|
if (screenHeight <= 0) screenHeight = displayHeight;
|
|
#endif // defined(PLATFORM_DESKTOP)
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
displayWidth = screenWidth;
|
|
displayHeight = screenHeight;
|
|
#endif // defined(PLATFORM_WEB)
|
|
|
|
glfwDefaultWindowHints(); // Set default windows hints:
|
|
//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
|
|
//glfwWindowHint(GLFW_GREEN_BITS, 8); // Framebuffer green color component bits
|
|
//glfwWindowHint(GLFW_BLUE_BITS, 8); // Framebuffer blue color component bits
|
|
//glfwWindowHint(GLFW_ALPHA_BITS, 8); // Framebuffer alpha color component bits
|
|
//glfwWindowHint(GLFW_DEPTH_BITS, 24); // Depthbuffer bits
|
|
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
|
|
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
|
|
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
|
|
|
|
// Check some Window creation flags
|
|
if (configFlags & FLAG_WINDOW_HIDDEN) glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // Visible window
|
|
else glfwWindowHint(GLFW_VISIBLE, GL_TRUE); // Window initially hidden
|
|
|
|
if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window
|
|
else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
|
|
|
|
if (configFlags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
|
|
else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
|
|
// FLAG_WINDOW_TRANSPARENT not supported on HTML5 and not included in any released GLFW version yet
|
|
#if defined(GLFW_TRANSPARENT_FRAMEBUFFER)
|
|
if (configFlags & FLAG_WINDOW_TRANSPARENT) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
|
|
else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
|
|
#endif
|
|
|
|
if (configFlags & FLAG_MSAA_4X_HINT) glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
|
|
|
|
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
|
|
// with forward compatibility to older OpenGL versions.
|
|
// For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible.
|
|
|
|
// Check selection OpenGL version
|
|
if (rlGetVersion() == OPENGL_21)
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
|
|
}
|
|
else if (rlGetVersion() == OPENGL_33)
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
|
|
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
|
|
#if defined(__APPLE__)
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility
|
|
#else
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
|
|
#endif
|
|
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
|
|
}
|
|
else if (rlGetVersion() == OPENGL_ES_20) // Request OpenGL ES 2.0 context
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
|
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); // Alternative: GLFW_EGL_CONTEXT_API (ANGLE)
|
|
}
|
|
|
|
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
|
|
SetupFramebuffer(displayWidth, displayHeight);
|
|
|
|
window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
|
|
|
|
// NOTE: Full-screen change, not working properly...
|
|
//glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
|
|
}
|
|
else
|
|
{
|
|
// No-fullscreen window creation
|
|
window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, NULL, NULL);
|
|
|
|
if (window)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
// Center window on screen
|
|
int windowPosX = displayWidth/2 - screenWidth/2;
|
|
int windowPosY = displayHeight/2 - screenHeight/2;
|
|
|
|
if (windowPosX < 0) windowPosX = 0;
|
|
if (windowPosY < 0) windowPosY = 0;
|
|
|
|
glfwSetWindowPos(window, windowPosX, windowPosY);
|
|
#endif
|
|
renderWidth = screenWidth;
|
|
renderHeight = screenHeight;
|
|
}
|
|
}
|
|
|
|
if (!window)
|
|
{
|
|
glfwTerminate();
|
|
TraceLog(LOG_WARNING, "GLFW Failed to initialize Window");
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
TraceLog(LOG_INFO, "Display device initialized successfully");
|
|
#if defined(PLATFORM_DESKTOP)
|
|
TraceLog(LOG_INFO, "Display size: %i x %i", displayWidth, displayHeight);
|
|
#endif
|
|
TraceLog(LOG_INFO, "Render size: %i x %i", renderWidth, renderHeight);
|
|
TraceLog(LOG_INFO, "Screen size: %i x %i", screenWidth, screenHeight);
|
|
TraceLog(LOG_INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
|
|
}
|
|
|
|
glfwSetWindowSizeCallback(window, WindowSizeCallback); // NOTE: Resizing not allowed by default!
|
|
glfwSetCursorEnterCallback(window, CursorEnterCallback);
|
|
glfwSetKeyCallback(window, KeyCallback);
|
|
glfwSetMouseButtonCallback(window, MouseButtonCallback);
|
|
glfwSetCursorPosCallback(window, MouseCursorPosCallback); // Track mouse position changes
|
|
glfwSetCharCallback(window, CharCallback);
|
|
glfwSetScrollCallback(window, ScrollCallback);
|
|
glfwSetWindowIconifyCallback(window, WindowIconifyCallback);
|
|
glfwSetDropCallback(window, WindowDropCallback);
|
|
|
|
glfwMakeContextCurrent(window);
|
|
|
|
// Try to disable GPU V-Sync by default, set framerate using SetTargetFPS()
|
|
// NOTE: V-Sync can be enabled by graphic driver configuration
|
|
#if !defined(PLATFORM_WEB)
|
|
glfwSwapInterval(0);
|
|
#endif
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
// Load OpenGL 3.3 extensions
|
|
// NOTE: GLFW loader function is passed as parameter
|
|
rlLoadExtensions(glfwGetProcAddress);
|
|
#endif
|
|
|
|
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
|
|
// NOTE: V-Sync can be enabled by graphic driver configuration
|
|
if (configFlags & FLAG_VSYNC_HINT)
|
|
{
|
|
// WARNING: It seems to hits a critical render path in Intel HD Graphics
|
|
glfwSwapInterval(1);
|
|
TraceLog(LOG_INFO, "Trying to enable VSYNC");
|
|
}
|
|
#endif // 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
//SetupFramebuffer(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(androidApp->window);
|
|
displayHeight = ANativeWindow_getHeight(androidApp->window);
|
|
|
|
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
|
|
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
|
|
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
|
|
|
// At this point we need to manage render size vs screen size
|
|
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and downscaleView
|
|
SetupFramebuffer(displayWidth, displayHeight);
|
|
|
|
ANativeWindow_setBuffersGeometry(androidApp->window, renderWidth, renderHeight, displayFormat);
|
|
//ANativeWindow_setBuffersGeometry(androidApp->window, 0, 0, displayFormat); // Force use of native display size
|
|
|
|
surface = eglCreateWindowSurface(display, config, androidApp->window, NULL);
|
|
#endif // 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
|
|
SetupFramebuffer(displayWidth, displayHeight);
|
|
|
|
dstRect.x = 0;
|
|
dstRect.y = 0;
|
|
dstRect.width = displayWidth;
|
|
dstRect.height = displayHeight;
|
|
|
|
srcRect.x = 0;
|
|
srcRect.y = 0;
|
|
srcRect.width = renderWidth << 16;
|
|
srcRect.height = renderHeight << 16;
|
|
|
|
// NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost)
|
|
// Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
|
|
|
|
VC_DISPMANX_ALPHA_T alpha;
|
|
alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
|
|
alpha.opacity = 255; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE
|
|
alpha.mask = 0;
|
|
|
|
dispmanDisplay = vc_dispmanx_display_open(0); // LCD
|
|
dispmanUpdate = vc_dispmanx_update_start(0);
|
|
|
|
dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
|
|
&srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
|
|
|
|
nativeWindow.element = dispmanElement;
|
|
nativeWindow.width = renderWidth;
|
|
nativeWindow.height = renderHeight;
|
|
vc_dispmanx_update_submit_sync(dispmanUpdate);
|
|
|
|
surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL);
|
|
//---------------------------------------------------------------------------------
|
|
#endif // 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 SetupFramebuffer(int width, int height)
|
|
{
|
|
// Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var)
|
|
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
|
|
{
|
|
TraceLog(LOG_WARNING, "DOWNSCALING: Required screen size (%ix%i) is bigger than display size (%ix%i)", screenWidth, screenHeight, displayWidth, displayHeight);
|
|
|
|
// Downscaling to fit display with border-bars
|
|
float widthRatio = (float)displayWidth/(float)screenWidth;
|
|
float heightRatio = (float)displayHeight/(float)screenHeight;
|
|
|
|
if (widthRatio <= heightRatio)
|
|
{
|
|
renderWidth = displayWidth;
|
|
renderHeight = (int)round((float)screenHeight*widthRatio);
|
|
renderOffsetX = 0;
|
|
renderOffsetY = (displayHeight - renderHeight);
|
|
}
|
|
else
|
|
{
|
|
renderWidth = (int)round((float)screenWidth*heightRatio);
|
|
renderHeight = displayHeight;
|
|
renderOffsetX = (displayWidth - renderWidth);
|
|
renderOffsetY = 0;
|
|
}
|
|
|
|
// 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((unsigned int)time(NULL)); // Initialize random seed
|
|
|
|
#if !defined(SUPPORT_BUSY_WAIT_LOOP) && defined(_WIN32)
|
|
timeBeginPeriod(1); // Setup high-resolution timer to 1ms (granularity of 1-2 ms)
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
|
|
struct timespec now;
|
|
|
|
if (clock_gettime(CLOCK_MONOTONIC, &now) == 0) // Success
|
|
{
|
|
baseTime = (uint64_t)now.tv_sec*1000000000LLU + (uint64_t)now.tv_nsec;
|
|
}
|
|
else TraceLog(LOG_WARNING, "No hi-resolution timer available");
|
|
#endif
|
|
|
|
previousTime = GetTime(); // Get time as double
|
|
}
|
|
|
|
// Wait for some milliseconds (stop program execution)
|
|
// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
|
|
// take longer than expected... for that reason we use the busy wait loop
|
|
// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
|
|
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_RPI)
|
|
|
|
// Register previous keys states
|
|
for (int i = 0; i < 512; i++)previousKeyState[i] = currentKeyState[i];
|
|
|
|
// Grab a keypress from the evdev fifo if avalable
|
|
if(lastKeyPressedEvdev.Head != lastKeyPressedEvdev.Tail)
|
|
{
|
|
lastKeyPressed = lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Tail]; // Read the key from the buffer
|
|
lastKeyPressedEvdev.Tail = (lastKeyPressedEvdev.Tail + 1) & 0x07; // Increment the tail pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
|
|
}
|
|
|
|
// Register previous mouse states
|
|
previousMouseWheelY = currentMouseWheelY;
|
|
currentMouseWheelY = 0;
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
previousMouseState[i] = currentMouseState[i];
|
|
currentMouseState[i] = currentMouseStateEvdev[i];
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_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;
|
|
}
|
|
}
|
|
|
|
windowResized = false;
|
|
|
|
#if defined(SUPPORT_EVENTS_WAITING)
|
|
glfwWaitEvents();
|
|
#else
|
|
glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
|
|
#endif
|
|
#endif //defined(PLATFORM_DESKTOP)
|
|
|
|
// Gamepad support using emscripten API
|
|
// NOTE: GLFW3 joystick functionality not available in web
|
|
#if defined(PLATFORM_WEB)
|
|
// Get number of gamepads connected
|
|
int numGamepads = 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(androidApp, source);
|
|
|
|
// NOTE: Never close window, native activity is controlled by the system!
|
|
if (androidApp->destroyRequested != 0)
|
|
{
|
|
//TraceLog(LOG_INFO, "Closing Window...");
|
|
//windowShouldClose = true;
|
|
//ANativeActivity_finish(androidApp->activity);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_RPI)
|
|
// NOTE: Mouse input events polling is done asynchonously in another pthread - EventThread()
|
|
|
|
// NOTE: Keyboard reading could be done using input_event(s) reading or just read from stdin,
|
|
// we now use both methods inside here. 2nd method is still used for legacy purposes (Allows for input trough SSH console)
|
|
ProcessKeyboard();
|
|
|
|
// NOTE: Gamepad (Joystick) input events polling is done asynchonously in another pthread - GamepadThread()
|
|
#endif
|
|
}
|
|
|
|
// Copy back buffer to front buffers
|
|
static void SwapBuffers(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
glfwSwapBuffers(window);
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
|
|
eglSwapBuffers(display, surface);
|
|
#endif
|
|
}
|
|
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
// GLFW3 Error Callback, runs on GLFW3 error
|
|
static void ErrorCallback(int error, const char *description)
|
|
{
|
|
TraceLog(LOG_WARNING, "[GLFW3 Error] Code: %i Decription: %s", error, description);
|
|
}
|
|
|
|
// GLFW3 Srolling Callback, runs on mouse wheel
|
|
static void ScrollCallback(GLFWwindow *window, double xoffset, double yoffset)
|
|
{
|
|
currentMouseWheelY = (int)yoffset;
|
|
}
|
|
|
|
// GLFW3 Keyboard Callback, runs on key pressed
|
|
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
|
|
{
|
|
if (key == exitKey && action == GLFW_PRESS)
|
|
{
|
|
glfwSetWindowShouldClose(window, GLFW_TRUE);
|
|
|
|
// NOTE: Before closing window, while loop must be left!
|
|
}
|
|
else if (key == GLFW_KEY_F12 && action == GLFW_PRESS)
|
|
{
|
|
#if defined(SUPPORT_GIF_RECORDING)
|
|
if (mods == GLFW_MOD_CONTROL)
|
|
{
|
|
if (gifRecording)
|
|
{
|
|
GifEnd();
|
|
gifRecording = false;
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
// Download file from MEMFS (emscripten memory filesystem)
|
|
// SaveFileFromMEMFSToDisk() function is defined in raylib/templates/web_shel/shell.html
|
|
emscripten_run_script(TextFormat("SaveFileFromMEMFSToDisk('%s','%s')", TextFormat("screenrec%03i.gif", screenshotCounter - 1), TextFormat("screenrec%03i.gif", screenshotCounter - 1)));
|
|
#endif
|
|
|
|
TraceLog(LOG_INFO, "End animated GIF recording");
|
|
}
|
|
else
|
|
{
|
|
gifRecording = true;
|
|
gifFramesCounter = 0;
|
|
|
|
char path[512] = { 0 };
|
|
#if defined(PLATFORM_ANDROID)
|
|
strcpy(path, internalDataPath);
|
|
strcat(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
|
|
#else
|
|
strcpy(path, TextFormat("./screenrec%03i.gif", screenshotCounter));
|
|
#endif
|
|
|
|
// NOTE: delay represents the time between frames in the gif, if we capture a gif frame every
|
|
// 10 game frames and each frame trakes 16.6ms (60fps), delay between gif frames should be ~16.6*10.
|
|
GifBegin(path, screenWidth, screenHeight, (int)(GetFrameTime()*10.0f), 8, false);
|
|
screenshotCounter++;
|
|
|
|
TraceLog(LOG_INFO, "Begin animated GIF recording: %s", TextFormat("screenrec%03i.gif", screenshotCounter));
|
|
}
|
|
}
|
|
else
|
|
#endif // SUPPORT_GIF_RECORDING
|
|
#if defined(SUPPORT_SCREEN_CAPTURE)
|
|
{
|
|
TakeScreenshot(TextFormat("screenshot%03i.png", screenshotCounter));
|
|
screenshotCounter++;
|
|
}
|
|
#endif // SUPPORT_SCREEN_CAPTURE
|
|
}
|
|
else
|
|
{
|
|
currentKeyState[key] = action;
|
|
|
|
// NOTE: lastKeyPressed already registered on CharCallback()
|
|
//if (action == GLFW_PRESS) lastKeyPressed = key;
|
|
}
|
|
}
|
|
|
|
// GLFW3 Mouse Button Callback, runs on mouse button pressed
|
|
static void MouseButtonCallback(GLFWwindow *window, int button, int action, int mods)
|
|
{
|
|
currentMouseState[button] = action;
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
|
|
// Process mouse events as touches to be able to use mouse-gestures
|
|
GestureEvent gestureEvent;
|
|
|
|
// Register touch actions
|
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_DOWN;
|
|
else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) gestureEvent.touchAction = TOUCH_UP;
|
|
|
|
// NOTE: TOUCH_MOVE event is registered in MouseCursorPosCallback()
|
|
|
|
// Assign a pointer ID
|
|
gestureEvent.pointerId[0] = 0;
|
|
|
|
// Register touch points count
|
|
gestureEvent.pointCount = 1;
|
|
|
|
// Register touch points position, only one point registered
|
|
gestureEvent.position[0] = GetMousePosition();
|
|
|
|
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
#endif
|
|
}
|
|
|
|
// GLFW3 Cursor Position Callback, runs on mouse move
|
|
static void MouseCursorPosCallback(GLFWwindow *window, double x, double y)
|
|
{
|
|
#if defined(SUPPORT_GESTURES_SYSTEM) && defined(SUPPORT_MOUSE_GESTURES)
|
|
// Process mouse events as touches to be able to use mouse-gestures
|
|
GestureEvent gestureEvent;
|
|
|
|
gestureEvent.touchAction = TOUCH_MOVE;
|
|
|
|
// Assign a pointer ID
|
|
gestureEvent.pointerId[0] = 0;
|
|
|
|
// Register touch points count
|
|
gestureEvent.pointCount = 1;
|
|
|
|
// Register touch points position, only one point registered
|
|
gestureEvent.position[0] = (Vector2){ (float)x, (float)y };
|
|
|
|
touchPosition[0] = gestureEvent.position[0];
|
|
|
|
// Normalize gestureEvent.position[0] for screenWidth and screenHeight
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
#endif
|
|
}
|
|
|
|
// GLFW3 Char Key Callback, runs on key down (get unicode char value)
|
|
static void CharCallback(GLFWwindow *window, unsigned int key)
|
|
{
|
|
// NOTE: Registers any key down considering OS keyboard layout but
|
|
// do not detects action events, those should be managed by user...
|
|
// https://github.com/glfw/glfw/issues/668#issuecomment-166794907
|
|
// http://www.glfw.org/docs/latest/input_guide.html#input_char
|
|
|
|
lastKeyPressed = key;
|
|
}
|
|
|
|
// GLFW3 CursorEnter Callback, when cursor enters the window
|
|
static void CursorEnterCallback(GLFWwindow *window, int enter)
|
|
{
|
|
if (enter == true) cursorOnScreen = true;
|
|
else cursorOnScreen = false;
|
|
}
|
|
|
|
// GLFW3 WindowSize Callback, runs when window is resized
|
|
// NOTE: Window resizing not allowed by default
|
|
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
|
|
{
|
|
// 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 (BeginMode3D())
|
|
// NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
|
|
// for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
|
|
screenWidth = width;
|
|
screenHeight = height;
|
|
renderWidth = width;
|
|
renderHeight = height;
|
|
currentWidth = width;
|
|
currentHeight = height;
|
|
|
|
// NOTE: Postprocessing texture is not scaled to new size
|
|
|
|
windowResized = true;
|
|
}
|
|
|
|
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
|
|
static void WindowIconifyCallback(GLFWwindow *window, int iconified)
|
|
{
|
|
if (iconified) windowMinimized = true; // The window was iconified
|
|
else windowMinimized = false; // The window was restored
|
|
}
|
|
|
|
// GLFW3 Window Drop Callback, runs when drop files into window
|
|
// NOTE: Paths are stored in dinamic memory for further retrieval
|
|
// Everytime new files are dropped, old ones are discarded
|
|
static void WindowDropCallback(GLFWwindow *window, int count, const char **paths)
|
|
{
|
|
ClearDroppedFiles();
|
|
|
|
dropFilesPath = (char **)malloc(sizeof(char *)*count);
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
dropFilesPath[i] = (char *)malloc(sizeof(char)*MAX_FILEPATH_LENGTH);
|
|
strcpy(dropFilesPath[i], paths[i]);
|
|
}
|
|
|
|
dropFilesCount = count;
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID)
|
|
// Android: Process activity lifecycle commands
|
|
static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
|
|
{
|
|
switch (cmd)
|
|
{
|
|
case APP_CMD_START:
|
|
{
|
|
//rendering = true;
|
|
TraceLog(LOG_INFO, "APP_CMD_START");
|
|
} break;
|
|
case APP_CMD_RESUME:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_RESUME");
|
|
} break;
|
|
case APP_CMD_INIT_WINDOW:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW");
|
|
|
|
if (app->window != NULL)
|
|
{
|
|
if (contextRebindRequired)
|
|
{
|
|
// Reset screen scaling to full display size
|
|
EGLint displayFormat;
|
|
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
|
ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
|
|
|
|
// Recreate display surface and re-attach OpenGL context
|
|
surface = eglCreateWindowSurface(display, config, app->window, NULL);
|
|
eglMakeCurrent(display, surface, surface, context);
|
|
|
|
contextRebindRequired = false;
|
|
}
|
|
else
|
|
{
|
|
// Init graphics device (display device and OpenGL context)
|
|
InitGraphicsDevice(screenWidth, screenHeight);
|
|
|
|
// Init hi-res timer
|
|
InitTimer();
|
|
|
|
#if defined(SUPPORT_DEFAULT_FONT)
|
|
// Load default font
|
|
// NOTE: External function (defined in module: text)
|
|
LoadDefaultFont();
|
|
#endif
|
|
|
|
// TODO: GPU assets reload in case of lost focus (lost context)
|
|
// NOTE: This problem has been solved just unbinding and rebinding context from display
|
|
/*
|
|
if (assetsReloadRequired)
|
|
{
|
|
for (int i = 0; i < assetsCount; i++)
|
|
{
|
|
// TODO: Unload old asset if required
|
|
|
|
// Load texture again to pointed texture
|
|
(*textureAsset + i) = LoadTexture(assetPath[i]);
|
|
}
|
|
}
|
|
*/
|
|
|
|
// raylib logo appearing animation (if enabled)
|
|
if (showLogo)
|
|
{
|
|
SetTargetFPS(60); // Not required on Android
|
|
LogoAnimation();
|
|
}
|
|
}
|
|
}
|
|
} break;
|
|
case APP_CMD_GAINED_FOCUS:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS");
|
|
appEnabled = true;
|
|
//ResumeMusicStream();
|
|
} break;
|
|
case APP_CMD_PAUSE:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_PAUSE");
|
|
} break;
|
|
case APP_CMD_LOST_FOCUS:
|
|
{
|
|
//DrawFrame();
|
|
TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS");
|
|
appEnabled = false;
|
|
//PauseMusicStream();
|
|
} break;
|
|
case APP_CMD_TERM_WINDOW:
|
|
{
|
|
// Dettach OpenGL context and destroy display surface
|
|
// NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
|
|
// NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
|
|
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
|
eglDestroySurface(display, surface);
|
|
|
|
contextRebindRequired = true;
|
|
|
|
TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW");
|
|
} break;
|
|
case APP_CMD_SAVE_STATE:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE");
|
|
} break;
|
|
case APP_CMD_STOP:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_STOP");
|
|
} break;
|
|
case APP_CMD_DESTROY:
|
|
{
|
|
// TODO: Finish activity?
|
|
//ANativeActivity_finish(androidApp->activity);
|
|
|
|
TraceLog(LOG_INFO, "APP_CMD_DESTROY");
|
|
} break;
|
|
case APP_CMD_CONFIG_CHANGED:
|
|
{
|
|
//AConfiguration_fromAssetManager(androidApp->config, androidApp->activity->assetManager);
|
|
//print_cur_config(androidApp);
|
|
|
|
// Check screen orientation here!
|
|
|
|
TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED");
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// Android: Get input events
|
|
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
|
{
|
|
// If additional inputs are required check:
|
|
// https://developer.android.com/ndk/reference/group/input
|
|
|
|
int type = AInputEvent_getType(event);
|
|
|
|
if (type == AINPUT_EVENT_TYPE_MOTION)
|
|
{
|
|
// Get first touch position
|
|
touchPosition[0].x = AMotionEvent_getX(event, 0);
|
|
touchPosition[0].y = AMotionEvent_getY(event, 0);
|
|
|
|
// Get second touch position
|
|
touchPosition[1].x = AMotionEvent_getX(event, 1);
|
|
touchPosition[1].y = AMotionEvent_getY(event, 1);
|
|
|
|
// Useful functions for gamepad inputs:
|
|
//AMotionEvent_getAction()
|
|
//AMotionEvent_getAxisValue()
|
|
//AMotionEvent_getButtonState()
|
|
|
|
// Gamepad dpad button presses capturing
|
|
// TODO: That's weird, key input (or button)
|
|
// shouldn't come as a TYPE_MOTION event...
|
|
int32_t keycode = AKeyEvent_getKeyCode(event);
|
|
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
|
|
{
|
|
currentKeyState[keycode] = 1; // Key down
|
|
lastKeyPressed = keycode;
|
|
}
|
|
else currentKeyState[keycode] = 0; // Key up
|
|
|
|
}
|
|
else if (type == AINPUT_EVENT_TYPE_KEY)
|
|
{
|
|
int32_t keycode = AKeyEvent_getKeyCode(event);
|
|
//int32_t AKeyEvent_getMetaState(event);
|
|
|
|
// Save current button and its state
|
|
// NOTE: Android key action is 0 for down and 1 for up
|
|
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
|
|
{
|
|
currentKeyState[keycode] = 1; // Key down
|
|
lastKeyPressed = keycode;
|
|
}
|
|
else currentKeyState[keycode] = 0; // Key up
|
|
|
|
if (keycode == AKEYCODE_POWER)
|
|
{
|
|
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
|
|
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
|
|
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
|
|
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
|
|
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
|
|
return 0;
|
|
}
|
|
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
|
|
{
|
|
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
|
|
return 1;
|
|
}
|
|
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
|
|
{
|
|
// Set default OS behaviour
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int32_t action = AMotionEvent_getAction(event);
|
|
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
GestureEvent gestureEvent;
|
|
|
|
// Register touch actions
|
|
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
|
|
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
|
|
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
|
|
|
|
// Register touch points count
|
|
// NOTE: Documentation says pointerCount is Always >= 1,
|
|
// but in practice it can be 0 or over a million
|
|
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
|
|
|
|
// Only enable gestures for 1-3 touch points
|
|
if ((gestureEvent.pointCount > 0) && (gestureEvent.pointCount < 4))
|
|
{
|
|
// Register touch points id
|
|
// NOTE: Only two points registered
|
|
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
|
|
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
|
|
|
|
// Register touch points position
|
|
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
|
|
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
|
|
|
|
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
}
|
|
#else
|
|
// Support only simple touch position
|
|
if (flags == AMOTION_EVENT_ACTION_DOWN)
|
|
{
|
|
// Get first touch position
|
|
touchPosition[0].x = AMotionEvent_getX(event, 0);
|
|
touchPosition[0].y = AMotionEvent_getY(event, 0);
|
|
|
|
touchPosition[0].x /= (float)GetScreenWidth();
|
|
touchPosition[0].y /= (float)GetScreenHeight();
|
|
}
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
|
|
// Register fullscreen change events
|
|
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData)
|
|
{
|
|
//isFullscreen: int e->isFullscreen
|
|
//fullscreenEnabled: int e->fullscreenEnabled
|
|
//fs element nodeName: (char *) e->nodeName
|
|
//fs element id: (char *) e->id
|
|
//Current element size: (int) e->elementWidth, (int) e->elementHeight
|
|
//Screen size:(int) e->screenWidth, (int) e->screenHeight
|
|
|
|
if (e->isFullscreen)
|
|
{
|
|
TraceLog(LOG_INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
|
|
}
|
|
else
|
|
{
|
|
TraceLog(LOG_INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
|
|
}
|
|
|
|
// TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Register keyboard input events
|
|
static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData)
|
|
{
|
|
if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0))
|
|
{
|
|
emscripten_exit_pointerlock();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Register mouse input events
|
|
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
|
|
{
|
|
// Lock mouse pointer when click on screen
|
|
if ((eventType == EMSCRIPTEN_EVENT_CLICK) && toggleCursorLock)
|
|
{
|
|
EmscriptenPointerlockChangeEvent plce;
|
|
emscripten_get_pointerlock_status(&plce);
|
|
|
|
if (!plce.isActive) emscripten_request_pointerlock(0, 1);
|
|
else
|
|
{
|
|
emscripten_exit_pointerlock();
|
|
emscripten_get_pointerlock_status(&plce);
|
|
//if (plce.isActive) TraceLog(LOG_WARNING, "Pointer lock exit did not work!");
|
|
}
|
|
|
|
toggleCursorLock = false;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Register touch input events
|
|
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
|
|
{
|
|
/*
|
|
for (int i = 0; i < touchEvent->numTouches; i++)
|
|
{
|
|
long x, y, id;
|
|
|
|
if (!touchEvent->touches[i].isChanged) continue;
|
|
|
|
id = touchEvent->touches[i].identifier;
|
|
x = touchEvent->touches[i].canvasX;
|
|
y = touchEvent->touches[i].canvasY;
|
|
}
|
|
|
|
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);
|
|
}
|
|
*/
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
GestureEvent gestureEvent;
|
|
|
|
// Register touch actions
|
|
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
|
|
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
|
|
else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
|
|
|
|
// Register touch points count
|
|
gestureEvent.pointCount = touchEvent->numTouches;
|
|
|
|
// Register touch points id
|
|
gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
|
|
gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
|
|
|
|
// Register touch points position
|
|
// NOTE: Only two points registered
|
|
// TODO: Touch data should be scaled accordingly!
|
|
//gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY };
|
|
//gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY };
|
|
gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
|
|
gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
|
|
|
|
touchPosition[0] = gestureEvent.position[0];
|
|
touchPosition[1] = gestureEvent.position[1];
|
|
|
|
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
#else
|
|
// Support only simple touch position
|
|
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
|
|
{
|
|
// Get first touch position
|
|
touchPosition[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
|
|
|
|
touchPosition[0].x /= (float)GetScreenWidth();
|
|
touchPosition[0].y /= (float)GetScreenHeight();
|
|
}
|
|
#endif
|
|
|
|
return 1;
|
|
}
|
|
|
|
// Register connected/disconnected gamepads events
|
|
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
|
|
{
|
|
/*
|
|
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
|
|
|
|
// Save old keyboard mode to restore it at the end
|
|
if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0)
|
|
{
|
|
// NOTE: It could mean we are using a remote keyboard through ssh!
|
|
TraceLog(LOG_WARNING, "Could not change keyboard mode (SSH keyboard?)");
|
|
}
|
|
else
|
|
{
|
|
// We reconfigure keyboard mode to get:
|
|
// - scancodes (K_RAW)
|
|
// - keycodes (K_MEDIUMRAW)
|
|
// - ASCII chars (K_XLATE)
|
|
// - UNICODE chars (K_UNICODE)
|
|
ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
|
|
}
|
|
|
|
// Register keyboard restore when program finishes
|
|
atexit(RestoreKeyboard);
|
|
}
|
|
|
|
// Process keyboard inputs
|
|
// TODO: Most probably input reading and processing should be in a separate thread
|
|
static void ProcessKeyboard(void)
|
|
{
|
|
#define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
|
|
|
|
// Keyboard input polling (fill keys[256] array with status)
|
|
int bufferByteCount = 0; // Bytes available on the buffer
|
|
char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time
|
|
|
|
// Read availables keycodes from stdin
|
|
bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
|
|
|
|
// Reset pressed keys array (it will be filled below)
|
|
for (int i = 0; i < 512; i++) currentKeyState[i] = 0;
|
|
|
|
// Check keys from event input workers (This is the new keyboard reading method)
|
|
for (int i = 0; i < 512; i++)currentKeyState[i] = currentKeyStateEvdev[i];
|
|
|
|
// Fill all read bytes (looking for keys)
|
|
for (int i = 0; i < bufferByteCount; i++)
|
|
{
|
|
TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount);
|
|
|
|
//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) { lastKeyPressed = 257; currentKeyState[257] = 1; } // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
|
|
else if (keysBuffer[i] == 0x7f) { lastKeyPressed = 259; currentKeyState[259] = 1; } // raylib KEY_BACKSPACE
|
|
else
|
|
{
|
|
TraceLog(LOG_DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]);
|
|
|
|
// Translate lowercase a-z letters to A-Z
|
|
if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
|
|
{
|
|
currentKeyState[(int)keysBuffer[i] - 32] = 1;
|
|
}
|
|
else currentKeyState[(int)keysBuffer[i]] = 1;
|
|
|
|
lastKeyPressed = keysBuffer[i]; // Register last key pressed
|
|
}
|
|
}
|
|
|
|
// Check exit key (same functionality as GLFW3 KeyCallback())
|
|
if (currentKeyState[exitKey] == 1) windowShouldClose = true;
|
|
|
|
#if defined(SUPPORT_SCREEN_CAPTURE)
|
|
// Check screen capture key (raylib key: KEY_F12)
|
|
if (currentKeyState[301] == 1)
|
|
{
|
|
TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
|
|
screenshotCounter++;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Restore default keyboard input
|
|
static void RestoreKeyboard(void)
|
|
{
|
|
// Reset to default keyboard settings
|
|
tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
|
|
|
|
// Reconfigure keyboard to default mode
|
|
ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
|
|
}
|
|
|
|
// Initialise user input from evdev(/dev/input/event<N>) this means mouse, keyboard or gamepad devices
|
|
static void InitEvdevInput(void)
|
|
{
|
|
char path[MAX_FILEPATH_LENGTH];
|
|
DIR *directory;
|
|
struct dirent *entity;
|
|
|
|
// Reset variables
|
|
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
|
|
{
|
|
touchPosition[i].x = -1;
|
|
touchPosition[i].y = -1;
|
|
}
|
|
// Reset keypress buffer
|
|
lastKeyPressedEvdev.Head = 0;
|
|
lastKeyPressedEvdev.Tail = 0;
|
|
// Reset keyboard key state
|
|
for (int i = 0; i < 512; i++) currentKeyStateEvdev[i] = 0;
|
|
|
|
// Open the linux directory of "/dev/input"
|
|
directory = opendir(DEFAULT_EVDEV_PATH);
|
|
if (directory)
|
|
{
|
|
while ((entity = readdir(directory)) != NULL)
|
|
{
|
|
if (strncmp("event", entity->d_name, strlen("event")) == 0) // Search for devices named "event*"
|
|
{
|
|
sprintf(path, "%s%s", DEFAULT_EVDEV_PATH, entity->d_name);
|
|
EventThreadSpawn(path); // Identify the device and spawn a thread for it
|
|
}
|
|
}
|
|
|
|
closedir(directory);
|
|
}
|
|
else TraceLog(LOG_WARNING, "Unable to open linux event directory: %s", DEFAULT_EVDEV_PATH);
|
|
}
|
|
|
|
// Identifies a input device and spawns a thread to handle it if needed
|
|
static void EventThreadSpawn(char *device)
|
|
{
|
|
#define BITS_PER_LONG (sizeof(long)*8)
|
|
#define NBITS(x) ((((x) - 1)/BITS_PER_LONG) + 1)
|
|
#define OFF(x) ((x)%BITS_PER_LONG)
|
|
#define BIT(x) (1UL<<OFF(x))
|
|
#define LONG(x) ((x)/BITS_PER_LONG)
|
|
#define TEST_BIT(array, bit) ((array[LONG(bit)] >> OFF(bit)) & 1)
|
|
|
|
struct input_absinfo absinfo;
|
|
unsigned long evBits[NBITS(EV_MAX)];
|
|
unsigned long absBits[NBITS(ABS_MAX)];
|
|
unsigned long relBits[NBITS(REL_MAX)];
|
|
unsigned long keyBits[NBITS(KEY_MAX)];
|
|
bool hasAbs = false;
|
|
bool hasRel = false;
|
|
bool hasAbsMulti = false;
|
|
int freeWorkerId = -1;
|
|
int fd = -1;
|
|
|
|
InputEventWorker *worker;
|
|
|
|
// Open the device and allocate worker
|
|
//-------------------------------------------------------------------------------------------------------
|
|
// Find a free spot in the workers array
|
|
for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
|
|
{
|
|
if (eventWorkers[i].threadId == 0)
|
|
{
|
|
freeWorkerId = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Select the free worker from array
|
|
if (freeWorkerId >= 0)
|
|
{
|
|
worker = &(eventWorkers[freeWorkerId]); // Grab a pointer to the worker
|
|
memset(worker, 0, sizeof(InputEventWorker)); // Clear the worker
|
|
}
|
|
else
|
|
{
|
|
TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Out of worker slots", device);
|
|
return;
|
|
}
|
|
|
|
// Open the device
|
|
fd = open(device, O_RDONLY | O_NONBLOCK);
|
|
if (fd < 0)
|
|
{
|
|
TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Can't open device (Error: %d)", device, worker->fd);
|
|
return;
|
|
}
|
|
worker->fd = fd;
|
|
|
|
// Grab number on the end of the devices name "event<N>"
|
|
int devNum = 0;
|
|
char *ptrDevName = strrchr(device, 't');
|
|
worker->eventNum = -1;
|
|
|
|
if (ptrDevName != NULL)
|
|
{
|
|
if (sscanf(ptrDevName, "t%d", &devNum) == 1)
|
|
worker->eventNum = devNum;
|
|
}
|
|
|
|
// At this point we have a connection to the device, but we don't yet know what the device is.
|
|
// It could be many things, even as simple as a power button...
|
|
//-------------------------------------------------------------------------------------------------------
|
|
|
|
// Identify the device
|
|
//-------------------------------------------------------------------------------------------------------
|
|
ioctl(fd, EVIOCGBIT(0, sizeof(evBits)), evBits); // Read a bitfield of the avalable device properties
|
|
|
|
// Check for absolute input devices
|
|
if (TEST_BIT(evBits, EV_ABS))
|
|
{
|
|
ioctl(fd, EVIOCGBIT(EV_ABS, sizeof(absBits)), absBits);
|
|
|
|
// Check for absolute movement support (usualy touchscreens, but also joysticks)
|
|
if (TEST_BIT(absBits, ABS_X) && TEST_BIT(absBits, ABS_Y))
|
|
{
|
|
hasAbs = true;
|
|
|
|
// Get the scaling values
|
|
ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
|
|
worker->absRange.x = absinfo.minimum;
|
|
worker->absRange.width = absinfo.maximum - absinfo.minimum;
|
|
ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
|
|
worker->absRange.y = absinfo.minimum;
|
|
worker->absRange.height = absinfo.maximum - absinfo.minimum;
|
|
}
|
|
|
|
// Check for multiple absolute movement support (usualy multitouch touchscreens)
|
|
if (TEST_BIT(absBits, ABS_MT_POSITION_X) && TEST_BIT(absBits, ABS_MT_POSITION_Y))
|
|
{
|
|
hasAbsMulti = true;
|
|
|
|
// Get the scaling values
|
|
ioctl(fd, EVIOCGABS(ABS_X), &absinfo);
|
|
worker->absRange.x = absinfo.minimum;
|
|
worker->absRange.width = absinfo.maximum - absinfo.minimum;
|
|
ioctl(fd, EVIOCGABS(ABS_Y), &absinfo);
|
|
worker->absRange.y = absinfo.minimum;
|
|
worker->absRange.height = absinfo.maximum - absinfo.minimum;
|
|
}
|
|
}
|
|
|
|
// Check for relative movement support (usualy mouse)
|
|
if (TEST_BIT(evBits, EV_REL))
|
|
{
|
|
ioctl(fd, EVIOCGBIT(EV_REL, sizeof(relBits)), relBits);
|
|
|
|
if (TEST_BIT(relBits, REL_X) && TEST_BIT(relBits, REL_Y)) hasRel = true;
|
|
}
|
|
|
|
// Check for button support to determine the device type(usualy on all input devices)
|
|
if (TEST_BIT(evBits, EV_KEY))
|
|
{
|
|
ioctl(fd, EVIOCGBIT(EV_KEY, sizeof(keyBits)), keyBits);
|
|
|
|
if (hasAbs || hasAbsMulti)
|
|
{
|
|
if (TEST_BIT(keyBits, BTN_TOUCH)) worker->isTouch = true; // This is a touchscreen
|
|
if (TEST_BIT(keyBits, BTN_TOOL_FINGER)) worker->isTouch = true; // This is a drawing tablet
|
|
if (TEST_BIT(keyBits, BTN_TOOL_PEN)) worker->isTouch = true; // This is a drawing tablet
|
|
if (TEST_BIT(keyBits, BTN_STYLUS)) worker->isTouch = true; // This is a drawing tablet
|
|
if (worker->isTouch || hasAbsMulti) worker->isMultitouch = true; // This is a multitouch capable device
|
|
}
|
|
|
|
if (hasRel)
|
|
{
|
|
if (TEST_BIT(keyBits, BTN_LEFT)) worker->isMouse = true; // This is a mouse
|
|
if (TEST_BIT(keyBits, BTN_RIGHT)) worker->isMouse = true; // This is a mouse
|
|
}
|
|
|
|
if (TEST_BIT(keyBits, BTN_A)) worker->isGamepad = true; // This is a gamepad
|
|
if (TEST_BIT(keyBits, BTN_TRIGGER)) worker->isGamepad = true; // This is a gamepad
|
|
if (TEST_BIT(keyBits, BTN_START)) worker->isGamepad = true; // This is a gamepad
|
|
if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
|
|
if (TEST_BIT(keyBits, BTN_TL)) worker->isGamepad = true; // This is a gamepad
|
|
|
|
if (TEST_BIT(keyBits, KEY_SPACE)) worker->isKeyboard = true; // This is a keyboard
|
|
}
|
|
//-------------------------------------------------------------------------------------------------------
|
|
|
|
// Decide what to do with the device
|
|
//-------------------------------------------------------------------------------------------------------
|
|
if (worker->isTouch || worker->isMouse || worker->isKeyboard)
|
|
{
|
|
// Looks like a interesting device
|
|
TraceLog(LOG_INFO, "Opening input device [%s] (%s%s%s%s%s)", device,
|
|
worker->isMouse? "mouse " : "",
|
|
worker->isMultitouch? "multitouch " : "",
|
|
worker->isTouch? "touchscreen " : "",
|
|
worker->isGamepad? "gamepad " : "",
|
|
worker->isKeyboard? "keyboard " : "");
|
|
|
|
// Create a thread for this device
|
|
int error = pthread_create(&worker->threadId, NULL, &EventThread, (void *)worker);
|
|
if (error != 0)
|
|
{
|
|
TraceLog(LOG_WARNING, "Error creating input device thread for [%s]: Can't create thread (Error: %d)", device, error);
|
|
worker->threadId = 0;
|
|
close(fd);
|
|
}
|
|
|
|
#if defined(USE_LAST_TOUCH_DEVICE)
|
|
// Find touchscreen with the highest index
|
|
int maxTouchNumber = -1;
|
|
|
|
for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
|
|
{
|
|
if (eventWorkers[i].isTouch && (eventWorkers[i].eventNum > maxTouchNumber)) maxTouchNumber = eventWorkers[i].eventNum;
|
|
}
|
|
|
|
// Find toucnscreens with lower indexes
|
|
for (int i = 0; i < sizeof(eventWorkers)/sizeof(InputEventWorker); ++i)
|
|
{
|
|
if (eventWorkers[i].isTouch && (eventWorkers[i].eventNum < maxTouchNumber))
|
|
{
|
|
if (eventWorkers[i].threadId != 0)
|
|
{
|
|
TraceLog(LOG_WARNING, "Duplicate touchscreen found, killing touchscreen on event: %d", i);
|
|
pthread_cancel(eventWorkers[i].threadId);
|
|
close(eventWorkers[i].fd);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
else close(fd); // We are not interested in this device
|
|
//-------------------------------------------------------------------------------------------------------
|
|
}
|
|
|
|
// Input device events reading thread
|
|
static void *EventThread(void *arg)
|
|
{
|
|
// Scancode to keycode mapping for US keyboards
|
|
// TODO: Proabobly replace this with a keymap from the X11 to get the correct regional map for the keyboard (Currently non US keyboards will have the wrong mapping for some keys)
|
|
static const int keymap_US[] =
|
|
{0,256,49,50,51,52,53,54,55,56,57,48,45,61,259,258,81,87,69,82,84,
|
|
89,85,73,79,80,91,93,257,341,65,83,68,70,71,72,74,75,76,59,39,96,
|
|
340,92,90,88,67,86,66,78,77,44,46,47,344,332,342,32,280,290,291,
|
|
292,293,294,295,296,297,298,299,282,281,327,328,329,333,324,325,
|
|
326,334,321,322,323,320,330,0,85,86,300,301,89,90,91,92,93,94,95,
|
|
335,345,331,283,346,101,268,265,266,263,262,269,264,267,260,261,
|
|
112,113,114,115,116,117,118,119,120,121,122,123,124,125,347,127,
|
|
128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,
|
|
144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,
|
|
160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,
|
|
176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,
|
|
192,193,194,0,0,0,0,0,200,201,202,203,204,205,206,207,208,209,210,
|
|
211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,
|
|
227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,
|
|
243,244,245,246,247,248,0,0,0,0,0,0,0,};
|
|
|
|
struct input_event event;
|
|
InputEventWorker *worker = (InputEventWorker *)arg;
|
|
|
|
int touchAction = -1;
|
|
bool gestureUpdate = false;
|
|
int keycode;
|
|
|
|
while (!windowShouldClose)
|
|
{
|
|
// Try to read data from the device and only continue if successful
|
|
if (read(worker->fd, &event, sizeof(event)) == (int)sizeof(event))
|
|
{
|
|
// Relative movement parsing
|
|
if (event.type == EV_REL)
|
|
{
|
|
if (event.code == REL_X)
|
|
{
|
|
mousePosition.x += event.value;
|
|
touchPosition[0].x = mousePosition.x;
|
|
|
|
touchAction = TOUCH_MOVE;
|
|
gestureUpdate = true;
|
|
}
|
|
|
|
if (event.code == REL_Y)
|
|
{
|
|
mousePosition.y += event.value;
|
|
touchPosition[0].y = mousePosition.y;
|
|
|
|
touchAction = TOUCH_MOVE;
|
|
gestureUpdate = true;
|
|
}
|
|
|
|
if (event.code == REL_WHEEL)
|
|
{
|
|
currentMouseWheelY += event.value;
|
|
}
|
|
}
|
|
|
|
// Absolute movement parsing
|
|
if (event.type == EV_ABS)
|
|
{
|
|
// Basic movement
|
|
if (event.code == ABS_X)
|
|
{
|
|
mousePosition.x = (event.value - worker->absRange.x)*screenWidth/worker->absRange.width; // Scale acording to absRange
|
|
|
|
touchAction = TOUCH_MOVE;
|
|
gestureUpdate = true;
|
|
}
|
|
|
|
if (event.code == ABS_Y)
|
|
{
|
|
mousePosition.y = (event.value - worker->absRange.y)*screenHeight/worker->absRange.height; // Scale acording to absRange
|
|
|
|
touchAction = TOUCH_MOVE;
|
|
gestureUpdate = true;
|
|
}
|
|
|
|
// Multitouch movement
|
|
if (event.code == ABS_MT_SLOT)
|
|
{
|
|
worker->touchSlot = event.value; // Remeber the slot number for the folowing events
|
|
}
|
|
|
|
if (event.code == ABS_MT_POSITION_X)
|
|
{
|
|
if (worker->touchSlot < MAX_TOUCH_POINTS)
|
|
touchPosition[worker->touchSlot].x = (event.value - worker->absRange.x)*screenWidth/worker->absRange.width; // Scale acording to absRange
|
|
}
|
|
|
|
if (event.code == ABS_MT_POSITION_Y)
|
|
{
|
|
if (worker->touchSlot < MAX_TOUCH_POINTS)
|
|
touchPosition[worker->touchSlot].y = (event.value - worker->absRange.y)*screenHeight/worker->absRange.height; // Scale acording to absRange
|
|
}
|
|
|
|
if (event.code == ABS_MT_TRACKING_ID)
|
|
{
|
|
if ( (event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS) )
|
|
{
|
|
// Touch has ended for this point
|
|
touchPosition[worker->touchSlot].x = -1;
|
|
touchPosition[worker->touchSlot].y = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Button parsing
|
|
if (event.type == EV_KEY)
|
|
{
|
|
|
|
// Mouse button parsing
|
|
if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
|
|
{
|
|
currentMouseStateEvdev[MOUSE_LEFT_BUTTON] = event.value;
|
|
|
|
if (event.value > 0) touchAction = TOUCH_DOWN;
|
|
else touchAction = TOUCH_UP;
|
|
gestureUpdate = true;
|
|
}
|
|
|
|
if (event.code == BTN_RIGHT) currentMouseStateEvdev[MOUSE_RIGHT_BUTTON] = event.value;
|
|
|
|
if (event.code == BTN_MIDDLE) currentMouseStateEvdev[MOUSE_MIDDLE_BUTTON] = event.value;
|
|
|
|
// Keyboard button parsing
|
|
if((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
|
|
{
|
|
keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode
|
|
// Make sure we got a valid keycode
|
|
if((keycode > 0) && (keycode < sizeof(currentKeyState)))
|
|
{
|
|
// Store the key information for raylib to later use
|
|
currentKeyStateEvdev[keycode] = event.value;
|
|
if(event.value > 0)
|
|
{
|
|
// Add the key int the fifo
|
|
lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Head] = keycode; // Put the data at the front of the fifo snake
|
|
lastKeyPressedEvdev.Head = (lastKeyPressedEvdev.Head + 1) & 0x07; // Increment the head pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
|
|
// TODO: This fifo is not fully threadsafe with multiple writers, so multiple keyboards hitting a key at the exact same time could miss a key (double write to head before it was incremented)
|
|
}
|
|
TraceLog(LOG_DEBUG, "KEY%s ScanCode: %4i KeyCode: %4i",event.value == 0 ? "UP":"DOWN", event.code, keycode);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Screen confinement
|
|
if (mousePosition.x < 0) mousePosition.x = 0;
|
|
if (mousePosition.x > screenWidth/mouseScale.x) mousePosition.x = screenWidth/mouseScale.x;
|
|
|
|
if (mousePosition.y < 0) mousePosition.y = 0;
|
|
if (mousePosition.y > screenHeight/mouseScale.y) mousePosition.y = screenHeight/mouseScale.y;
|
|
|
|
// Gesture update
|
|
if (gestureUpdate)
|
|
{
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
GestureEvent gestureEvent = { 0 };
|
|
|
|
gestureEvent.pointCount = 0;
|
|
gestureEvent.touchAction = touchAction;
|
|
|
|
if (touchPosition[0].x >= 0) gestureEvent.pointCount++;
|
|
if (touchPosition[1].x >= 0) gestureEvent.pointCount++;
|
|
if (touchPosition[2].x >= 0) gestureEvent.pointCount++;
|
|
if (touchPosition[3].x >= 0) gestureEvent.pointCount++;
|
|
|
|
gestureEvent.pointerId[0] = 0;
|
|
gestureEvent.pointerId[1] = 1;
|
|
gestureEvent.pointerId[2] = 2;
|
|
gestureEvent.pointerId[3] = 3;
|
|
|
|
gestureEvent.position[0] = touchPosition[0];
|
|
gestureEvent.position[1] = touchPosition[1];
|
|
gestureEvent.position[2] = touchPosition[2];
|
|
gestureEvent.position[3] = touchPosition[3];
|
|
|
|
ProcessGestureEvent(gestureEvent);
|
|
#endif
|
|
}
|
|
}
|
|
else
|
|
{
|
|
usleep(5000); // Sleep for 5ms to avoid hogging CPU time
|
|
}
|
|
}
|
|
|
|
close(worker->fd);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// Init gamepad system
|
|
static void InitGamepad(void)
|
|
{
|
|
char gamepadDev[128] = "";
|
|
|
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
{
|
|
sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
|
|
|
|
if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
|
|
{
|
|
// NOTE: Only show message for first gamepad
|
|
if (i == 0) TraceLog(LOG_WARNING, "Gamepad device could not be opened, no gamepad available");
|
|
}
|
|
else
|
|
{
|
|
gamepadReady[i] = true;
|
|
|
|
// NOTE: Only create one thread
|
|
if (i == 0)
|
|
{
|
|
int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
|
|
|
|
if (error != 0) TraceLog(LOG_WARNING, "Error creating gamepad input event thread");
|
|
else TraceLog(LOG_INFO, "Gamepad device initialized successfully");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process Gamepad (/dev/input/js0)
|
|
static void *GamepadThread(void *arg)
|
|
{
|
|
#define JS_EVENT_BUTTON 0x01 // Button pressed/released
|
|
#define JS_EVENT_AXIS 0x02 // Joystick axis moved
|
|
#define JS_EVENT_INIT 0x80 // Initial state of device
|
|
|
|
struct js_event {
|
|
unsigned int time; // event timestamp in milliseconds
|
|
short value; // event value
|
|
unsigned char type; // event type
|
|
unsigned char number; // event axis/button number
|
|
};
|
|
|
|
// Read gamepad event
|
|
struct js_event gamepadEvent;
|
|
|
|
while (!windowShouldClose)
|
|
{
|
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
{
|
|
if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
|
|
{
|
|
gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
|
|
|
|
// Process gamepad events by type
|
|
if (gamepadEvent.type == JS_EVENT_BUTTON)
|
|
{
|
|
TraceLog(LOG_DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
|
|
|
|
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
|
|
{
|
|
// 1 - button pressed, 0 - button released
|
|
currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
|
|
|
|
if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
|
|
else lastGamepadButtonPressed = -1;
|
|
}
|
|
}
|
|
else if (gamepadEvent.type == JS_EVENT_AXIS)
|
|
{
|
|
TraceLog(LOG_DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
|
|
|
|
if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
|
|
{
|
|
// NOTE: Scaling of gamepadEvent.value to get values between -1..1
|
|
gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
usleep(1000); //Sleep for 1ms to avoid hogging CPU time
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
#endif // PLATFORM_RPI
|
|
|
|
// Plays raylib logo appearing animation
|
|
static void LogoAnimation(void)
|
|
{
|
|
#if !defined(PLATFORM_WEB)
|
|
int logoPositionX = screenWidth/2 - 128;
|
|
int logoPositionY = screenHeight/2 - 128;
|
|
|
|
int framesCounter = 0;
|
|
int lettersCount = 0;
|
|
|
|
int topSideRecWidth = 16;
|
|
int leftSideRecHeight = 16;
|
|
|
|
int bottomSideRecWidth = 16;
|
|
int rightSideRecHeight = 16;
|
|
|
|
int state = 0; // Tracking animation states (State Machine)
|
|
float alpha = 1.0f; // Useful for fading
|
|
|
|
while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
if (state == 0) // State 0: Small box blinking
|
|
{
|
|
framesCounter++;
|
|
|
|
if (framesCounter == 84)
|
|
{
|
|
state = 1;
|
|
framesCounter = 0; // Reset counter... will be used later...
|
|
}
|
|
}
|
|
else if (state == 1) // State 1: Top and left bars growing
|
|
{
|
|
topSideRecWidth += 4;
|
|
leftSideRecHeight += 4;
|
|
|
|
if (topSideRecWidth == 256) state = 2;
|
|
}
|
|
else if (state == 2) // State 2: Bottom and right bars growing
|
|
{
|
|
bottomSideRecWidth += 4;
|
|
rightSideRecHeight += 4;
|
|
|
|
if (bottomSideRecWidth == 256) state = 3;
|
|
}
|
|
else if (state == 3) // State 3: Letters appearing (one by one)
|
|
{
|
|
framesCounter++;
|
|
|
|
if (framesCounter/12) // Every 12 frames, one more letter!
|
|
{
|
|
lettersCount++;
|
|
framesCounter = 0;
|
|
}
|
|
|
|
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
|
|
{
|
|
alpha -= 0.02f;
|
|
|
|
if (alpha <= 0.0f)
|
|
{
|
|
alpha = 0.0f;
|
|
state = 4;
|
|
}
|
|
}
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
if (state == 0)
|
|
{
|
|
if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
|
|
}
|
|
else if (state == 1)
|
|
{
|
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
|
|
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
|
|
}
|
|
else if (state == 2)
|
|
{
|
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
|
|
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
|
|
|
|
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
|
|
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
|
|
}
|
|
else if (state == 3)
|
|
{
|
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
|
|
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
|
|
|
|
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
|
|
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
|
|
|
|
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
|
|
|
|
DrawText(TextSubtext("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
|
|
}
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
#endif
|
|
|
|
showLogo = false; // Prevent for repeating when reloading window (Android)
|
|
}
|