4992 lines
186 KiB
C
4992 lines
186 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) 2013-2019 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(PLATFORM_UWP)) && 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 screenScaling; // Matrix to scale screen (framebuffer rendering)
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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
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static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
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//-----------------------------------------------------------------------------------
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|
|
|
// 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(_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);
|
|
|
|
// 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)
|
|
{
|
|
windowTitle = title;
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetWindowTitle(window, title);
|
|
#endif
|
|
}
|
|
|
|
// Set window position on screen (windowed mode)
|
|
void SetWindowPosition(int x, int y)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetWindowPos(window, x, y);
|
|
#endif
|
|
}
|
|
|
|
// Set monitor for the current window (fullscreen mode)
|
|
void SetWindowMonitor(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
//glfwSetWindowMonitor(window, monitors[monitor], 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
|
|
TraceLog(LOG_INFO, "Selected fullscreen monitor: [%i] %s", monitor, glfwGetMonitorName(monitors[monitor]));
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
}
|
|
|
|
// Set window minimum dimensions (FLAG_WINDOW_RESIZABLE)
|
|
void SetWindowMinSize(int width, int height)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
const GLFWvidmode *mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
|
|
glfwSetWindowSizeLimits(window, width, height, mode->width, mode->height);
|
|
#endif
|
|
}
|
|
|
|
// Set window dimensions
|
|
void SetWindowSize(int width, int height)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetWindowSize(window, width, height);
|
|
#endif
|
|
}
|
|
|
|
// Show the window
|
|
void UnhideWindow(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwShowWindow(window);
|
|
#endif
|
|
}
|
|
|
|
// Hide the window
|
|
void HideWindow(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwHideWindow(window);
|
|
#endif
|
|
}
|
|
|
|
// Get current screen width
|
|
int GetScreenWidth(void)
|
|
{
|
|
return screenWidth;
|
|
}
|
|
|
|
// Get current screen height
|
|
int GetScreenHeight(void)
|
|
{
|
|
return screenHeight;
|
|
}
|
|
|
|
// Get native window handle
|
|
void *GetWindowHandle(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP) && defined(_WIN32)
|
|
// NOTE: Returned handle is: void *HWND (windows.h)
|
|
return glfwGetWin32Window(window);
|
|
#elif defined(__linux__)
|
|
// NOTE: Returned handle is: unsigned long Window (X.h)
|
|
// typedef unsigned long XID;
|
|
// typedef XID Window;
|
|
//unsigned long id = (unsigned long)glfwGetX11Window(window);
|
|
return NULL; // TODO: Find a way to return value... cast to void *?
|
|
#elif defined(__APPLE__)
|
|
// NOTE: Returned handle is: (objc_object *)
|
|
return NULL; // TODO: return (void *)glfwGetCocoaWindow(window);
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
// Get number of monitors
|
|
int GetMonitorCount(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
glfwGetMonitors(&monitorCount);
|
|
return monitorCount;
|
|
#else
|
|
return 1;
|
|
#endif
|
|
}
|
|
|
|
// Get primary monitor width
|
|
int GetMonitorWidth(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
|
|
return mode->width;
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
// Get primary monitor width
|
|
int GetMonitorHeight(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
const GLFWvidmode *mode = glfwGetVideoMode(monitors[monitor]);
|
|
return mode->height;
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
// Get primary montior physical width in millimetres
|
|
int GetMonitorPhysicalWidth(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
int physicalWidth;
|
|
glfwGetMonitorPhysicalSize(monitors[monitor], &physicalWidth, NULL);
|
|
return physicalWidth;
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
// Get primary monitor physical height in millimetres
|
|
int GetMonitorPhysicalHeight(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
int physicalHeight;
|
|
glfwGetMonitorPhysicalSize(monitors[monitor], NULL, &physicalHeight);
|
|
return physicalHeight;
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
// Get the human-readable, UTF-8 encoded name of the primary monitor
|
|
const char *GetMonitorName(int monitor)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
int monitorCount;
|
|
GLFWmonitor **monitors = glfwGetMonitors(&monitorCount);
|
|
|
|
if ((monitor >= 0) && (monitor < monitorCount))
|
|
{
|
|
return glfwGetMonitorName(monitors[monitor]);
|
|
}
|
|
else TraceLog(LOG_WARNING, "Selected monitor not found");
|
|
#endif
|
|
return "";
|
|
}
|
|
|
|
// Get clipboard text content
|
|
// NOTE: returned string is allocated and freed by GLFW
|
|
const char *GetClipboardText(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
return glfwGetClipboardString(window);
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
// Set clipboard text content
|
|
void SetClipboardText(const char *text)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetClipboardString(window, text);
|
|
#endif
|
|
}
|
|
|
|
// Show mouse cursor
|
|
void ShowCursor(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
#endif
|
|
#if defined(PLATFORM_UWP)
|
|
UWPMessage *msg = CreateUWPMessage();
|
|
msg->type = UWP_MSG_SHOW_MOUSE;
|
|
SendMessageToUWP(msg);
|
|
#endif
|
|
cursorHidden = false;
|
|
}
|
|
|
|
// Hides mouse cursor
|
|
void HideCursor(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
|
#endif
|
|
#if defined(PLATFORM_UWP)
|
|
UWPMessage *msg = CreateUWPMessage();
|
|
msg->type = UWP_MSG_HIDE_MOUSE;
|
|
SendMessageToUWP(msg);
|
|
#endif
|
|
cursorHidden = true;
|
|
}
|
|
|
|
// Check if cursor is not visible
|
|
bool IsCursorHidden(void)
|
|
{
|
|
return cursorHidden;
|
|
}
|
|
|
|
// Enables cursor (unlock cursor)
|
|
void EnableCursor(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
|
#endif
|
|
#if defined(PLATFORM_WEB)
|
|
toggleCursorLock = true;
|
|
#endif
|
|
#if defined(PLATFORM_UWP)
|
|
UWPMessage *msg = CreateUWPMessage();
|
|
msg->type = UWP_MSG_LOCK_MOUSE;
|
|
SendMessageToUWP(msg);
|
|
#endif
|
|
cursorHidden = false;
|
|
}
|
|
|
|
// Disables cursor (lock cursor)
|
|
void DisableCursor(void)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
#endif
|
|
#if defined(PLATFORM_WEB)
|
|
toggleCursorLock = true;
|
|
#endif
|
|
#if defined(PLATFORM_UWP)
|
|
UWPMessage *msg = CreateUWPMessage();
|
|
msg->type = UWP_MSG_UNLOCK_MOUSE;
|
|
SendMessageToUWP(msg);
|
|
#endif
|
|
cursorHidden = true;
|
|
}
|
|
|
|
// Set background color (framebuffer clear color)
|
|
void ClearBackground(Color color)
|
|
{
|
|
rlClearColor(color.r, color.g, color.b, color.a); // Set clear color
|
|
rlClearScreenBuffers(); // Clear current framebuffers
|
|
}
|
|
|
|
// Setup canvas (framebuffer) to start drawing
|
|
void BeginDrawing(void)
|
|
{
|
|
currentTime = GetTime(); // Number of elapsed seconds since InitTimer()
|
|
updateTime = currentTime - previousTime;
|
|
previousTime = currentTime;
|
|
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
rlMultMatrixf(MatrixToFloat(screenScaling)); // Apply screen scaling
|
|
|
|
//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
|
|
// NOTE: Not required with OpenGL 3.3+
|
|
}
|
|
|
|
// End canvas drawing and swap buffers (double buffering)
|
|
void EndDrawing(void)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
#if defined(SUPPORT_GIF_RECORDING)
|
|
|
|
#define GIF_RECORD_FRAMERATE 10
|
|
|
|
if (gifRecording)
|
|
{
|
|
gifFramesCounter++;
|
|
|
|
// NOTE: We record one gif frame every 10 game frames
|
|
if ((gifFramesCounter%GIF_RECORD_FRAMERATE) == 0)
|
|
{
|
|
// Get image data for the current frame (from backbuffer)
|
|
// NOTE: This process is very slow... :(
|
|
unsigned char *screenData = rlReadScreenPixels(screenWidth, screenHeight);
|
|
GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false);
|
|
|
|
RL_FREE(screenData); // Free image data
|
|
}
|
|
|
|
if (((gifFramesCounter/15)%2) == 1)
|
|
{
|
|
DrawCircle(30, screenHeight - 20, 10, RED);
|
|
DrawText("RECORDING", 50, screenHeight - 25, 10, MAROON);
|
|
}
|
|
|
|
rlglDraw(); // Draw RECORDING message
|
|
}
|
|
#endif
|
|
|
|
SwapBuffers(); // Copy back buffer to front buffer
|
|
PollInputEvents(); // Poll user events
|
|
|
|
// Frame time control system
|
|
currentTime = GetTime();
|
|
drawTime = currentTime - previousTime;
|
|
previousTime = currentTime;
|
|
|
|
frameTime = updateTime + drawTime;
|
|
|
|
// Wait for some milliseconds...
|
|
if (frameTime < targetTime)
|
|
{
|
|
Wait((float)(targetTime - frameTime)*1000.0f);
|
|
|
|
currentTime = GetTime();
|
|
double extraTime = currentTime - previousTime;
|
|
previousTime = currentTime;
|
|
|
|
frameTime += extraTime;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Initialize 2D mode with custom camera (2D)
|
|
void BeginMode2D(Camera2D camera)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
|
|
// Camera rotation and scaling is always relative to target
|
|
Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
|
|
Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
|
|
Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
|
|
Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
|
|
|
|
Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
|
|
|
|
rlMultMatrixf(MatrixToFloat(matTransform)); // Apply transformation to modelview
|
|
}
|
|
|
|
// Ends 2D mode with custom camera
|
|
void EndMode2D(void)
|
|
{
|
|
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
|
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
}
|
|
|
|
// 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
|
|
|
|
#if defined(PLATFORM_UWP)
|
|
// Updated through messages
|
|
return currentTime;
|
|
#endif
|
|
}
|
|
|
|
// Returns hexadecimal value for a Color
|
|
int ColorToInt(Color color)
|
|
{
|
|
return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
|
|
}
|
|
|
|
// Returns color normalized as float [0..1]
|
|
Vector4 ColorNormalize(Color color)
|
|
{
|
|
Vector4 result;
|
|
|
|
result.x = (float)color.r/255.0f;
|
|
result.y = (float)color.g/255.0f;
|
|
result.z = (float)color.b/255.0f;
|
|
result.w = (float)color.a/255.0f;
|
|
|
|
return result;
|
|
}
|
|
|
|
// Returns HSV values for a Color
|
|
// NOTE: Hue is returned as degrees [0..360]
|
|
Vector3 ColorToHSV(Color color)
|
|
{
|
|
Vector3 rgb = { (float)color.r/255.0f, (float)color.g/255.0f, (float)color.b/255.0f };
|
|
Vector3 hsv = { 0.0f, 0.0f, 0.0f };
|
|
float min, max, delta;
|
|
|
|
min = rgb.x < rgb.y? rgb.x : rgb.y;
|
|
min = min < rgb.z? min : rgb.z;
|
|
|
|
max = rgb.x > rgb.y? rgb.x : rgb.y;
|
|
max = max > rgb.z? max : rgb.z;
|
|
|
|
hsv.z = max; // Value
|
|
delta = max - min;
|
|
|
|
if (delta < 0.00001f)
|
|
{
|
|
hsv.y = 0.0f;
|
|
hsv.x = 0.0f; // Undefined, maybe NAN?
|
|
return hsv;
|
|
}
|
|
|
|
if (max > 0.0f)
|
|
{
|
|
// NOTE: If max is 0, this divide would cause a crash
|
|
hsv.y = (delta/max); // Saturation
|
|
}
|
|
else
|
|
{
|
|
// NOTE: If max is 0, then r = g = b = 0, s = 0, h is undefined
|
|
hsv.y = 0.0f;
|
|
hsv.x = NAN; // Undefined
|
|
return hsv;
|
|
}
|
|
|
|
// NOTE: Comparing float values could not work properly
|
|
if (rgb.x >= max) hsv.x = (rgb.y - rgb.z)/delta; // Between yellow & magenta
|
|
else
|
|
{
|
|
if (rgb.y >= max) hsv.x = 2.0f + (rgb.z - rgb.x)/delta; // Between cyan & yellow
|
|
else hsv.x = 4.0f + (rgb.x - rgb.y)/delta; // Between magenta & cyan
|
|
}
|
|
|
|
hsv.x *= 60.0f; // Convert to degrees
|
|
|
|
if (hsv.x < 0.0f) hsv.x += 360.0f;
|
|
|
|
return hsv;
|
|
}
|
|
|
|
// Returns a Color from HSV values
|
|
// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
|
|
// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
|
|
Color ColorFromHSV(Vector3 hsv)
|
|
{
|
|
Color color = { 0, 0, 0, 255 };
|
|
float h = hsv.x, s = hsv.y, v = hsv.z;
|
|
|
|
// Red channel
|
|
float k = fmod((5.0f + h/60.0f), 6);
|
|
float t = 4.0f - k;
|
|
k = (t < k)? t : k;
|
|
k = (k < 1)? k : 1;
|
|
k = (k > 0)? k : 0;
|
|
color.r = (v - v*s*k)*255;
|
|
|
|
// Green channel
|
|
k = fmod((3.0f + h/60.0f), 6);
|
|
t = 4.0f - k;
|
|
k = (t < k)? t : k;
|
|
k = (k < 1)? k : 1;
|
|
k = (k > 0)? k : 0;
|
|
color.g = (v - v*s*k)*255;
|
|
|
|
// Blue channel
|
|
k = fmod((1.0f + h/60.0f), 6);
|
|
t = 4.0f - k;
|
|
k = (t < k)? t : k;
|
|
k = (k < 1)? k : 1;
|
|
k = (k > 0)? k : 0;
|
|
color.b = (v - v*s*k)*255;
|
|
|
|
return color;
|
|
}
|
|
|
|
// Returns a Color struct from hexadecimal value
|
|
Color GetColor(int hexValue)
|
|
{
|
|
Color color;
|
|
|
|
color.r = (unsigned char)(hexValue >> 24) & 0xFF;
|
|
color.g = (unsigned char)(hexValue >> 16) & 0xFF;
|
|
color.b = (unsigned char)(hexValue >> 8) & 0xFF;
|
|
color.a = (unsigned char)hexValue & 0xFF;
|
|
|
|
return color;
|
|
}
|
|
|
|
// Returns a random value between min and max (both included)
|
|
int GetRandomValue(int min, int max)
|
|
{
|
|
if (min > max)
|
|
{
|
|
int tmp = max;
|
|
max = min;
|
|
min = tmp;
|
|
}
|
|
|
|
return (rand()%(abs(max - min) + 1) + min);
|
|
}
|
|
|
|
// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
|
|
Color Fade(Color color, float alpha)
|
|
{
|
|
if (alpha < 0.0f) alpha = 0.0f;
|
|
else if (alpha > 1.0f) alpha = 1.0f;
|
|
|
|
return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
|
|
}
|
|
|
|
// Setup window configuration flags (view FLAGS)
|
|
void SetConfigFlags(unsigned char flags)
|
|
{
|
|
configFlags = flags;
|
|
|
|
if (configFlags & FLAG_SHOW_LOGO) showLogo = true;
|
|
if (configFlags & FLAG_FULLSCREEN_MODE) fullscreen = true;
|
|
}
|
|
|
|
// NOTE TraceLog() function is located in [utils.h]
|
|
|
|
// Takes a screenshot of current screen (saved a .png)
|
|
// NOTE: This function could work in any platform but some platforms: PLATFORM_ANDROID and PLATFORM_WEB
|
|
// have their own internal file-systems, to dowload image to user file-system some additional mechanism is required
|
|
void TakeScreenshot(const char *fileName)
|
|
{
|
|
unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight);
|
|
Image image = { imgData, renderWidth, renderHeight, 1, UNCOMPRESSED_R8G8B8A8 };
|
|
|
|
char path[512] = { 0 };
|
|
#if defined(PLATFORM_ANDROID)
|
|
strcpy(path, internalDataPath);
|
|
strcat(path, "/");
|
|
strcat(path, fileName);
|
|
#else
|
|
strcpy(path, fileName);
|
|
#endif
|
|
|
|
ExportImage(image, path);
|
|
RL_FREE(imgData);
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
// Download file from MEMFS (emscripten memory filesystem)
|
|
// SaveFileFromMEMFSToDisk() function is defined in raylib/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 **)RL_MALLOC(sizeof(char *)*MAX_DIRECTORY_FILES);
|
|
for (int i = 0; i < MAX_DIRECTORY_FILES; i++) dirFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
|
|
|
|
int counter = 0;
|
|
struct dirent *ent;
|
|
DIR *dir = opendir(dirPath);
|
|
|
|
if (dir != NULL) // It's a directory
|
|
{
|
|
// TODO: Reading could be done in two passes,
|
|
// first one to count files and second one to read names
|
|
// That way we can allocate required memory, instead of a limited pool
|
|
|
|
while ((ent = readdir(dir)) != NULL)
|
|
{
|
|
strcpy(dirFilesPath[counter], ent->d_name);
|
|
counter++;
|
|
}
|
|
|
|
closedir(dir);
|
|
}
|
|
else TraceLog(LOG_WARNING, "Can not open directory...\n"); // Maybe it's a file...
|
|
|
|
dirFilesCount = counter;
|
|
*fileCount = dirFilesCount;
|
|
|
|
return dirFilesPath;
|
|
}
|
|
|
|
// Clear directory files paths buffers
|
|
void ClearDirectoryFiles(void)
|
|
{
|
|
if (dirFilesCount > 0)
|
|
{
|
|
for (int i = 0; i < dirFilesCount; i++) RL_FREE(dirFilesPath[i]);
|
|
|
|
RL_FREE(dirFilesPath);
|
|
dirFilesCount = 0;
|
|
}
|
|
}
|
|
|
|
// Change working directory, returns true if success
|
|
bool ChangeDirectory(const char *dir)
|
|
{
|
|
return (CHDIR(dir) == 0);
|
|
}
|
|
|
|
// Check if a file has been dropped into window
|
|
bool IsFileDropped(void)
|
|
{
|
|
if (dropFilesCount > 0) return true;
|
|
else return false;
|
|
}
|
|
|
|
// Get dropped files names
|
|
char **GetDroppedFiles(int *count)
|
|
{
|
|
*count = dropFilesCount;
|
|
return dropFilesPath;
|
|
}
|
|
|
|
// Clear dropped files paths buffer
|
|
void ClearDroppedFiles(void)
|
|
{
|
|
if (dropFilesCount > 0)
|
|
{
|
|
for (int i = 0; i < dropFilesCount; i++) RL_FREE(dropFilesPath[i]);
|
|
|
|
RL_FREE(dropFilesPath);
|
|
|
|
dropFilesCount = 0;
|
|
}
|
|
}
|
|
|
|
// Get file modification time (last write time)
|
|
long GetFileModTime(const char *fileName)
|
|
{
|
|
struct stat result = { 0 };
|
|
|
|
if (stat(fileName, &result) == 0)
|
|
{
|
|
time_t mod = result.st_mtime;
|
|
|
|
return (long)mod;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Save integer value to storage file (to defined position)
|
|
// NOTE: Storage positions is directly related to file memory layout (4 bytes each integer)
|
|
void StorageSaveValue(int position, int value)
|
|
{
|
|
FILE *storageFile = NULL;
|
|
|
|
char path[512] = { 0 };
|
|
#if defined(PLATFORM_ANDROID)
|
|
strcpy(path, internalDataPath);
|
|
strcat(path, "/");
|
|
strcat(path, STORAGE_FILENAME);
|
|
#else
|
|
strcpy(path, STORAGE_FILENAME);
|
|
#endif
|
|
|
|
// Try open existing file to append data
|
|
storageFile = fopen(path, "rb+");
|
|
|
|
// If file doesn't exist, create a new storage data file
|
|
if (!storageFile) storageFile = fopen(path, "wb");
|
|
|
|
if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be created");
|
|
else
|
|
{
|
|
// Get file size
|
|
fseek(storageFile, 0, SEEK_END);
|
|
int fileSize = ftell(storageFile); // Size in bytes
|
|
fseek(storageFile, 0, SEEK_SET);
|
|
|
|
if (fileSize < (position*sizeof(int))) TraceLog(LOG_WARNING, "Storage position could not be found");
|
|
else
|
|
{
|
|
fseek(storageFile, (position*sizeof(int)), SEEK_SET);
|
|
fwrite(&value, 1, sizeof(int), storageFile);
|
|
}
|
|
|
|
fclose(storageFile);
|
|
}
|
|
}
|
|
|
|
// Load integer value from storage file (from defined position)
|
|
// NOTE: If requested position could not be found, value 0 is returned
|
|
int StorageLoadValue(int position)
|
|
{
|
|
int value = 0;
|
|
|
|
char path[512] = { 0 };
|
|
#if defined(PLATFORM_ANDROID)
|
|
strcpy(path, internalDataPath);
|
|
strcat(path, "/");
|
|
strcat(path, STORAGE_FILENAME);
|
|
#else
|
|
strcpy(path, STORAGE_FILENAME);
|
|
#endif
|
|
|
|
// Try open existing file to append data
|
|
FILE *storageFile = fopen(path, "rb");
|
|
|
|
if (!storageFile) TraceLog(LOG_WARNING, "Storage data file could not be found");
|
|
else
|
|
{
|
|
// Get file size
|
|
fseek(storageFile, 0, SEEK_END);
|
|
int fileSize = ftell(storageFile); // Size in bytes
|
|
rewind(storageFile);
|
|
|
|
if (fileSize < (position*4)) TraceLog(LOG_WARNING, "Storage position could not be found");
|
|
else
|
|
{
|
|
fseek(storageFile, (position*4), SEEK_SET);
|
|
fread(&value, 4, 1, storageFile); // Read 1 element of 4 bytes size
|
|
}
|
|
|
|
fclose(storageFile);
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
// Open URL with default system browser (if available)
|
|
// NOTE: This function is onlyl safe to use if you control the URL given.
|
|
// A user could craft a malicious string performing another action.
|
|
// Only call this function yourself not with user input or make sure to check the string yourself.
|
|
// CHECK: https://github.com/raysan5/raylib/issues/686
|
|
void OpenURL(const char *url)
|
|
{
|
|
// Small security check trying to avoid (partially) malicious code...
|
|
// sorry for the inconvenience when you hit this point...
|
|
if (strchr(url, '\'') != NULL)
|
|
{
|
|
TraceLog(LOG_WARNING, "Provided URL does not seem to be valid.");
|
|
}
|
|
else
|
|
{
|
|
char *cmd = (char *)RL_CALLOC(strlen(url) + 10, sizeof(char));
|
|
|
|
#if defined(_WIN32)
|
|
sprintf(cmd, "explorer %s", url);
|
|
#elif defined(__linux__)
|
|
sprintf(cmd, "xdg-open '%s'", url); // Alternatives: firefox, x-www-browser
|
|
#elif defined(__APPLE__)
|
|
sprintf(cmd, "open '%s'", url);
|
|
#endif
|
|
system(cmd);
|
|
RL_FREE(cmd);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
|
|
//----------------------------------------------------------------------------------
|
|
// Detect if a key has been pressed once
|
|
bool IsKeyPressed(int key)
|
|
{
|
|
bool pressed = false;
|
|
|
|
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 1)) pressed = true;
|
|
else pressed = false;
|
|
|
|
return pressed;
|
|
}
|
|
|
|
// Detect if a key is being pressed (key held down)
|
|
bool IsKeyDown(int key)
|
|
{
|
|
if (GetKeyStatus(key) == 1) return true;
|
|
else return false;
|
|
}
|
|
|
|
// Detect if a key has been released once
|
|
bool IsKeyReleased(int key)
|
|
{
|
|
bool released = false;
|
|
|
|
if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
|
|
else released = false;
|
|
|
|
return released;
|
|
}
|
|
|
|
// Detect if a key is NOT being pressed (key not held down)
|
|
bool IsKeyUp(int key)
|
|
{
|
|
if (GetKeyStatus(key) == 0) return true;
|
|
else return false;
|
|
}
|
|
|
|
// Get the last key pressed
|
|
int GetKeyPressed(void)
|
|
{
|
|
return lastKeyPressed;
|
|
}
|
|
|
|
// Set a custom key to exit program
|
|
// NOTE: default exitKey is ESCAPE
|
|
void SetExitKey(int key)
|
|
{
|
|
#if !defined(PLATFORM_ANDROID)
|
|
exitKey = key;
|
|
#endif
|
|
}
|
|
|
|
// NOTE: Gamepad support not implemented in emscripten GLFW3 (PLATFORM_WEB)
|
|
|
|
// Detect if a gamepad is available
|
|
bool IsGamepadAvailable(int gamepad)
|
|
{
|
|
bool result = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Check gamepad name (if available)
|
|
bool IsGamepadName(int gamepad, const char *name)
|
|
{
|
|
bool result = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
const char *gamepadName = NULL;
|
|
|
|
if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad);
|
|
if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0);
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Return gamepad internal name id
|
|
const char *GetGamepadName(int gamepad)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP)
|
|
if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad);
|
|
else return NULL;
|
|
#elif defined(PLATFORM_RPI)
|
|
if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName);
|
|
|
|
return gamepadName;
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
}
|
|
|
|
// Return gamepad axis count
|
|
int GetGamepadAxisCount(int gamepad)
|
|
{
|
|
#if defined(PLATFORM_RPI)
|
|
int axisCount = 0;
|
|
if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount);
|
|
gamepadAxisCount = axisCount;
|
|
#endif
|
|
return gamepadAxisCount;
|
|
}
|
|
|
|
// Return axis movement vector for a gamepad
|
|
float GetGamepadAxisMovement(int gamepad, int axis)
|
|
{
|
|
float value = 0;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis];
|
|
#endif
|
|
|
|
return value;
|
|
}
|
|
|
|
// Detect if a gamepad button has been pressed once
|
|
bool IsGamepadButtonPressed(int gamepad, int button)
|
|
{
|
|
bool pressed = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
|
|
(currentGamepadState[gamepad][button] == 1)) pressed = true;
|
|
#endif
|
|
|
|
return pressed;
|
|
}
|
|
|
|
// Detect if a gamepad button is being pressed
|
|
bool IsGamepadButtonDown(int gamepad, int button)
|
|
{
|
|
bool result = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
(currentGamepadState[gamepad][button] == 1)) result = true;
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Detect if a gamepad button has NOT been pressed once
|
|
bool IsGamepadButtonReleased(int gamepad, int button)
|
|
{
|
|
bool released = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
|
|
(currentGamepadState[gamepad][button] == 0)) released = true;
|
|
#endif
|
|
|
|
return released;
|
|
}
|
|
|
|
// Detect if a mouse button is NOT being pressed
|
|
bool IsGamepadButtonUp(int gamepad, int button)
|
|
{
|
|
bool result = false;
|
|
|
|
#if !defined(PLATFORM_ANDROID)
|
|
if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
|
|
(currentGamepadState[gamepad][button] == 0)) result = true;
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
// Get the last gamepad button pressed
|
|
int GetGamepadButtonPressed(void)
|
|
{
|
|
return lastGamepadButtonPressed;
|
|
}
|
|
|
|
// Detect if a mouse button has been pressed once
|
|
bool IsMouseButtonPressed(int button)
|
|
{
|
|
bool pressed = false;
|
|
|
|
// TODO: Review, gestures could be not supported despite being on Android platform!
|
|
#if defined(PLATFORM_ANDROID)
|
|
if (IsGestureDetected(GESTURE_TAP)) pressed = true;
|
|
#else
|
|
if ((currentMouseState[button] != previousMouseState[button]) && (currentMouseState[button] == 1)) pressed = true;
|
|
#endif
|
|
|
|
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
|
|
#if defined(PLATFORM_UWP)
|
|
UWPMessage *msg = CreateUWPMessage();
|
|
msg->type = UWP_MSG_SET_MOUSE_LOCATION;
|
|
msg->paramVector0.x = mousePosition.x;
|
|
msg->paramVector0.y = mousePosition.y;
|
|
SendMessageToUWP(msg);
|
|
#endif
|
|
}
|
|
|
|
// Set mouse offset
|
|
// NOTE: Useful when rendering to different size targets
|
|
void SetMouseOffset(int offsetX, int offsetY)
|
|
{
|
|
mouseOffset = (Vector2){ (float)offsetX, (float)offsetY };
|
|
}
|
|
|
|
// Set mouse scaling
|
|
// NOTE: Useful when rendering to different size targets
|
|
void SetMouseScale(float scaleX, float scaleY)
|
|
{
|
|
mouseScale = (Vector2){ scaleX, scaleY };
|
|
}
|
|
|
|
// Returns mouse wheel movement Y
|
|
int GetMouseWheelMove(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID)
|
|
return 0;
|
|
#elif defined(PLATFORM_WEB)
|
|
return previousMouseWheelY/100;
|
|
#else
|
|
return previousMouseWheelY;
|
|
#endif
|
|
}
|
|
|
|
// Returns touch position X for touch point 0 (relative to screen size)
|
|
int GetTouchX(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
|
return (int)touchPosition[0].x;
|
|
#else // PLATFORM_DESKTOP, PLATFORM_RPI
|
|
return GetMouseX();
|
|
#endif
|
|
}
|
|
|
|
// Returns touch position Y for touch point 0 (relative to screen size)
|
|
int GetTouchY(void)
|
|
{
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
|
return (int)touchPosition[0].y;
|
|
#else // PLATFORM_DESKTOP, PLATFORM_RPI
|
|
return GetMouseY();
|
|
#endif
|
|
}
|
|
|
|
// Returns touch position XY for a touch point index (relative to screen size)
|
|
// TODO: Touch position should be scaled depending on display size and render size
|
|
Vector2 GetTouchPosition(int index)
|
|
{
|
|
Vector2 position = { -1.0f, -1.0f };
|
|
|
|
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
|
|
if (index < MAX_TOUCH_POINTS) position = touchPosition[index];
|
|
else TraceLog(LOG_WARNING, "Required touch point out of range (Max touch points: %i)", MAX_TOUCH_POINTS);
|
|
|
|
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
|
|
{
|
|
// TODO: Review touch position scaling for screenSize vs displaySize
|
|
position.x = position.x*((float)screenWidth/(float)(displayWidth - renderOffsetX)) - renderOffsetX/2;
|
|
position.y = position.y*((float)screenHeight/(float)(displayHeight - renderOffsetY)) - renderOffsetY/2;
|
|
}
|
|
else
|
|
{
|
|
position.x = position.x*((float)renderWidth/(float)displayWidth) - renderOffsetX/2;
|
|
position.y = position.y*((float)renderHeight/(float)displayHeight) - renderOffsetY/2;
|
|
}
|
|
#elif defined(PLATFORM_RPI)
|
|
position = touchPosition[index];
|
|
#else // PLATFORM_DESKTOP
|
|
if (index == 0) position = GetMousePosition();
|
|
#endif
|
|
|
|
return position;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Initialize display device and framebuffer
|
|
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
|
|
// If width or height are 0, default display size will be used for framebuffer size
|
|
// NOTE: returns false in case graphic device could not be created
|
|
static bool InitGraphicsDevice(int width, int height)
|
|
{
|
|
screenWidth = width; // User desired width
|
|
screenHeight = height; // User desired height
|
|
currentWidth = width;
|
|
currentHeight = height;
|
|
|
|
// NOTE: Framebuffer (render area - renderWidth, renderHeight) could include black bars...
|
|
// ...in top-down or left-right to match display aspect ratio (no weird scalings)
|
|
|
|
// Screen scaling matrix is required in case desired screen area is different than display area
|
|
screenScaling = 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
|
|
#if defined(PLATFORM_DESKTOP)
|
|
// NOTE: If using external GLFW, it requires latest GLFW 3.3 for this functionality
|
|
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); // Scale content area based on the monitor content scale where window is placed on
|
|
#endif
|
|
|
|
// Check some Window creation flags
|
|
if (configFlags & FLAG_WINDOW_HIDDEN) glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // Visible window
|
|
else glfwWindowHint(GLFW_VISIBLE, GL_TRUE); // Window initially hidden
|
|
|
|
if (configFlags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window
|
|
else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
|
|
|
|
if (configFlags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
|
|
else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
|
|
// FLAG_WINDOW_TRANSPARENT not supported on HTML5 and not included in any released GLFW version yet
|
|
#if defined(GLFW_TRANSPARENT_FRAMEBUFFER)
|
|
if (configFlags & FLAG_WINDOW_TRANSPARENT) glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); // Transparent framebuffer
|
|
else glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_FALSE); // Opaque framebuffer
|
|
#endif
|
|
|
|
if (configFlags & FLAG_MSAA_4X_HINT) glfwWindowHint(GLFW_SAMPLES, 4); // Tries to enable multisampling x4 (MSAA), default is 0
|
|
|
|
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
|
|
// with forward compatibility to older OpenGL versions.
|
|
// For example, if using OpenGL 1.1, driver can provide a 4.3 context forward compatible.
|
|
|
|
// Check selection OpenGL version
|
|
if (rlGetVersion() == OPENGL_21)
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
|
|
}
|
|
else if (rlGetVersion() == OPENGL_33)
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
|
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
|
|
// Values: GLFW_OPENGL_CORE_PROFILE, GLFW_OPENGL_ANY_PROFILE, GLFW_OPENGL_COMPAT_PROFILE
|
|
#if defined(__APPLE__)
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); // OSX Requires fordward compatibility
|
|
#else
|
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_FALSE); // Fordward Compatibility Hint: Only 3.3 and above!
|
|
#endif
|
|
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); // Request OpenGL DEBUG context
|
|
}
|
|
else if (rlGetVersion() == OPENGL_ES_20) // Request OpenGL ES 2.0 context
|
|
{
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
|
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
|
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
|
|
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 - screenScaling
|
|
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);
|
|
|
|
// Get window HiDPI scaling factor
|
|
float scaleRatio = 0.0f;
|
|
glfwGetWindowContentScale(window, &scaleRatio, NULL);
|
|
scaleRatio = roundf(scaleRatio);
|
|
//screenScaling = MatrixScale(scaleRatio, scaleRatio, scaleRatio);
|
|
#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;
|
|
}
|
|
}
|
|
}
|
|
|
|
EGLint numConfigs = 0;
|
|
if ((eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs) == EGL_FALSE) || (numConfigs == 0))
|
|
{
|
|
TraceLog(LOG_WARNING, "Failed to choose first EGLConfig");
|
|
return false;
|
|
}
|
|
|
|
// Create a PropertySet and initialize with the EGLNativeWindowType.
|
|
//PropertySet^ surfaceCreationProperties = ref new PropertySet();
|
|
//surfaceCreationProperties->Insert(ref new String(EGLNativeWindowTypeProperty), window); // CoreWindow^ window
|
|
|
|
// You can configure the surface to render at a lower resolution and be scaled up to
|
|
// the full window size. The scaling is often free on mobile hardware.
|
|
//
|
|
// One way to configure the SwapChainPanel is to specify precisely which resolution it should render at.
|
|
// Size customRenderSurfaceSize = Size(800, 600);
|
|
// surfaceCreationProperties->Insert(ref new String(EGLRenderSurfaceSizeProperty), PropertyValue::CreateSize(customRenderSurfaceSize));
|
|
//
|
|
// Another way is to tell the SwapChainPanel to render at a certain scale factor compared to its size.
|
|
// e.g. if the SwapChainPanel is 1920x1280 then setting a factor of 0.5f will make the app render at 960x640
|
|
// float customResolutionScale = 0.5f;
|
|
// surfaceCreationProperties->Insert(ref new String(EGLRenderResolutionScaleProperty), PropertyValue::CreateSingle(customResolutionScale));
|
|
|
|
|
|
// eglCreateWindowSurface() requires a EGLNativeWindowType parameter,
|
|
// In Windows platform: typedef HWND EGLNativeWindowType;
|
|
|
|
|
|
// Property: EGLNativeWindowTypeProperty
|
|
// Type: IInspectable
|
|
// Description: Set this property to specify the window type to use for creating a surface.
|
|
// If this property is missing, surface creation will fail.
|
|
//
|
|
//const wchar_t EGLNativeWindowTypeProperty[] = L"EGLNativeWindowTypeProperty";
|
|
|
|
//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
|
|
|
|
//surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
|
|
surface = eglCreateWindowSurface(display, config, uwpWindow, surfaceAttributes);
|
|
if (surface == EGL_NO_SURFACE)
|
|
{
|
|
TraceLog(LOG_WARNING, "Failed to create EGL fullscreen surface");
|
|
return false;
|
|
}
|
|
|
|
context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
|
|
if (context == EGL_NO_CONTEXT)
|
|
{
|
|
TraceLog(LOG_WARNING, "Failed to create EGL context");
|
|
return false;
|
|
}
|
|
|
|
// Get EGL display window size
|
|
eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
|
|
eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
|
|
|
|
#else // PLATFORM_ANDROID, PLATFORM_RPI
|
|
EGLint numConfigs;
|
|
|
|
// Get an EGL display connection
|
|
display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
|
if (display == EGL_NO_DISPLAY)
|
|
{
|
|
TraceLog(LOG_WARNING, "Failed to initialize EGL display");
|
|
return false;
|
|
}
|
|
|
|
// Initialize the EGL display connection
|
|
if (eglInitialize(display, NULL, NULL) == EGL_FALSE)
|
|
{
|
|
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
|
|
TraceLog(LOG_WARNING, "Failed to initialize EGL");
|
|
return false;
|
|
}
|
|
|
|
// Get an appropriate EGL framebuffer configuration
|
|
eglChooseConfig(display, framebufferAttribs, &config, 1, &numConfigs);
|
|
|
|
// Set rendering API
|
|
eglBindAPI(EGL_OPENGL_ES_API);
|
|
|
|
// Create an EGL rendering context
|
|
context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
|
|
if (context == EGL_NO_CONTEXT)
|
|
{
|
|
TraceLog(LOG_WARNING, "Failed to create EGL context");
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
// Create an EGL window surface
|
|
//---------------------------------------------------------------------------------
|
|
#if defined(PLATFORM_ANDROID)
|
|
EGLint displayFormat;
|
|
|
|
displayWidth = ANativeWindow_getWidth(androidApp->window);
|
|
displayHeight = ANativeWindow_getHeight(androidApp->window);
|
|
|
|
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
|
|
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
|
|
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
|
|
|
// At this point we need to manage render size vs screen size
|
|
// NOTE: This function use and modify global module variables: screenWidth/screenHeight and renderWidth/renderHeight and screenScaling
|
|
SetupFramebuffer(displayWidth, displayHeight);
|
|
|
|
ANativeWindow_setBuffersGeometry(androidApp->window, renderWidth, renderHeight, displayFormat);
|
|
//ANativeWindow_setBuffersGeometry(androidApp->window, 0, 0, displayFormat); // Force use of native display size
|
|
|
|
surface = eglCreateWindowSurface(display, config, androidApp->window, NULL);
|
|
#endif // 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 screenScaling
|
|
SetupFramebuffer(displayWidth, displayHeight);
|
|
|
|
dstRect.x = 0;
|
|
dstRect.y = 0;
|
|
dstRect.width = displayWidth;
|
|
dstRect.height = displayHeight;
|
|
|
|
srcRect.x = 0;
|
|
srcRect.y = 0;
|
|
srcRect.width = renderWidth << 16;
|
|
srcRect.height = renderHeight << 16;
|
|
|
|
// NOTE: RPI dispmanx windowing system takes care of srcRec scaling to dstRec by hardware (no cost)
|
|
// Take care that renderWidth/renderHeight fit on displayWidth/displayHeight aspect ratio
|
|
|
|
VC_DISPMANX_ALPHA_T alpha;
|
|
alpha.flags = DISPMANX_FLAGS_ALPHA_FIXED_ALL_PIXELS;
|
|
alpha.opacity = 255; // Set transparency level for framebuffer, requires EGLAttrib: EGL_TRANSPARENT_TYPE
|
|
alpha.mask = 0;
|
|
|
|
dispmanDisplay = vc_dispmanx_display_open(0); // LCD
|
|
dispmanUpdate = vc_dispmanx_update_start(0);
|
|
|
|
dispmanElement = vc_dispmanx_element_add(dispmanUpdate, dispmanDisplay, 0/*layer*/, &dstRect, 0/*src*/,
|
|
&srcRect, DISPMANX_PROTECTION_NONE, &alpha, 0/*clamp*/, DISPMANX_NO_ROTATE);
|
|
|
|
nativeWindow.element = dispmanElement;
|
|
nativeWindow.width = renderWidth;
|
|
nativeWindow.height = renderHeight;
|
|
vc_dispmanx_update_submit_sync(dispmanUpdate);
|
|
|
|
surface = eglCreateWindowSurface(display, config, &nativeWindow, NULL);
|
|
//---------------------------------------------------------------------------------
|
|
#endif // 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;
|
|
}
|
|
|
|
// Screen scaling required
|
|
float scaleRatio = (float)renderWidth/(float)screenWidth;
|
|
screenScaling = 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) && !defined(PLATFORM_UWP)
|
|
double prevTime = GetTime();
|
|
double nextTime = 0.0;
|
|
|
|
// Busy wait loop
|
|
while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
|
|
#else
|
|
#if defined(_WIN32)
|
|
Sleep((unsigned int)ms);
|
|
#elif defined(__linux__) || defined(PLATFORM_WEB)
|
|
struct timespec req = { 0 };
|
|
time_t sec = (int)(ms/1000.0f);
|
|
ms -= (sec*1000);
|
|
req.tv_sec = sec;
|
|
req.tv_nsec = ms*1000000L;
|
|
|
|
// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
|
|
while (nanosleep(&req, &req) == -1) continue;
|
|
#elif defined(__APPLE__)
|
|
usleep(ms*1000.0f);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
// Get one key state
|
|
static bool GetKeyStatus(int key)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
return glfwGetKey(window, key);
|
|
#elif defined(PLATFORM_ANDROID)
|
|
// NOTE: Android supports up to 260 keys
|
|
if (key < 0 || key > 260) return false;
|
|
else return currentKeyState[key];
|
|
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
|
|
// NOTE: Keys states are filled in PollInputEvents()
|
|
if (key < 0 || key > 511) return false;
|
|
else return currentKeyState[key];
|
|
#endif
|
|
}
|
|
|
|
// Get one mouse button state
|
|
static bool GetMouseButtonStatus(int button)
|
|
{
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
return glfwGetMouseButton(window, button);
|
|
#elif defined(PLATFORM_ANDROID)
|
|
// TODO: Check for virtual mouse?
|
|
return false;
|
|
#elif defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
|
|
// NOTE: Mouse buttons states are filled in PollInputEvents()
|
|
return currentMouseState[button];
|
|
#endif
|
|
}
|
|
|
|
static GamepadButton GetGamepadButton(int button)
|
|
{
|
|
GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
|
|
#if defined(PLATFORM_DESKTOP)
|
|
switch (button)
|
|
{
|
|
case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
|
|
case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
|
case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
|
|
case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
|
|
|
|
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
|
|
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
|
|
|
|
case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
|
|
case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
|
|
case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
|
|
|
|
case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
|
|
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
|
|
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
|
|
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
|
|
|
|
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
|
|
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_UWP)
|
|
/*switch(button)
|
|
{
|
|
case 4: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
|
|
case 8: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
|
case 16: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
|
|
case 32: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
|
|
|
case 128: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
|
|
case 256: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
|
|
case 512: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
|
|
case 64: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
|
|
|
|
case 1024: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
|
|
case 2048: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
|
|
|
|
case 4096: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
|
|
case 8192: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
|
|
|
|
case 2: b = GAMEPAD_BUTTON_MIDDLE_LEFT;
|
|
case 1: b = GAMEPAD_BUTTON_MIDDLE_RIGHT;
|
|
}*/
|
|
//Above might not be most efficient, so not doing it for now
|
|
b = button;
|
|
#endif
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
//TODO: TEST
|
|
//https://www.w3.org/TR/gamepad/#gamepad-interface
|
|
switch (button)
|
|
{
|
|
case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
|
|
case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
|
case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
|
|
case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
|
|
case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
|
|
case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
|
|
case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
|
|
case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
|
|
case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
|
|
case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
|
|
case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
|
|
case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
|
|
case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
|
|
case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
|
|
case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
|
|
case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
|
|
}
|
|
#endif
|
|
|
|
return b;
|
|
}
|
|
|
|
static GamepadAxis GetGamepadAxis(int axis)
|
|
{
|
|
GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
|
|
#if defined(PLATFORM_DESKTOP)
|
|
switch(axis)
|
|
{
|
|
case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
|
|
case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
|
|
case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
|
|
case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
|
|
case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
|
|
case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_UWP)
|
|
a = axis; //UWP will provide the correct axis
|
|
#endif
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
//TODO: TEST
|
|
switch(axis)
|
|
{
|
|
case 0: a = GAMEPAD_AXIS_LEFT_X;
|
|
case 1: a = GAMEPAD_AXIS_LEFT_Y;
|
|
case 2: a = GAMEPAD_AXIS_RIGHT_X;
|
|
case 3: a = GAMEPAD_AXIS_RIGHT_X;
|
|
}
|
|
#endif
|
|
|
|
return a;
|
|
}
|
|
|
|
// Poll (store) all input events
|
|
static void PollInputEvents(void)
|
|
{
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
// NOTE: Gestures update must be called every frame to reset gestures correctly
|
|
// because ProcessGestureEvent() is just called on an event, not every frame
|
|
UpdateGestures();
|
|
#endif
|
|
|
|
// Reset last key pressed registered
|
|
lastKeyPressed = -1;
|
|
|
|
#if !defined(PLATFORM_RPI)
|
|
// Reset last gamepad button/axis registered state
|
|
lastGamepadButtonPressed = -1;
|
|
gamepadAxisCount = 0;
|
|
#endif
|
|
|
|
#if defined(PLATFORM_RPI)
|
|
|
|
// Register previous keys states
|
|
for (int i = 0; i < 512; i++)previousKeyState[i] = currentKeyState[i];
|
|
|
|
// Grab a keypress from the evdev fifo if avalable
|
|
if(lastKeyPressedEvdev.Head != lastKeyPressedEvdev.Tail)
|
|
{
|
|
lastKeyPressed = lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Tail]; // Read the key from the buffer
|
|
lastKeyPressedEvdev.Tail = (lastKeyPressedEvdev.Tail + 1) & 0x07; // Increment the tail pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
|
|
}
|
|
|
|
// Register previous mouse states
|
|
previousMouseWheelY = currentMouseWheelY;
|
|
currentMouseWheelY = 0;
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
previousMouseState[i] = currentMouseState[i];
|
|
currentMouseState[i] = currentMouseStateEvdev[i];
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_UWP)
|
|
// Register previous keys states
|
|
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
|
|
|
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
{
|
|
if (gamepadReady[i])
|
|
{
|
|
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
|
|
}
|
|
}
|
|
|
|
// Register previous mouse states
|
|
previousMouseWheelY = currentMouseWheelY;
|
|
currentMouseWheelY = 0;
|
|
for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
|
|
|
|
// Loop over pending messages
|
|
while (HasMessageFromUWP())
|
|
{
|
|
UWPMessage *msg = GetMessageFromUWP();
|
|
|
|
switch (msg->type)
|
|
{
|
|
case UWP_MSG_REGISTER_KEY:
|
|
{
|
|
// Convert from virtualKey
|
|
int actualKey = -1;
|
|
|
|
switch (msg->paramInt0)
|
|
{
|
|
case 0x08: actualKey = KEY_BACKSPACE; break;
|
|
case 0x20: actualKey = KEY_SPACE; break;
|
|
case 0x1B: actualKey = KEY_ESCAPE; break;
|
|
case 0x0D: actualKey = KEY_ENTER; break;
|
|
case 0x2E: actualKey = KEY_DELETE; break;
|
|
case 0x27: actualKey = KEY_RIGHT; break;
|
|
case 0x25: actualKey = KEY_LEFT; break;
|
|
case 0x28: actualKey = KEY_DOWN; break;
|
|
case 0x26: actualKey = KEY_UP; break;
|
|
case 0x70: actualKey = KEY_F1; break;
|
|
case 0x71: actualKey = KEY_F2; break;
|
|
case 0x72: actualKey = KEY_F3; break;
|
|
case 0x73: actualKey = KEY_F4; break;
|
|
case 0x74: actualKey = KEY_F5; break;
|
|
case 0x75: actualKey = KEY_F6; break;
|
|
case 0x76: actualKey = KEY_F7; break;
|
|
case 0x77: actualKey = KEY_F8; break;
|
|
case 0x78: actualKey = KEY_F9; break;
|
|
case 0x79: actualKey = KEY_F10; break;
|
|
case 0x7A: actualKey = KEY_F11; break;
|
|
case 0x7B: actualKey = KEY_F12; break;
|
|
case 0xA0: actualKey = KEY_LEFT_SHIFT; break;
|
|
case 0xA2: actualKey = KEY_LEFT_CONTROL; break;
|
|
case 0xA4: actualKey = KEY_LEFT_ALT; break;
|
|
case 0xA1: actualKey = KEY_RIGHT_SHIFT; break;
|
|
case 0xA3: actualKey = KEY_RIGHT_CONTROL; break;
|
|
case 0xA5: actualKey = KEY_RIGHT_ALT; break;
|
|
case 0x30: actualKey = KEY_ZERO; break;
|
|
case 0x31: actualKey = KEY_ONE; break;
|
|
case 0x32: actualKey = KEY_TWO; break;
|
|
case 0x33: actualKey = KEY_THREE; break;
|
|
case 0x34: actualKey = KEY_FOUR; break;
|
|
case 0x35: actualKey = KEY_FIVE; break;
|
|
case 0x36: actualKey = KEY_SIX; break;
|
|
case 0x37: actualKey = KEY_SEVEN; break;
|
|
case 0x38: actualKey = KEY_EIGHT; break;
|
|
case 0x39: actualKey = KEY_NINE; break;
|
|
case 0x41: actualKey = KEY_A; break;
|
|
case 0x42: actualKey = KEY_B; break;
|
|
case 0x43: actualKey = KEY_C; break;
|
|
case 0x44: actualKey = KEY_D; break;
|
|
case 0x45: actualKey = KEY_E; break;
|
|
case 0x46: actualKey = KEY_F; break;
|
|
case 0x47: actualKey = KEY_G; break;
|
|
case 0x48: actualKey = KEY_H; break;
|
|
case 0x49: actualKey = KEY_I; break;
|
|
case 0x4A: actualKey = KEY_J; break;
|
|
case 0x4B: actualKey = KEY_K; break;
|
|
case 0x4C: actualKey = KEY_L; break;
|
|
case 0x4D: actualKey = KEY_M; break;
|
|
case 0x4E: actualKey = KEY_N; break;
|
|
case 0x4F: actualKey = KEY_O; break;
|
|
case 0x50: actualKey = KEY_P; break;
|
|
case 0x51: actualKey = KEY_Q; break;
|
|
case 0x52: actualKey = KEY_R; break;
|
|
case 0x53: actualKey = KEY_S; break;
|
|
case 0x54: actualKey = KEY_T; break;
|
|
case 0x55: actualKey = KEY_U; break;
|
|
case 0x56: actualKey = KEY_V; break;
|
|
case 0x57: actualKey = KEY_W; break;
|
|
case 0x58: actualKey = KEY_X; break;
|
|
case 0x59: actualKey = KEY_Y; break;
|
|
case 0x5A: actualKey = KEY_Z; break;
|
|
default: break;
|
|
}
|
|
|
|
if (actualKey > -1) currentKeyState[actualKey] = msg->paramChar0;
|
|
|
|
} break;
|
|
case UWP_MSG_REGISTER_CLICK: currentMouseState[msg->paramInt0] = msg->paramChar0; break;
|
|
case UWP_MSG_SCROLL_WHEEL_UPDATE: currentMouseWheelY += msg->paramInt0; break;
|
|
case UWP_MSG_UPDATE_MOUSE_LOCATION: mousePosition = msg->paramVector0; break;
|
|
case UWP_MSG_SET_GAMEPAD_ACTIVE: if (msg->paramInt0 < MAX_GAMEPADS) gamepadReady[msg->paramInt0] = msg->paramBool0; break;
|
|
case UWP_MSG_SET_GAMEPAD_BUTTON:
|
|
{
|
|
if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_BUTTONS)) currentGamepadState[msg->paramInt0][msg->paramInt1] = msg->paramChar0;
|
|
} break;
|
|
case UWP_MSG_SET_GAMEPAD_AXIS:
|
|
{
|
|
if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) gamepadAxisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0;
|
|
|
|
// Register buttons for 2nd triggers
|
|
currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
|
|
currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
|
|
} break;
|
|
case UWP_MSG_SET_DISPLAY_DIMS:
|
|
{
|
|
displayWidth = msg->paramVector0.x;
|
|
displayHeight = msg->paramVector0.y;
|
|
} break;
|
|
case UWP_MSG_HANDLE_RESIZE:
|
|
{
|
|
eglQuerySurface(display, surface, EGL_WIDTH, &screenWidth);
|
|
eglQuerySurface(display, surface, EGL_HEIGHT, &screenHeight);
|
|
|
|
// If window is resized, viewport and projection matrix needs to be re-calculated
|
|
rlViewport(0, 0, screenWidth, screenHeight); // Set viewport width and height
|
|
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
|
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
|
rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
|
|
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
|
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
|
rlClearScreenBuffers(); // Clear screen buffers (color and depth)
|
|
|
|
// Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
|
|
// NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
|
|
// for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
|
|
currentWidth = screenWidth;
|
|
currentHeight = screenHeight;
|
|
|
|
// NOTE: Postprocessing texture is not scaled to new size
|
|
|
|
windowResized = true;
|
|
|
|
} break;
|
|
case UWP_MSG_SET_GAME_TIME: currentTime = msg->paramDouble0; break;
|
|
default: break;
|
|
}
|
|
|
|
DeleteUWPMessage(msg); //Delete, we are done
|
|
}
|
|
#endif // defined(PLATFORM_UWP)
|
|
|
|
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
|
// Mouse input polling
|
|
double mouseX;
|
|
double mouseY;
|
|
|
|
glfwGetCursorPos(window, &mouseX, &mouseY);
|
|
|
|
mousePosition.x = (float)mouseX;
|
|
mousePosition.y = (float)mouseY;
|
|
|
|
// Keyboard input polling (automatically managed by GLFW3 through callback)
|
|
|
|
// Register previous keys states
|
|
for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
|
|
|
|
// Register previous mouse states
|
|
for (int i = 0; i < 3; i++) previousMouseState[i] = currentMouseState[i];
|
|
|
|
previousMouseWheelY = currentMouseWheelY;
|
|
currentMouseWheelY = 0;
|
|
#endif
|
|
|
|
#if defined(PLATFORM_DESKTOP)
|
|
// Check if gamepads are ready
|
|
// NOTE: We do it here in case of disconnection
|
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
{
|
|
if (glfwJoystickPresent(i)) gamepadReady[i] = true;
|
|
else gamepadReady[i] = false;
|
|
}
|
|
|
|
// Register gamepads buttons events
|
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
{
|
|
if (gamepadReady[i]) // Check if gamepad is available
|
|
{
|
|
// Register previous gamepad states
|
|
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
|
|
|
|
// Get current gamepad state
|
|
// NOTE: There is no callback available, so we get it manually
|
|
//Get remapped buttons
|
|
GLFWgamepadstate state;
|
|
glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same
|
|
const unsigned char *buttons = state.buttons;
|
|
|
|
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
|
|
{
|
|
const GamepadButton button = GetGamepadButton(k);
|
|
|
|
if (buttons[k] == GLFW_PRESS)
|
|
{
|
|
currentGamepadState[i][button] = 1;
|
|
lastGamepadButtonPressed = button;
|
|
}
|
|
else currentGamepadState[i][button] = 0;
|
|
}
|
|
|
|
// Get current axis state
|
|
const float *axes = state.axes;
|
|
|
|
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
|
|
{
|
|
const GamepadAxis axis = GetGamepadAxis(k);
|
|
gamepadAxisState[i][axis] = axes[k];
|
|
}
|
|
|
|
//Register buttons for 2nd triggers
|
|
currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
|
|
currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
|
|
|
|
gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
|
|
}
|
|
}
|
|
|
|
windowResized = false;
|
|
|
|
#if defined(SUPPORT_EVENTS_WAITING)
|
|
glfwWaitEvents();
|
|
#else
|
|
glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
|
|
#endif
|
|
#endif //defined(PLATFORM_DESKTOP)
|
|
|
|
// Gamepad support using emscripten API
|
|
// NOTE: GLFW3 joystick functionality not available in web
|
|
#if defined(PLATFORM_WEB)
|
|
// Get number of gamepads connected
|
|
int numGamepads = 0;
|
|
if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS) numGamepads = emscripten_get_num_gamepads();
|
|
|
|
for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
|
|
{
|
|
// Register previous gamepad button states
|
|
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
|
|
|
|
EmscriptenGamepadEvent gamepadState;
|
|
|
|
int result = emscripten_get_gamepad_status(i, &gamepadState);
|
|
|
|
if (result == EMSCRIPTEN_RESULT_SUCCESS)
|
|
{
|
|
// Register buttons data for every connected gamepad
|
|
for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
|
|
{
|
|
const GamepadButton button = GetGamepadButton(j);
|
|
if (gamepadState.digitalButton[j] == 1)
|
|
{
|
|
currentGamepadState[i][button] = 1;
|
|
lastGamepadButtonPressed = button;
|
|
}
|
|
else currentGamepadState[i][button] = 0;
|
|
|
|
//TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
|
|
}
|
|
|
|
// Register axis data for every connected gamepad
|
|
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
|
|
{
|
|
const GamepadAxis axis = GetGamepadAxis(k);
|
|
gamepadAxisState[i][axis] = gamepadState.axis[j];
|
|
}
|
|
|
|
gamepadAxisCount = gamepadState.numAxes;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID)
|
|
// Register previous keys states
|
|
// NOTE: Android supports up to 260 keys
|
|
for (int i = 0; i < 260; i++) previousKeyState[i] = currentKeyState[i];
|
|
|
|
// Poll Events (registered events)
|
|
// NOTE: Activity is paused if not enabled (appEnabled)
|
|
while ((ident = ALooper_pollAll(appEnabled? 0 : -1, NULL, &events,(void**)&source)) >= 0)
|
|
{
|
|
// Process this event
|
|
if (source != NULL) source->process(androidApp, source);
|
|
|
|
// NOTE: Never close window, native activity is controlled by the system!
|
|
if (androidApp->destroyRequested != 0)
|
|
{
|
|
//TraceLog(LOG_INFO, "Closing Window...");
|
|
//windowShouldClose = true;
|
|
//ANativeActivity_finish(androidApp->activity);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_RPI)
|
|
// 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 **)RL_MALLOC(sizeof(char *)*count);
|
|
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
dropFilesPath[i] = (char *)RL_MALLOC(sizeof(char)*MAX_FILEPATH_LENGTH);
|
|
strcpy(dropFilesPath[i], paths[i]);
|
|
}
|
|
|
|
dropFilesCount = count;
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_ANDROID)
|
|
// Android: Process activity lifecycle commands
|
|
static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
|
|
{
|
|
switch (cmd)
|
|
{
|
|
case APP_CMD_START:
|
|
{
|
|
//rendering = true;
|
|
TraceLog(LOG_INFO, "APP_CMD_START");
|
|
} break;
|
|
case APP_CMD_RESUME:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_RESUME");
|
|
} break;
|
|
case APP_CMD_INIT_WINDOW:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_INIT_WINDOW");
|
|
|
|
if (app->window != NULL)
|
|
{
|
|
if (contextRebindRequired)
|
|
{
|
|
// Reset screen scaling to full display size
|
|
EGLint displayFormat;
|
|
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &displayFormat);
|
|
ANativeWindow_setBuffersGeometry(app->window, renderWidth, renderHeight, displayFormat);
|
|
|
|
// Recreate display surface and re-attach OpenGL context
|
|
surface = eglCreateWindowSurface(display, config, app->window, NULL);
|
|
eglMakeCurrent(display, surface, surface, context);
|
|
|
|
contextRebindRequired = false;
|
|
}
|
|
else
|
|
{
|
|
// Init graphics device (display device and OpenGL context)
|
|
InitGraphicsDevice(screenWidth, screenHeight);
|
|
|
|
// Init hi-res timer
|
|
InitTimer();
|
|
|
|
#if defined(SUPPORT_DEFAULT_FONT)
|
|
// Load default font
|
|
// NOTE: External function (defined in module: text)
|
|
LoadDefaultFont();
|
|
#endif
|
|
|
|
// TODO: GPU assets reload in case of lost focus (lost context)
|
|
// NOTE: This problem has been solved just unbinding and rebinding context from display
|
|
/*
|
|
if (assetsReloadRequired)
|
|
{
|
|
for (int i = 0; i < assetsCount; i++)
|
|
{
|
|
// TODO: Unload old asset if required
|
|
|
|
// Load texture again to pointed texture
|
|
(*textureAsset + i) = LoadTexture(assetPath[i]);
|
|
}
|
|
}
|
|
*/
|
|
|
|
// raylib logo appearing animation (if enabled)
|
|
if (showLogo)
|
|
{
|
|
SetTargetFPS(60); // Not required on Android
|
|
LogoAnimation();
|
|
}
|
|
}
|
|
}
|
|
} break;
|
|
case APP_CMD_GAINED_FOCUS:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_GAINED_FOCUS");
|
|
appEnabled = true;
|
|
//ResumeMusicStream();
|
|
} break;
|
|
case APP_CMD_PAUSE:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_PAUSE");
|
|
} break;
|
|
case APP_CMD_LOST_FOCUS:
|
|
{
|
|
//DrawFrame();
|
|
TraceLog(LOG_INFO, "APP_CMD_LOST_FOCUS");
|
|
appEnabled = false;
|
|
//PauseMusicStream();
|
|
} break;
|
|
case APP_CMD_TERM_WINDOW:
|
|
{
|
|
// Dettach OpenGL context and destroy display surface
|
|
// NOTE 1: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
|
|
// NOTE 2: In some cases (too many context loaded), OS could unload context automatically... :(
|
|
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
|
eglDestroySurface(display, surface);
|
|
|
|
contextRebindRequired = true;
|
|
|
|
TraceLog(LOG_INFO, "APP_CMD_TERM_WINDOW");
|
|
} break;
|
|
case APP_CMD_SAVE_STATE:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_SAVE_STATE");
|
|
} break;
|
|
case APP_CMD_STOP:
|
|
{
|
|
TraceLog(LOG_INFO, "APP_CMD_STOP");
|
|
} break;
|
|
case APP_CMD_DESTROY:
|
|
{
|
|
// TODO: Finish activity?
|
|
//ANativeActivity_finish(androidApp->activity);
|
|
|
|
TraceLog(LOG_INFO, "APP_CMD_DESTROY");
|
|
} break;
|
|
case APP_CMD_CONFIG_CHANGED:
|
|
{
|
|
//AConfiguration_fromAssetManager(androidApp->config, androidApp->activity->assetManager);
|
|
//print_cur_config(androidApp);
|
|
|
|
// Check screen orientation here!
|
|
|
|
TraceLog(LOG_INFO, "APP_CMD_CONFIG_CHANGED");
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// Android: Get input events
|
|
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
|
{
|
|
// If additional inputs are required check:
|
|
// https://developer.android.com/ndk/reference/group/input
|
|
|
|
int type = AInputEvent_getType(event);
|
|
|
|
if (type == AINPUT_EVENT_TYPE_MOTION)
|
|
{
|
|
// Get first touch position
|
|
touchPosition[0].x = AMotionEvent_getX(event, 0);
|
|
touchPosition[0].y = AMotionEvent_getY(event, 0);
|
|
|
|
// Get second touch position
|
|
touchPosition[1].x = AMotionEvent_getX(event, 1);
|
|
touchPosition[1].y = AMotionEvent_getY(event, 1);
|
|
|
|
// Useful functions for gamepad inputs:
|
|
//AMotionEvent_getAction()
|
|
//AMotionEvent_getAxisValue()
|
|
//AMotionEvent_getButtonState()
|
|
|
|
// Gamepad dpad button presses capturing
|
|
// TODO: That's weird, key input (or button)
|
|
// shouldn't come as a TYPE_MOTION event...
|
|
int32_t keycode = AKeyEvent_getKeyCode(event);
|
|
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
|
|
{
|
|
currentKeyState[keycode] = 1; // Key down
|
|
lastKeyPressed = keycode;
|
|
}
|
|
else currentKeyState[keycode] = 0; // Key up
|
|
|
|
}
|
|
else if (type == AINPUT_EVENT_TYPE_KEY)
|
|
{
|
|
int32_t keycode = AKeyEvent_getKeyCode(event);
|
|
//int32_t AKeyEvent_getMetaState(event);
|
|
|
|
// Save current button and its state
|
|
// NOTE: Android key action is 0 for down and 1 for up
|
|
if (AKeyEvent_getAction(event) == AKEY_EVENT_ACTION_DOWN)
|
|
{
|
|
currentKeyState[keycode] = 1; // Key down
|
|
lastKeyPressed = keycode;
|
|
}
|
|
else currentKeyState[keycode] = 0; // Key up
|
|
|
|
if (keycode == AKEYCODE_POWER)
|
|
{
|
|
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
|
|
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
|
|
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
|
|
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
|
|
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
|
|
return 0;
|
|
}
|
|
else if ((keycode == AKEYCODE_BACK) || (keycode == AKEYCODE_MENU))
|
|
{
|
|
// Eat BACK_BUTTON and AKEYCODE_MENU, just do nothing... and don't let to be handled by OS!
|
|
return 1;
|
|
}
|
|
else if ((keycode == AKEYCODE_VOLUME_UP) || (keycode == AKEYCODE_VOLUME_DOWN))
|
|
{
|
|
// Set default OS behaviour
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int32_t action = AMotionEvent_getAction(event);
|
|
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
GestureEvent gestureEvent;
|
|
|
|
// Register touch actions
|
|
if (flags == AMOTION_EVENT_ACTION_DOWN) gestureEvent.touchAction = TOUCH_DOWN;
|
|
else if (flags == AMOTION_EVENT_ACTION_UP) gestureEvent.touchAction = TOUCH_UP;
|
|
else if (flags == AMOTION_EVENT_ACTION_MOVE) gestureEvent.touchAction = TOUCH_MOVE;
|
|
|
|
// Register touch points count
|
|
// NOTE: Documentation says pointerCount is Always >= 1,
|
|
// but in practice it can be 0 or over a million
|
|
gestureEvent.pointCount = AMotionEvent_getPointerCount(event);
|
|
|
|
// Only enable gestures for 1-3 touch points
|
|
if ((gestureEvent.pointCount > 0) && (gestureEvent.pointCount < 4))
|
|
{
|
|
// Register touch points id
|
|
// NOTE: Only two points registered
|
|
gestureEvent.pointerId[0] = AMotionEvent_getPointerId(event, 0);
|
|
gestureEvent.pointerId[1] = AMotionEvent_getPointerId(event, 1);
|
|
|
|
// Register touch points position
|
|
gestureEvent.position[0] = (Vector2){ AMotionEvent_getX(event, 0), AMotionEvent_getY(event, 0) };
|
|
gestureEvent.position[1] = (Vector2){ AMotionEvent_getX(event, 1), AMotionEvent_getY(event, 1) };
|
|
|
|
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
}
|
|
#else
|
|
// Support only simple touch position
|
|
if (flags == AMOTION_EVENT_ACTION_DOWN)
|
|
{
|
|
// Get first touch position
|
|
touchPosition[0].x = AMotionEvent_getX(event, 0);
|
|
touchPosition[0].y = AMotionEvent_getY(event, 0);
|
|
|
|
touchPosition[0].x /= (float)GetScreenWidth();
|
|
touchPosition[0].y /= (float)GetScreenHeight();
|
|
}
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_WEB)
|
|
|
|
// Register fullscreen change events
|
|
static EM_BOOL EmscriptenFullscreenChangeCallback(int eventType, const EmscriptenFullscreenChangeEvent *e, void *userData)
|
|
{
|
|
//isFullscreen: int e->isFullscreen
|
|
//fullscreenEnabled: int e->fullscreenEnabled
|
|
//fs element nodeName: (char *) e->nodeName
|
|
//fs element id: (char *) e->id
|
|
//Current element size: (int) e->elementWidth, (int) e->elementHeight
|
|
//Screen size:(int) e->screenWidth, (int) e->screenHeight
|
|
|
|
if (e->isFullscreen)
|
|
{
|
|
TraceLog(LOG_INFO, "Canvas scaled to fullscreen. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
|
|
}
|
|
else
|
|
{
|
|
TraceLog(LOG_INFO, "Canvas scaled to windowed. ElementSize: (%ix%i), ScreenSize(%ix%i)", e->elementWidth, e->elementHeight, e->screenWidth, e->screenHeight);
|
|
}
|
|
|
|
// TODO: Depending on scaling factor (screen vs element), calculate factor to scale mouse/touch input
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Register keyboard input events
|
|
static EM_BOOL EmscriptenKeyboardCallback(int eventType, const EmscriptenKeyboardEvent *keyEvent, void *userData)
|
|
{
|
|
if ((eventType == EMSCRIPTEN_EVENT_KEYPRESS) && (strcmp(keyEvent->code, "Escape") == 0))
|
|
{
|
|
emscripten_exit_pointerlock();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Register mouse input events
|
|
static EM_BOOL EmscriptenMouseCallback(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData)
|
|
{
|
|
// Lock mouse pointer when click on screen
|
|
if ((eventType == EMSCRIPTEN_EVENT_CLICK) && toggleCursorLock)
|
|
{
|
|
EmscriptenPointerlockChangeEvent plce;
|
|
emscripten_get_pointerlock_status(&plce);
|
|
|
|
if (!plce.isActive) emscripten_request_pointerlock(0, 1);
|
|
else
|
|
{
|
|
emscripten_exit_pointerlock();
|
|
emscripten_get_pointerlock_status(&plce);
|
|
//if (plce.isActive) TraceLog(LOG_WARNING, "Pointer lock exit did not work!");
|
|
}
|
|
|
|
toggleCursorLock = false;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Register touch input events
|
|
static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent *touchEvent, void *userData)
|
|
{
|
|
/*
|
|
for (int i = 0; i < touchEvent->numTouches; i++)
|
|
{
|
|
long x, y, id;
|
|
|
|
if (!touchEvent->touches[i].isChanged) continue;
|
|
|
|
id = touchEvent->touches[i].identifier;
|
|
x = touchEvent->touches[i].canvasX;
|
|
y = touchEvent->touches[i].canvasY;
|
|
}
|
|
|
|
TraceLog(LOG_DEBUG, "%s, numTouches: %d %s%s%s%s", emscripten_event_type_to_string(eventType), event->numTouches,
|
|
event->ctrlKey? " CTRL" : "", event->shiftKey? " SHIFT" : "", event->altKey? " ALT" : "", event->metaKey? " META" : "");
|
|
|
|
for (int i = 0; i < event->numTouches; ++i)
|
|
{
|
|
const EmscriptenTouchPoint *t = &event->touches[i];
|
|
|
|
TraceLog(LOG_DEBUG, " %ld: screen: (%ld,%ld), client: (%ld,%ld), page: (%ld,%ld), isChanged: %d, onTarget: %d, canvas: (%ld, %ld)",
|
|
t->identifier, t->screenX, t->screenY, t->clientX, t->clientY, t->pageX, t->pageY, t->isChanged, t->onTarget, t->canvasX, t->canvasY);
|
|
}
|
|
*/
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
GestureEvent gestureEvent;
|
|
|
|
// Register touch actions
|
|
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART) gestureEvent.touchAction = TOUCH_DOWN;
|
|
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) gestureEvent.touchAction = TOUCH_UP;
|
|
else if (eventType == EMSCRIPTEN_EVENT_TOUCHMOVE) gestureEvent.touchAction = TOUCH_MOVE;
|
|
|
|
// Register touch points count
|
|
gestureEvent.pointCount = touchEvent->numTouches;
|
|
|
|
// Register touch points id
|
|
gestureEvent.pointerId[0] = touchEvent->touches[0].identifier;
|
|
gestureEvent.pointerId[1] = touchEvent->touches[1].identifier;
|
|
|
|
// Register touch points position
|
|
// NOTE: Only two points registered
|
|
// TODO: Touch data should be scaled accordingly!
|
|
//gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].canvasX, touchEvent->touches[0].canvasY };
|
|
//gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].canvasX, touchEvent->touches[1].canvasY };
|
|
gestureEvent.position[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
|
|
gestureEvent.position[1] = (Vector2){ touchEvent->touches[1].targetX, touchEvent->touches[1].targetY };
|
|
|
|
touchPosition[0] = gestureEvent.position[0];
|
|
touchPosition[1] = gestureEvent.position[1];
|
|
|
|
// Normalize gestureEvent.position[x] for screenWidth and screenHeight
|
|
gestureEvent.position[0].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[0].y /= (float)GetScreenHeight();
|
|
|
|
gestureEvent.position[1].x /= (float)GetScreenWidth();
|
|
gestureEvent.position[1].y /= (float)GetScreenHeight();
|
|
|
|
// Gesture data is sent to gestures system for processing
|
|
ProcessGestureEvent(gestureEvent);
|
|
#else
|
|
// Support only simple touch position
|
|
if (eventType == EMSCRIPTEN_EVENT_TOUCHSTART)
|
|
{
|
|
// Get first touch position
|
|
touchPosition[0] = (Vector2){ touchEvent->touches[0].targetX, touchEvent->touches[0].targetY };
|
|
|
|
touchPosition[0].x /= (float)GetScreenWidth();
|
|
touchPosition[0].y /= (float)GetScreenHeight();
|
|
}
|
|
#endif
|
|
|
|
return 1;
|
|
}
|
|
|
|
// Register connected/disconnected gamepads events
|
|
static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
|
|
{
|
|
/*
|
|
TraceLog(LOG_DEBUG, "%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"",
|
|
eventType != 0? emscripten_event_type_to_string(eventType) : "Gamepad state",
|
|
gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
|
|
|
|
for(int i = 0; i < gamepadEvent->numAxes; ++i) TraceLog(LOG_DEBUG, "Axis %d: %g", i, gamepadEvent->axis[i]);
|
|
for(int i = 0; i < gamepadEvent->numButtons; ++i) TraceLog(LOG_DEBUG, "Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
|
|
*/
|
|
|
|
if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true;
|
|
else gamepadReady[gamepadEvent->index] = false;
|
|
|
|
// TODO: Test gamepadEvent->index
|
|
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
#if defined(PLATFORM_RPI)
|
|
// Initialize Keyboard system (using standard input)
|
|
static void InitKeyboard(void)
|
|
{
|
|
// NOTE: We read directly from Standard Input (stdin) - STDIN_FILENO file descriptor
|
|
|
|
// Make stdin non-blocking (not enough, need to configure to non-canonical mode)
|
|
int flags = fcntl(STDIN_FILENO, F_GETFL, 0); // F_GETFL: Get the file access mode and the file status flags
|
|
fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK); // F_SETFL: Set the file status flags to the value specified
|
|
|
|
// Save terminal keyboard settings and reconfigure terminal with new settings
|
|
struct termios keyboardNewSettings;
|
|
tcgetattr(STDIN_FILENO, &defaultKeyboardSettings); // Get current keyboard settings
|
|
keyboardNewSettings = defaultKeyboardSettings;
|
|
|
|
// New terminal settings for keyboard: turn off buffering (non-canonical mode), echo and key processing
|
|
// NOTE: ISIG controls if ^C and ^Z generate break signals or not
|
|
keyboardNewSettings.c_lflag &= ~(ICANON | ECHO | ISIG);
|
|
//keyboardNewSettings.c_iflag &= ~(ISTRIP | INLCR | ICRNL | IGNCR | IXON | IXOFF);
|
|
keyboardNewSettings.c_cc[VMIN] = 1;
|
|
keyboardNewSettings.c_cc[VTIME] = 0;
|
|
|
|
// Set new keyboard settings (change occurs immediately)
|
|
tcsetattr(STDIN_FILENO, TCSANOW, &keyboardNewSettings);
|
|
|
|
// NOTE: Reading directly from stdin will give chars already key-mapped by kernel to ASCII or UNICODE
|
|
|
|
// Save old keyboard mode to restore it at the end
|
|
if (ioctl(STDIN_FILENO, KDGKBMODE, &defaultKeyboardMode) < 0)
|
|
{
|
|
// NOTE: It could mean we are using a remote keyboard through ssh!
|
|
TraceLog(LOG_WARNING, "Could not change keyboard mode (SSH keyboard?)");
|
|
}
|
|
else
|
|
{
|
|
// We reconfigure keyboard mode to get:
|
|
// - scancodes (K_RAW)
|
|
// - keycodes (K_MEDIUMRAW)
|
|
// - ASCII chars (K_XLATE)
|
|
// - UNICODE chars (K_UNICODE)
|
|
ioctl(STDIN_FILENO, KDSKBMODE, K_XLATE);
|
|
}
|
|
|
|
// Register keyboard restore when program finishes
|
|
atexit(RestoreKeyboard);
|
|
}
|
|
|
|
// Process keyboard inputs
|
|
// TODO: Most probably input reading and processing should be in a separate thread
|
|
static void ProcessKeyboard(void)
|
|
{
|
|
#define MAX_KEYBUFFER_SIZE 32 // Max size in bytes to read
|
|
|
|
// Keyboard input polling (fill keys[256] array with status)
|
|
int bufferByteCount = 0; // Bytes available on the buffer
|
|
char keysBuffer[MAX_KEYBUFFER_SIZE]; // Max keys to be read at a time
|
|
|
|
// Read availables keycodes from stdin
|
|
bufferByteCount = read(STDIN_FILENO, keysBuffer, MAX_KEYBUFFER_SIZE); // POSIX system call
|
|
|
|
// Reset pressed keys array (it will be filled below)
|
|
for (int i = 0; i < 512; i++) currentKeyState[i] = 0;
|
|
|
|
// Check keys from event input workers (This is the new keyboard reading method)
|
|
for (int i = 0; i < 512; i++) currentKeyState[i] = currentKeyStateEvdev[i];
|
|
|
|
// Fill all read bytes (looking for keys)
|
|
for (int i = 0; i < bufferByteCount; i++)
|
|
{
|
|
TraceLog(LOG_DEBUG, "Bytes on keysBuffer: %i", bufferByteCount);
|
|
|
|
// NOTE: If (key == 0x1b), depending on next key, it could be a special keymap code!
|
|
// Up -> 1b 5b 41 / Left -> 1b 5b 44 / Right -> 1b 5b 43 / Down -> 1b 5b 42
|
|
if (keysBuffer[i] == 0x1b)
|
|
{
|
|
// Detect ESC to stop program
|
|
if (bufferByteCount == 1) currentKeyState[256] = 1; // raylib key: KEY_ESCAPE
|
|
else
|
|
{
|
|
if (keysBuffer[i + 1] == 0x5b) // Special function key
|
|
{
|
|
if ((keysBuffer[i + 2] == 0x5b) || (keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32))
|
|
{
|
|
// Process special function keys (F1 - F12)
|
|
switch (keysBuffer[i + 3])
|
|
{
|
|
case 0x41: currentKeyState[290] = 1; break; // raylib KEY_F1
|
|
case 0x42: currentKeyState[291] = 1; break; // raylib KEY_F2
|
|
case 0x43: currentKeyState[292] = 1; break; // raylib KEY_F3
|
|
case 0x44: currentKeyState[293] = 1; break; // raylib KEY_F4
|
|
case 0x45: currentKeyState[294] = 1; break; // raylib KEY_F5
|
|
case 0x37: currentKeyState[295] = 1; break; // raylib KEY_F6
|
|
case 0x38: currentKeyState[296] = 1; break; // raylib KEY_F7
|
|
case 0x39: currentKeyState[297] = 1; break; // raylib KEY_F8
|
|
case 0x30: currentKeyState[298] = 1; break; // raylib KEY_F9
|
|
case 0x31: currentKeyState[299] = 1; break; // raylib KEY_F10
|
|
case 0x33: currentKeyState[300] = 1; break; // raylib KEY_F11
|
|
case 0x34: currentKeyState[301] = 1; break; // raylib KEY_F12
|
|
default: break;
|
|
}
|
|
|
|
if (keysBuffer[i + 2] == 0x5b) i += 4;
|
|
else if ((keysBuffer[i + 2] == 0x31) || (keysBuffer[i + 2] == 0x32)) i += 5;
|
|
}
|
|
else
|
|
{
|
|
switch (keysBuffer[i + 2])
|
|
{
|
|
case 0x41: currentKeyState[265] = 1; break; // raylib KEY_UP
|
|
case 0x42: currentKeyState[264] = 1; break; // raylib KEY_DOWN
|
|
case 0x43: currentKeyState[262] = 1; break; // raylib KEY_RIGHT
|
|
case 0x44: currentKeyState[263] = 1; break; // raylib KEY_LEFT
|
|
default: break;
|
|
}
|
|
|
|
i += 3; // Jump to next key
|
|
}
|
|
|
|
// NOTE: Some keys are not directly keymapped (CTRL, ALT, SHIFT)
|
|
}
|
|
}
|
|
}
|
|
else if (keysBuffer[i] == 0x0a) { lastKeyPressed = 257; currentKeyState[257] = 1; } // raylib KEY_ENTER (don't mix with <linux/input.h> KEY_*)
|
|
else if (keysBuffer[i] == 0x7f) { lastKeyPressed = 259; currentKeyState[259] = 1; } // raylib KEY_BACKSPACE
|
|
else
|
|
{
|
|
TraceLog(LOG_DEBUG, "Pressed key (ASCII): 0x%02x", keysBuffer[i]);
|
|
|
|
// Translate lowercase a-z letters to A-Z
|
|
if ((keysBuffer[i] >= 97) && (keysBuffer[i] <= 122))
|
|
{
|
|
currentKeyState[(int)keysBuffer[i] - 32] = 1;
|
|
}
|
|
else currentKeyState[(int)keysBuffer[i]] = 1;
|
|
|
|
lastKeyPressed = keysBuffer[i]; // Register last key pressed
|
|
}
|
|
}
|
|
|
|
// Check exit key (same functionality as GLFW3 KeyCallback())
|
|
if (currentKeyState[exitKey] == 1) windowShouldClose = true;
|
|
|
|
#if defined(SUPPORT_SCREEN_CAPTURE)
|
|
// Check screen capture key (raylib key: KEY_F12)
|
|
if (currentKeyState[301] == 1)
|
|
{
|
|
TakeScreenshot(FormatText("screenshot%03i.png", screenshotCounter));
|
|
screenshotCounter++;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Restore default keyboard input
|
|
static void RestoreKeyboard(void)
|
|
{
|
|
// Reset to default keyboard settings
|
|
tcsetattr(STDIN_FILENO, TCSANOW, &defaultKeyboardSettings);
|
|
|
|
// Reconfigure keyboard to default mode
|
|
ioctl(STDIN_FILENO, KDSKBMODE, defaultKeyboardMode);
|
|
}
|
|
|
|
// 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;
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
touchAction = TOUCH_MOVE;
|
|
gestureUpdate = true;
|
|
#endif
|
|
}
|
|
|
|
if (event.code == REL_Y)
|
|
{
|
|
mousePosition.y += event.value;
|
|
touchPosition[0].y = mousePosition.y;
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
touchAction = TOUCH_MOVE;
|
|
gestureUpdate = true;
|
|
#endif
|
|
}
|
|
|
|
if (event.code == REL_WHEEL)
|
|
{
|
|
currentMouseWheelY += event.value;
|
|
}
|
|
}
|
|
|
|
// Absolute movement parsing
|
|
if (event.type == EV_ABS)
|
|
{
|
|
// Basic movement
|
|
if (event.code == ABS_X)
|
|
{
|
|
mousePosition.x = (event.value - worker->absRange.x)*screenWidth/worker->absRange.width; // Scale acording to absRange
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
touchAction = TOUCH_MOVE;
|
|
gestureUpdate = true;
|
|
#endif
|
|
}
|
|
|
|
if (event.code == ABS_Y)
|
|
{
|
|
mousePosition.y = (event.value - worker->absRange.y)*screenHeight/worker->absRange.height; // Scale acording to absRange
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
touchAction = TOUCH_MOVE;
|
|
gestureUpdate = true;
|
|
#endif
|
|
}
|
|
|
|
// Multitouch movement
|
|
if (event.code == ABS_MT_SLOT)
|
|
{
|
|
worker->touchSlot = event.value; // Remeber the slot number for the folowing events
|
|
}
|
|
|
|
if (event.code == ABS_MT_POSITION_X)
|
|
{
|
|
if (worker->touchSlot < MAX_TOUCH_POINTS)
|
|
touchPosition[worker->touchSlot].x = (event.value - worker->absRange.x)*screenWidth/worker->absRange.width; // Scale acording to absRange
|
|
}
|
|
|
|
if (event.code == ABS_MT_POSITION_Y)
|
|
{
|
|
if (worker->touchSlot < MAX_TOUCH_POINTS)
|
|
touchPosition[worker->touchSlot].y = (event.value - worker->absRange.y)*screenHeight/worker->absRange.height; // Scale acording to absRange
|
|
}
|
|
|
|
if (event.code == ABS_MT_TRACKING_ID)
|
|
{
|
|
if ( (event.value < 0) && (worker->touchSlot < MAX_TOUCH_POINTS) )
|
|
{
|
|
// Touch has ended for this point
|
|
touchPosition[worker->touchSlot].x = -1;
|
|
touchPosition[worker->touchSlot].y = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Button parsing
|
|
if (event.type == EV_KEY)
|
|
{
|
|
|
|
// Mouse button parsing
|
|
if ((event.code == BTN_TOUCH) || (event.code == BTN_LEFT))
|
|
{
|
|
currentMouseStateEvdev[MOUSE_LEFT_BUTTON] = event.value;
|
|
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
if (event.value > 0) touchAction = TOUCH_DOWN;
|
|
else touchAction = TOUCH_UP;
|
|
gestureUpdate = true;
|
|
#endif
|
|
}
|
|
|
|
if (event.code == BTN_RIGHT) currentMouseStateEvdev[MOUSE_RIGHT_BUTTON] = event.value;
|
|
|
|
if (event.code == BTN_MIDDLE) currentMouseStateEvdev[MOUSE_MIDDLE_BUTTON] = event.value;
|
|
|
|
// Keyboard button parsing
|
|
if((event.code >= 1) && (event.code <= 255)) //Keyboard keys appear for codes 1 to 255
|
|
{
|
|
keycode = keymap_US[event.code & 0xFF]; // The code we get is a scancode so we look up the apropriate keycode
|
|
// Make sure we got a valid keycode
|
|
if((keycode > 0) && (keycode < sizeof(currentKeyState)))
|
|
{
|
|
// Store the key information for raylib to later use
|
|
currentKeyStateEvdev[keycode] = event.value;
|
|
if(event.value > 0)
|
|
{
|
|
// Add the key int the fifo
|
|
lastKeyPressedEvdev.Contents[lastKeyPressedEvdev.Head] = keycode; // Put the data at the front of the fifo snake
|
|
lastKeyPressedEvdev.Head = (lastKeyPressedEvdev.Head + 1) & 0x07; // Increment the head pointer forwards and binary wraparound after 7 (fifo is 8 elements long)
|
|
// TODO: This fifo is not fully threadsafe with multiple writers, so multiple keyboards hitting a key at the exact same time could miss a key (double write to head before it was incremented)
|
|
}
|
|
TraceLog(LOG_DEBUG, "KEY%s ScanCode: %4i KeyCode: %4i",event.value == 0 ? "UP":"DOWN", event.code, keycode);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Screen confinement
|
|
if (mousePosition.x < 0) mousePosition.x = 0;
|
|
if (mousePosition.x > screenWidth/mouseScale.x) mousePosition.x = screenWidth/mouseScale.x;
|
|
|
|
if (mousePosition.y < 0) mousePosition.y = 0;
|
|
if (mousePosition.y > screenHeight/mouseScale.y) mousePosition.y = screenHeight/mouseScale.y;
|
|
|
|
// Gesture update
|
|
if (gestureUpdate)
|
|
{
|
|
#if defined(SUPPORT_GESTURES_SYSTEM)
|
|
GestureEvent gestureEvent = { 0 };
|
|
|
|
gestureEvent.pointCount = 0;
|
|
gestureEvent.touchAction = touchAction;
|
|
|
|
if (touchPosition[0].x >= 0) gestureEvent.pointCount++;
|
|
if (touchPosition[1].x >= 0) gestureEvent.pointCount++;
|
|
if (touchPosition[2].x >= 0) gestureEvent.pointCount++;
|
|
if (touchPosition[3].x >= 0) gestureEvent.pointCount++;
|
|
|
|
gestureEvent.pointerId[0] = 0;
|
|
gestureEvent.pointerId[1] = 1;
|
|
gestureEvent.pointerId[2] = 2;
|
|
gestureEvent.pointerId[3] = 3;
|
|
|
|
gestureEvent.position[0] = touchPosition[0];
|
|
gestureEvent.position[1] = touchPosition[1];
|
|
gestureEvent.position[2] = touchPosition[2];
|
|
gestureEvent.position[3] = touchPosition[3];
|
|
|
|
ProcessGestureEvent(gestureEvent);
|
|
#endif
|
|
}
|
|
}
|
|
else
|
|
{
|
|
usleep(5000); // Sleep for 5ms to avoid hogging CPU time
|
|
}
|
|
}
|
|
|
|
close(worker->fd);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// Init gamepad system
|
|
static void InitGamepad(void)
|
|
{
|
|
char gamepadDev[128] = "";
|
|
|
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
{
|
|
sprintf(gamepadDev, "%s%i", DEFAULT_GAMEPAD_DEV, i);
|
|
|
|
if ((gamepadStream[i] = open(gamepadDev, O_RDONLY|O_NONBLOCK)) < 0)
|
|
{
|
|
// NOTE: Only show message for first gamepad
|
|
if (i == 0) TraceLog(LOG_WARNING, "Gamepad device could not be opened, no gamepad available");
|
|
}
|
|
else
|
|
{
|
|
gamepadReady[i] = true;
|
|
|
|
// NOTE: Only create one thread
|
|
if (i == 0)
|
|
{
|
|
int error = pthread_create(&gamepadThreadId, NULL, &GamepadThread, NULL);
|
|
|
|
if (error != 0) TraceLog(LOG_WARNING, "Error creating gamepad input event thread");
|
|
else TraceLog(LOG_INFO, "Gamepad device initialized successfully");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Process Gamepad (/dev/input/js0)
|
|
static void *GamepadThread(void *arg)
|
|
{
|
|
#define JS_EVENT_BUTTON 0x01 // Button pressed/released
|
|
#define JS_EVENT_AXIS 0x02 // Joystick axis moved
|
|
#define JS_EVENT_INIT 0x80 // Initial state of device
|
|
|
|
struct js_event {
|
|
unsigned int time; // event timestamp in milliseconds
|
|
short value; // event value
|
|
unsigned char type; // event type
|
|
unsigned char number; // event axis/button number
|
|
};
|
|
|
|
// Read gamepad event
|
|
struct js_event gamepadEvent;
|
|
|
|
while (!windowShouldClose)
|
|
{
|
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
{
|
|
if (read(gamepadStream[i], &gamepadEvent, sizeof(struct js_event)) == (int)sizeof(struct js_event))
|
|
{
|
|
gamepadEvent.type &= ~JS_EVENT_INIT; // Ignore synthetic events
|
|
|
|
// Process gamepad events by type
|
|
if (gamepadEvent.type == JS_EVENT_BUTTON)
|
|
{
|
|
TraceLog(LOG_DEBUG, "Gamepad button: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
|
|
|
|
if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS)
|
|
{
|
|
// 1 - button pressed, 0 - button released
|
|
currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
|
|
|
|
if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
|
|
else lastGamepadButtonPressed = -1;
|
|
}
|
|
}
|
|
else if (gamepadEvent.type == JS_EVENT_AXIS)
|
|
{
|
|
TraceLog(LOG_DEBUG, "Gamepad axis: %i, value: %i", gamepadEvent.number, gamepadEvent.value);
|
|
|
|
if (gamepadEvent.number < MAX_GAMEPAD_AXIS)
|
|
{
|
|
// NOTE: Scaling of gamepadEvent.value to get values between -1..1
|
|
gamepadAxisState[i][gamepadEvent.number] = (float)gamepadEvent.value/32768;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
usleep(1000); //Sleep for 1ms to avoid hogging CPU time
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
#endif // PLATFORM_RPI
|
|
|
|
// Plays raylib logo appearing animation
|
|
static void LogoAnimation(void)
|
|
{
|
|
#if !defined(PLATFORM_WEB) && !defined(PLATFORM_UWP)
|
|
int logoPositionX = screenWidth/2 - 128;
|
|
int logoPositionY = screenHeight/2 - 128;
|
|
|
|
int framesCounter = 0;
|
|
int lettersCount = 0;
|
|
|
|
int topSideRecWidth = 16;
|
|
int leftSideRecHeight = 16;
|
|
|
|
int bottomSideRecWidth = 16;
|
|
int rightSideRecHeight = 16;
|
|
|
|
int state = 0; // Tracking animation states (State Machine)
|
|
float alpha = 1.0f; // Useful for fading
|
|
|
|
while (!WindowShouldClose() && (state != 4)) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
if (state == 0) // State 0: Small box blinking
|
|
{
|
|
framesCounter++;
|
|
|
|
if (framesCounter == 84)
|
|
{
|
|
state = 1;
|
|
framesCounter = 0; // Reset counter... will be used later...
|
|
}
|
|
}
|
|
else if (state == 1) // State 1: Top and left bars growing
|
|
{
|
|
topSideRecWidth += 4;
|
|
leftSideRecHeight += 4;
|
|
|
|
if (topSideRecWidth == 256) state = 2;
|
|
}
|
|
else if (state == 2) // State 2: Bottom and right bars growing
|
|
{
|
|
bottomSideRecWidth += 4;
|
|
rightSideRecHeight += 4;
|
|
|
|
if (bottomSideRecWidth == 256) state = 3;
|
|
}
|
|
else if (state == 3) // State 3: Letters appearing (one by one)
|
|
{
|
|
framesCounter++;
|
|
|
|
if (framesCounter/12) // Every 12 frames, one more letter!
|
|
{
|
|
lettersCount++;
|
|
framesCounter = 0;
|
|
}
|
|
|
|
if (lettersCount >= 10) // When all letters have appeared, just fade out everything
|
|
{
|
|
alpha -= 0.02f;
|
|
|
|
if (alpha <= 0.0f)
|
|
{
|
|
alpha = 0.0f;
|
|
state = 4;
|
|
}
|
|
}
|
|
}
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
if (state == 0)
|
|
{
|
|
if ((framesCounter/12)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
|
|
}
|
|
else if (state == 1)
|
|
{
|
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
|
|
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
|
|
}
|
|
else if (state == 2)
|
|
{
|
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
|
|
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
|
|
|
|
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
|
|
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
|
|
}
|
|
else if (state == 3)
|
|
{
|
|
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
|
|
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
|
|
|
|
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
|
|
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
|
|
|
|
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
|
|
|
|
DrawText(TextSubtext("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
|
|
}
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
#endif
|
|
|
|
showLogo = false; // Prevent for repeating when reloading window (Android)
|
|
} |